50% of Users Won't Wear their Tech
Tech wearables, mainly those for health and fitness, fail to
keep the interest of users for more than a few months. A survey of 6,223 US
adults revealed that one in ten consumers aged 18 and over owns a modern
activity tracker such as Jawbone,
Fitbit, Nike+ Fuelband or Misfit Wearables. Yet,
more than half of the survey’s respondents said that they no longer use their
activity tracker, and a third of those stopped using the device within six
months of receiving it.
The wearables that are very successful are the ones that are
designed to solve a very specific problem for someone that a smartphone isn’t
doing.
If nobody wants to wear it, is it really wearable? You can have the greatest product in the world but if it doesn’t have the right design aesthetic, no one will continue to wear it.
If nobody wants to wear it, is it really wearable? You can have the greatest product in the world but if it doesn’t have the right design aesthetic, no one will continue to wear it.
Wearables companies are dealing with challenges, they have
to take care of the need for products to fit well, be comfortable, and
compatible with consumer's lifestyle.
Behavioral psychology also plays a strong role in long-term
adoption of wearables by the consumer.
A surprising percentage of devices in the market first fail
to achieve even short term engagement for many users because they suffer from
one or more fatal user experience flaws.
These flaws are:
- They are easy to lose
- They break
- They’re not waterproof
- They’re a pain to sync with your smartphone
- The battery doesn’t last long enough
- They’re ugly
- They’re uncomfortable to wear
- They provide no material benefit
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