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A DEVELOPER SURVEY
Introduction
From smart fridges that will order milk before you run out to fully automated buildings that adjust lights, heat, and
music to the personal preferences of room occupants, the Internet of Things (IoT) promises to bring the stuff of
science fiction into homes and businesses. Stories of cool devices and gadgets abound in the press. But how real are
these “Things” today? When will they begin to impact business results and daily life? And what impact will these
“Things” have on the software developers who are tasked with building connected IoT solutions?
The following report, sponsored by Embarcadero Technologies, is based on a global survey of 1,040 developers
and development managers involved in IoT projects. The goal of the survey was to understand the current status of
IoT projects, their business drivers, and how developers are leveraging new capabilities to deliver remarkable new
solutions.
The Internet of Things (IoT) is the network of “Things” that contain interconnection technology (i.e. Wifi,
Bluetooth) to communicate with other devices, applications, middleware, and online services. These “Things”
can be as diverse as wearable devices, industrial sensors, inventory tracking chips, drones, and smart vending
machines. This survey focuses on understanding trends with new types of “Things”. For this survey, “Thing”
does not include traditional endpoints like desktops, smart phones or tablets.
This survey focuses on the entire solution required to deliver value, including “Things” and the
infrastructure the “Things” communicate with such as computers, smartphones, tablets, middleware,
cloud, and other back-end infrastructure.
Key Findings
“Things” will have significant business impact in 2015, driven by customer demand
-- 49% of “Things” will have business impact by end of 2015, compared to only 12% in 2014
-- Most “Things” are built for business, only 16% are built specifically for consumers
-- Half of “Thing” development is driven directly by customer demand
Software and apps crucial to connect IoT solutions
-- 71% of “Thing” data will move between local devices and remote servers
-- 72% of “Things” will use multiple interaction technologies to communicate
-- 49% will connect to cloud services
IoT solutions drive extreme new world of user experience
-- 76% think about “Thing” user experience differently
-- 97% of “Things” will accept non-traditional input such as sensors, GPS, voice, line of vision, and body
gestures
-- 39% of “Things” will present information in non-traditional ways including virtual reality, haptic feedback,
audible, and making changes to their environment
Sponsored by
Detailed Findings
“Things” will have significant business impact in 2015
More “Things” are being built for business than consumers
Much of the buzz around “Things” has centered on consumer gadgets. From wearables to home health monitoring
to smart homes, it is fun to think about using “Things” in our daily lives. However, the practical reality of “Thing”
development is that more things are being made for businesses than for consumers.
Business
only
50%
Half of all IoT solutions, 50%, are being built exclusively for business use – either to sell to other businesses, or for
internal business operations. Just a few examples of IoT solutions being built by survey participants for business use
include environmental monitoring for museums and agribusiness, inventory control for manufacturing, laboratory
controls, HVAC sensors, hospital patient trackers, specimen collection and tracking, military drones, and retail
kiosks that respond to personal information of nearby customers.
Only 16% of all IoT solutions are being built exclusively for consumers, from the practical, like tracking devices
for small children and home health monitoring, to amazing new entertainment devices. The remaining 34% of IoT
solutions will be used by both consumers and businesses including “Things” for smart buildings, vehicle operation,
access controls, and cleaner robots.
What is the expected business impact of your “Thing” solu:on?
Few “Things” were in the hands of end users at the close of 2014
This expected business impact is not being felt yet. By the end of 2014, only 25% of all IoT solutions were in the
hands of end users with only 13% being actually released and a further 12% being in beta or pilot. More than half of
all IoT solutions (53%) in the works are only in planning or idea stage.
30%
25%
19%
20%
16%
15%
13%
12%
10%
6%
5%
0%
Our
“Thing”
solu8on
has
Our
“Thing”
solu8on
is
in
Used
by
developers
only
Currently
in
development
We
have
plans
for
a
We
have
ideas
for
a
been
released
beta
or
pilot
“Thing”
solu8on
but
have
“Thing”
solu8on”
but
not
yet
started
don’t
have
a
plan
yet
At the end of 2014, developers in the Americas were leading the world in having put their IoT solutions in the hands
of end users with 21% of them having released their “Thing” and a further 16% in beta or pilot. Europe was far
behind, particularly with released “Things”. Only 7% of European developers have released their IoT solution. With
a further 10% having IoT solutions in beta or pilot, Europe is poised to catch up in the coming years.
35%
15%
Beta
or
pilot,
10%
10%
Released,
21%
Released,
14%
5%
Released,
7%
0%
AMER
EMEA
APAC
2015 a big year for “Thing” development – and “Thing” business impact
While 2014 ended with a lot of intentions to build “Things”, 2015 will be a year of production and shipping. The
majority of IoT solutions, 77%, will be in active development in 2015.
Yes
77%
2015 will also be the year when the business impact of IoT solutions will be felt. While only 12% of all IoT solutions
were generating a clear business impact at the end of 2014, by the end of 2015 almost half of all “Thing” projects
currently scoped (49%) will be generating business results.
When is your “Thing” solu1on expected to clearly generate business impact?
40% 37%
35%
30%
25%
23%
20%
16%
15%
12%
11%
10%
5%
0%
2014
2015
2016
More
than
2
years
from
Too
soon
to
say
now
No budget 25%
No demand 17%
Which of the following types of proper2es will be included in your “Thing”?
Display
–
something
you
send
informa?on
to
and
it
displays
in
a
58%
unique
way
(i.e.
smart
watch,
virtual
reality)
What types of systems will be interconnected as part of your “Thing” solu:on?
Database 61%
Middleware 26%
Other 2%
While mobile apps will unsurprisingly be the most common interconnection point for “Things” (78%), traditional
desktops will remain a very significant part of the infrastructure (69%), as will databases (61%). Almost of half of
IoT solutions will connect to a cloud service (49%). Some “Things” (Other, 2%) will connect to a wide range of
other hardware, from door locks to recording equipment.
What is more surprising is that most “Things” (72%) communicate using multiple technologies for interaction. This
increases the need for developers to understand these multiple methods.
How will your “Thing” communicate with the rest of your solu7on?
Wifi/Internet 76%
SDK 18%
Other 8%
Survey participants took the time to outline the others ways in which “Things” communicate. Satellite and radio
waves were both mentioned frequently.
For developers involved in IoT solutions, the challenge will be to move this data around. Most IoT solutions (71%)
will store data both locally (on the “Thing”, in an app, or desktop) as well as on servers (enterprise database or cloud).
Where will the informa/on collected by your “Thing” be stored?
Other 2%
What
opera*ng
systems
are
used
by
the
mobile
apps
and
desktop
applica*ons
your
“Thing”
connects
to?
Android 78%
Windows 77%
iOS 59%
Linux 33%
MacOS 30%
Other 3%
While the ultimate vision of IoT solutions completely does away with traditional touch, we’re not there yet. More
than half of all “Things” (56%) will accept input the old fashioned way.
Voice 25%
Biometrics 24%
Other 7%
While the basic technology for accepting non-traditional input may be similar, the types of “Things” that use these
inputs will vary greatly. Body gestures will be used as input for “Things” ranging from gaming devices and physical
activity monitoring to fly control and smart buildings. “Things” that will get input by sensing where a person is
looking run the gamut from intelligent buildings, traffic, and secure entry, to virtual assistants and medical imaging.
Positional tracking will be used by “Things” as varied as access controls, cleaner robots, and time and attendance
tracking.
Other 3%
Haptic or bio feedback will be used for “Things” including embedded medical devices, entertainment, and vehicle
operations. Audible feedback will be used for many types of monitoring including home monitoring, health
monitoring, security monitoring and asset tracking. Virtual reality will be used for “Things” built to deliver enhanced
retail experiences, simulation training, and emergency situation management solutions.
development for “Things” and their supporting infrastructure as well as business impact of “Thing” solutions,
technology used, and user experience.
Definitions:
The Internet of Things (IoT) is the network of “Things” that contain interconnection technology (i.e. Wifi, Bluetooth)
to communicate with other devices, applications, middleware, and online services. These “Things” can be as diverse as
wearable devices, industrial sensors, inventory tracking chips, drones, and smart vending machines. This survey focuses
on understanding trends with new types of “Things”. For this survey, “Thing” does not include traditional endpoints like
desktops, smart phones or tablets.
This survey focuses on the entire solution required to deliver value, the “Thing” solution, including both the “Thing”
and the infrastructure the “Thing” communicates with such as computers, smartphones, tablets, middleware, cloud, and
other back-end infrastructure.
A total of 1,040 qualified individuals participated in the survey. All were involved in software development for IoT
solutions. Participants represented a wide range of geographies, company sizes, role in software development, and
vertical industries.
Developer
or
other
individual
Team
manager
100
–
1,000
contributor
23%
16%
45%
EMEA
59%
10
–
100
23%