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INTERNET OF WEARABLE THINGS

GLOBAL WEARABLE SHIPMENTS FORECAST (M) Watch


Wristband
2015 2016 2020 Eyewear
Clothing
Others

31.9 41.8 111.3


39.6 51.4 60.8
0.1 0.2 18.8
0.4 2.2 15.6
6.8 6.2 7.1

TOTAL TOTAL TOTAL


79 101.9 213.6

Source: IDC 2016

CONSUMER PREDICTIONS FOR THE FUTURE OF WEARABLE TECHNOLOGY Current generation


of wearables
HIGH

Smart water
purifiers Safety and
Panic security
buttons
Exact measuring
garments Smart
Smartwatches garments
Smartglasses Smart Identity
locators authenticators
Non-verbal
Fitness communications
trackers
Alcohol Thermal
monitoring bracelets
AVERAGE

Filter ingestible for


notifications safe driving
Wearable bracelets Safety Fast
cameras clip-on Slow wash
fashion
cameras Emotion garments
sensing Allergy-alert
tattoos scarfs

Gesture
communicators

Virtual reality
sports attire
LOW

ALREADY
WITHIN A YEAR BY 2020 AFTER 2020
MAINSTREAM
Source: Ericsson
ConsumerLab 2016

WEARABLES MARKET SHARE BY CATEGORY TOP WEARABLES BRANDS BY MARKET SHARE


PERCENTAGE OF GLOBAL RESPONDENTS WHO OWN AT LEAST MARKET SHARE FOR THE FIRST QUARTER OF 2016
ONE TYPE OF WEARABLE DEVICE

Fitbit Xiaomi Apple


Fitness band 45%
Garmin

Smartwatch 27%

Smartglasses/VR
or AR headset 15%

Smart video /
photo device 14% Other
Samsung
Smart clothing 12% BBK

PwC 2016

Source: IDC 2016

WEARABLES PENETRATION BY SELECTED COUNTRY


GADGETS/ITEMS MOST LIKELY TO BE
REPLACED BY WEARABLES IN THE FUTURE
Australia 12.7%
PERCENTAGE OF SMARTPHONE USERS THAT THOUGHT THE
FOLLOWING WOULD BE REPLACED
United States 12.2%

Italy Watches and clocks 50%


10.3%
Glucose and blood
UK 7.9% pressure monitoring 48%
meters

Germany 5.4% Car/house keys 48%

GPS and navigation


France 4.6% devices 46%

Japan 3.7% Smartphones 43%

Identification
Source: Kantar World Panel 2016 documents 42%

Handheld cameras 40%


TOP MOTIVATIONS FOR USING WEARABLES
GLOBAL SURVEY OF THOSE WHO OWN AT LEAST ONE WEARABLE DEVICE
TV remotes 38%

Features that give


54%
Wallets 37%
monetary rewards
Gaming features Music devices 34%
to compete with others 45%

Provides information 45% Tablets 24%


I would otherwise not have
Allows me to cut Streaming
back on my spending 44% media players
19%

Features that reward


43% Connected TVs 19%
users with loyalty points
Looks good an important
36% Video gaming
17%
part of my wardrobe/outfits consoles

Source: PwC 2016 Source: Ericsson ConsumerLab 2016

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