Winning the Wearables Race Through Human Psychology
Ever wonder why we do what we do? From a product management perspective, understanding the human psychology behind intent, purchase, and sustained use can make the difference between a wild success or financial disaster.
From studies to industry insiders, wearables for the most have been received with lukewarm reception and for good reason; it’s void of a humanistic approach.
The Science of Human Psychology
Most of us are familiar with Abraham Maslow 's hierarchy of human needs. After meeting our physiological and safety needs, humans crave love, belonging, and self-esteem. Yet, perhaps these psychological needs are least understood and practiced by wearable manufacturers and
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Case Study: Social Media, Why We Feel Closer
Researchers Horton and Wohl proposed the theory of parasocial interaction or intimacy at a distance to explain how television audiences developed perceptions of having a relationship with TV celebrities. This once unidirectional experience has changed with the advent of modern social media. A study by Lueck observed that a single post by Kim Kardashian would elicit hundreds of responses from her fans without any further action by Kim, yet her followers experienced a parasocial connection through Kim’s tweets and photos. According to Hartmann and Goldhoorn, parasocial interaction can be immediate, personal, and reciprocal, but these qualities are illusory and not shared by the celebrity. However, for fans the sense of connection is real and supports their needs for love and belonging.
Self-Esteem
Self-esteem is a human need to feel respected and valued by others. There are two levels of self-esteem: a lower and a higher level. The lower level of self-esteem is the need for respect from others. This may include a need for status, recognition, fame, prestige, and attention. This is most visible among celebrities but the fundamental need indwells in all of us. The higher level is characterized as the need for self-respect. For example, the person may have a need for strength, competence, mastery, self-confidence, independence, and freedom. The higher level
Smart phones have become such an important part in our lives that we lose focus with or without them. When they’re in the palms of our hands we can’t seem to stop using it; when we don’t have
Patient wearables offer an excellent example of this new doctor/patient partnership. Patients can not only be monitored by their physicians, they can monitor themselves as wearables present not only data concerning heart rate and blood pressure, but personal information regarding everything from diet to the quality of last night’s sleep. This brings the patient into the loop and encourages him or her to take more responsibility.
Expected technological advancements in health products are likely to contribute to greater spending on health. The FitBit as a technological health device shall greatly meet local consumer’s needs.
The authors, Lev Grossman -- the lead technology writer -- and Matt Vella -- the assistant managing editor -- of Time Magazine, advance their opinions and concerns on technology in their article: How Wearable Tech Will Change Your Life-Like it or Not. They discuss the change in technology and how this change may lead to technology becoming too much a part of societies’ lives, “too intimate” (Grossman, Vella). They begin with a description of how they perceive Apple’s methods at running its company and the way they work to make products. Apple uses old or different ideas and “resurrects” them to create one of their aesthetically pleasing devices (Grossman,Vella). The authors say that “Apple dissects [the device] and studies the various causes of death. Then it builds something so completely thought through, so seductively designed, so snugly embedded in webs of content and services and communications, that it not only lives again, it thrives.” Lev and Matt discuss such devices, that apple has improved upon, specifically the new Apple Watch. They discuss the various features that may or may not cause Apple to mainstream their Watch; if they do, it will be by the work of many others before them. They continue to talk on about how these wearables can’t be that practical and they won’t become popular any time soon. They say that people don’t want to wear these devices that they are ugly and that people who wear these devices aren’t necessarily the most popular people.
The main objective of this study is to design a device requiring for the development of company own system that will support the existing app to monitor health, and will replace currently using market beacons. This research study is the result of work completed during the past eight weeks (120 hours) to draw a
These are gadgets that make your life easier since you do not have to search for safe places to keep them in order to avoid theft. These gadgets have been developed by the latest technology making you have easier time. The most enjoyable wearable gadgets are the outdoor adventure gadgets that will get the boredom feeling in you. Most of them can help you in better decision making enabling you to be a good and responsible leader. Other apps help you to get better memory and are recommended for student to enable them perform better in school.
The implications and uses of wearable technology are far reaching and can influence the fields of health and medicine, fitness, aging, disabilities, education, transportation, enterprise, finance, gaming and music. The technology also promises great influence on gaming and entertainment. Examples of wearable devices include watches, glasses, contact lenses, e-textiles and smart fabrics, headbands, beanies and caps, jewelry such as rings, bracelets, and hearing aid-like devices that are designed to look like earrings.
wristwatch has slowly become less of an object of function and more a piece of modern culture, for
a) In the year 2017 Fitbit had two important competitors in the market of wearables. These competitors were Xiaomi and Apple. Fitbit had the biggest market share in the wearable industry since 2014, Xiaomi overtook them in the first quartal of 2017 with a market share of 14.7 % and Apple with a market share of 14.6 % and so had a bigger market share than Fitbit which 12.3 % market share. In the third quartal Fitbit increased its market share again and so achieved a statistical tie with Xiaomi with both 13.7 % market share and even a bigger market share than Apple which had a market share of 10.3 %.1 With the ‘’Xiaomi Mi Band 2” Xiaomi also produces a fitness wearable which is a direct competitor to the wearables of Fitbit. Apples Smartwatch “Apple Watch” has also Fitness
There have been numerous changes in the computer technology since the first computer was invented and this is an ongoing process. During this whole time computers have shrinked tremendously in size and now can be carried in pocket and as a wearable object. Wearable technology provides human enhancement in personal level and offers several opportunities in enterprise. It is essential to understand the history, evolution and other enabling technologies to effectively adopt and improve the use of wearable technologies.
A large number of innovations we use everyday life that have multiple usage and can be worn by the consumer and often include tracking information related to health and fitness. Wearables are the biggest innovation in technology since the smartphone –and the possibilities are endless. Wearable technology is not a trendy pair of
Self-esteem is defined as how an individual evaluate oneself. It is an individual’s self worth how s/he feels about oneself. It is also known to as how one approves or appreciates him or herself. It is an effective response to one’s description. Self-esteem is the value that we consider how much we worth ourselves. These values might differ from individual to individual.
As Wearable Gadgets Corporation continues to grow it has become imperative to locate new markets in which to expand. Our future expansion should consider potential revenue and also new alternatives to our current operations.
A wearable Computer is a computing device accumulated in a way which allows it to be worn or carried on the body, at the same time as still having the user interface set for use at anytime and anywhere. It makes computing achievable in all situations where even a laptop would be too weighty to open up, boot up and interface. There are ample number of wearable devices is available in the today’s market such as smart watches, Smart Glasses, health and fitness tracker, special clothes and jewellery, and many more. In the simple words, wearable computing devices are the largest new innovation in the current technology from the time when the Smartphone introduced – and the possibilities are never-ending. Moreover, wearable tech has gone conventional, and the most recent devices on the globe are now ones which you can put on your wrists, arms and faces. Generally, Wearable Computer planned for commercial use such as a unique user interface design, augmented reality, pattern recognition, electronic textiles and fashion design.
When a person is wearing a wearable computer, there is a constant interaction between the device and the user. Not only does the device have to ability to multi-task, but also can be incorporated into the physical body of the user to act as prostheses, becoming an extension of the body and/or user 's mind.