Juniper’s recently published Smart Wearable Devices research highlights the use cases that will drive up adoption of the devices, which have had a lacklustre start, but are showing promise in spaces from activity tracking to the workplace.
Wearable technology is not yet mainstream. There is, as yet, no ‘killer app’ that makes smartwatches or smart glasses relevant to more consumers, but the market’s focus has changed over the past few months. The emphasis is now on expanding the range of devices, understanding how they can be best used and what business models they enable. One of the key emerging uses is that of quantified others.
This week Juniper published a new research on Civilian UAV (Unmanned Aerial Vehicles) – Drones: Consumer & Commercial Applications, Regulations & Opportunities 2015-2020.
Our research found that reduced component cost, increased competition and a greater number of consumer use cases means that around 4 million consumer drones will be shipped annually this year.
Whilst many thought last weekend’s major sporting event was the 2015 Rugby World Cup Final, another tournament with a substantial global following also took place: the 2015 League of Legends World Championship final, one of the largest events in the current eSports calendar.
Earlier today, a German blogger named Carsten Knobloch discovered a game changer on his desktop, and unsurprisingly he was keen to flag it to the rest of the world. And thus the news of the game changer began to spread: Apple had gone for carrier billing.
Now that the colder months are approaching for us Northern hemisphere dwellers, the central heating ads have started showing on TV. Not unexpectedly, British Gas is plugging their connected thermostat system, Hive. What was surprising to me was the fact that, in 2 years, nothing has changed with regards to the sales pitch: it’s still a thermostat controlled by your phone
LINE Corporation has announced that it is to secure its OTT application, LINE, with the highest grade of security in the OTT messaging space. LINE is Japan’s most popular messaging application, with over 600 million users worldwide.
Following the release of Windows 10, with the promise of cross-device compatibility as well as apps that work on any Windows device (Universal Apps), the Windows 10 Devices event turned very Apple, in that it showcased devices built specifically for that software. At the same time, however, Microsoft is endeavouring to divorce the device from the data, making things as transferrable and flexible as it can.
Nearly 12 months after Apple entered the US contactless payments market with Apple Pay, Samsung has followed suite with the launch of Samsung Pay. The vendor is clearly hoping that its MST/NFC-based combination offering will appeal to a US market that is only now implementing EMV and moving from swiping the card to CHIP & PIN at the point of sale, and where terminals are only gradually deploying or activating contactless payment.
Juniper has identified 2016 as the watershed year for VR (virtual reality) headsets, in terms of product launches and consumer roll outs. The recent attention to and investment into VR is helping to revitalise the industry, so with major brand commercial launches imminent there is huge potential for rapid market expansion.
With the introduction of TV streaming devices, such as Roku and Amazon Fire TV, which were initially designed to provide consumers with TV streaming applications, we have seen the integration of app stores which have allowed users to access other services. For example, games and lifestyle applications are now accessible from the majority of TV streaming boxes. This evolution has led to such devices being added to the segment of products termed ‘microconsoles’, generally a classification given to describe low cost (sub $200), Android-based devices which play games downloaded from an app store, such as Google Play.