Wearables In Apparel
Transcription
Wearables In Apparel
W Com ea r bin ab ing Fas les hio I na nd nA We p p ar abl e Te chn are olo gy l|# T to T hrea dca rig ger Suc sting ces sfu lS oci al I Modern Edge, Inc. I 2114 SE 9th Avenue, Portland, OR 97214 I www.modernedge.com nte rac tion s 2 3 4 Authors contents Abstract History of Wearables 6. Wearables Arise from Mobile Computing 7. Wearables Develop into Accessories 8. Wearables Accessories Continue to Evolve as Jewelry 8. Tracking Accessories will Fall Short in Capturing Robust Behavior Change 10. Rise of Medical, Apparel and IoT Wearables as Technology 11. The Competitive Landscape for Wearables in Apparel 13. Momentum Shifts from Technology Industry to Apparel Industry 14 Social Wearables 17 THREADCASTING: Example Use Cases to Establish Paradigm 17. Apparel as Catalyst for Interactions 18. USE CASE 1: Push, Provoke Conversations 19. USE CASE 2: Gestural, Haptic Elements in Augmented Expression 19. USE CASE 3: Visually Connect in Proximity 20. USE CASE 4: Connect with Communities Based on Interest 22 23 24 26 Conclusions Recommendations and Implementation Works Cited Author Bios 1 | Modern Edge, Inc. authors Charles Austen Angell, CEO and Creative Director, Modern Edge Stephanie Battista, Senior Design Program Manager, Wearables, Modern Edge Karl-Heinz Mertins, CTO, Modern Edge Patrick Chiang, Associate Professor, School of Electrical Engineering and Com- puter Sciences, Oregon State University Shih-Hung Chen, Serial Entrepreneur, China Representative for MIT Sloan School of Management 2 | Modern Edge, Inc. W abstract earable technologies were originally envisioned as embedded electronics in consumer apparel, but instead developed into standalone accessories for health and fitness tracking, communication, and productivity. Based on secondary and primary research conducted by Oregon State University and Modern Edge, we see wearables going back into apparel at significant consumer scale. Catalysts for the shift include improved battery chemistries; smaller, lighter, less expensive components; a shared ecosystem with other internet-of-things nodes; improved wireless networking protocols; as well as strategic business cases driven by the apparel industry. Apparel and textiles are moving from the early adoption model to one that’s more mature, scalable, and invisible to the user. In this next stage, wearable technology will be designed into garments such that their function and experience is in line with the consumer experience typical of clothing makers. We have highlighted four preliminary use cases illustrating our initial efforts into integrating social interaction and apparel. Our efforts are to provide a strategic framework into this space showing the possibilities for future developers in industries such as health care, apparel, and social interaction, but they are not conclusive. The proof of concept shown is intended to demonstrate the paradigm shift to enhanced social communication. 3 | Modern Edge, Inc. history of wearables After more than a decade, wearable technology is shifting back to apparel. Everyone from startups to large vertical organizations is seeking profitable applications in healthcare, fitness, social media, and professional and government sectors. There are now socks with advanced diagnostic health capability. In the athletic sphere, compression tops and bottoms are available that monitor muscle activity, heart rate, and respiration. Clothing makers for law enforcement are exploring workplace shirts and jackets that constantly monitor air quality and other environmental characteristics to keep the wearer safe. Our own group and other design firms have created concepts and prototypes of consumer apparel that enable social interactions through integrated capabilities. For an industry recently fixated on a very different class of form factor – accessories such as wristwatches, plastic dongles, and arm-mounted computing devices – the emerging wearable apparel model is in many ways a return to the original wearable technology concept. Sometime between the advent of the laptop and the appearance of the first head-mounted virtual reality display in the mid 1990s, technology companies foresaw an imminent growth opportunity for embedding electronic components in clothing. Proof-of-concept garments appeared at trade shows and academic conferences incorporating wearable technology into shirts, pants, dresses, jackets, and shoes: the idea being that wearable tech would prove itself in industrial applications and then drive consumer markets for everything from health monitoring to personal productivity. It didn’t happen for clothing. Due to high production cost, technical barriers, and poorly considered consumer demand models, electronics-integrated apparel did not make significant inroads in mass-market apparel. Wearables grew in other directions. Standalone devices such as sports wrist-tops, activity monitoring pendants, and smart phones attracted public awareness for the potential of small, personal applications. In professional and enterprise markets, wearable technology in clothing consistently advanced in the form of embedded communication devices, image sensors, and other utilitarian systems built into uniforms for law enforcement, fire fighting, and the military, as well as body-worn systems for inventory management and logistics applications. 4 | Modern Edge, Inc. In the past, barriers to mass-market wearable technology in apparel existed in the available technology as well as in the maturity of strategic and creative vision. Powerful technology features and functions were developed, with only a passing glance at how to research and model a positive consumer experience for them. Little work went into why consumers would want to adopt the technology or into developing the narrative for how it would fit into their lives long-term once they did. A possible reason for this failure is that concepts emerged from the technology industry and were thought of as features inserted into consumer garb, in contrast to aspirational gar- ments driven by the apparel industry. What is apparent is that these products had modest connections to the consumer from the experience and aesthetic perspective. One powerful vision for consumer wearables was spelled out in the 1980s. Scientists at Xerox Palo Alto Research Center (PARC) described a vision for “ubiquitous computing” in which small electronic devices across physical space would work in concert to provide a benefit. In such a paradigm, there didn’t need to be a single all- encompassing device that would provide central processing horsepower, sensors, and user I/O. Yet many wearables in the market today still work this way, with dedicated onboard processors, displays, sensors, and memory. This increases the computing power, feature set, and robustness while negatively impacting cost, battery power, and subtlety of the form factor. Most wearables today are powerful and multipurpose – as well as chunky, heavy, and conspicuous. Considering recent developments in device-to-device communication, along with the growth of advanced battery chemistries and energy harvesting mechanisms, we see wearable tech poised to return into the consumer apparel industry. Significant investment and research money will shift from devices which are standalone accessories to integrated apparel technologies over the next several years, challenging the market position of the current trend of wearable accessories. Modern Edge has developed concepts integrating prosthetics and mobile technology for enhanced utility and comfort. 5 | Modern Edge, Inc. To offer some background on the origins of this project, Oregon State University and Mas- sachusetts Institute of Technology partnered with design firm Modern Edge to instantiate wearable trends into strategic business cases and design models. The program began with four months of research and discussion among the parties and resulted in this position paper and a series of 3D-rendered design models. Based on the research, the partners choose an example consumer market in wearables that could arguably take off in the near future. Our aim in this paper was to present some likely scenarios for that shift. We have chosen to focus on the American market as a potential growth region for wearable tech fashion. As an example of a specific consumer-driven market for such products, we picked social interaction where choice and complex market factors demand a nuanced analysis of the exact use cases for successful products. In terms of a demographic, we chose male and female adolescents, aged 13 to 22. We based our selection on the growth and evolving shifts occurring in the segment’s social-media habits and its rapid adoption of social-interaction platforms and services. Distributed component wrist top Developed by Modern Edge with Patrick Chaing Source: Modern Edge US Navy Seals Source: DOD image, public domain Wearables Arise from Mobile Computing While wrist watches, pocket watches, and portable compasses could be considered the first wearable tech devices, the more commonly understood concept arose from body-worn sensors that collect and interpret data. In this sense, University of Toronto professor Steve Mann is a foremost contributor to the wearable computing concept when he mounted a heavy, but self-contained backpack system as an MIT student in 1981. In 1994, Mann developed a wireless webcam that he wore constantly to record his daily life. Industrial applications for wearable computers began to tease out surprising scenarios in the 1990s. DARPA launched the Smart Modules Program in 1994 in an effort to equip US soldiers with body worn computer systems in the battlefield. In 1998, the company Xybernaut partnered with IBM to create a wallet-sized, fully functioning Windows computer with a head-mounted display. 6 | Modern Edge, Inc. Such developments prompted both university researchers and fashion-forward tinkerers to try to place components into apparel. With electronic thread, light-emitting diodes, and small microcontrollers, the garment itself becomes the computer. For example, one of the first pieces of clothing to have fiber optics manufactured into the fabric came from Harry Wainwright in 1995 (Singh), and the first wearable motherboard shirt appeared from Sundaresan Jayaraman at Georgia Tech in 1998 (Gopalsamy). Many wearables pioneers made use of a crucial addition to the idea of wearable technology, contributed in 1988, when Mark Weiser et al. developed ubiquitous computing at PARC (Poslad). Computers no longer had to be consolidated into a central package, but could be small, inexpensive electronic components that work together in everyday applications. A matrix of sensors might be embedded in a user’s clothing with the data being transmitted via conductive polymers. With multiple microprocessing devices working in concert such a system could forgo a bulky computer display worn on the person; instead, tasks would be accomplished seamlessly based on the user’s location, physical data, and natural movements. Weiser’s idea spawned notions of how small, inexpensive chips would coordinate tasks both in environments as well as directly on the user’s body. Ambient computing includes the notion that a user’s environment is populated with sensors, wireless systems, and processing devices such that a user’s personal applications and data follow them around from room to room, from home to office. Body 7 | Modern Edge, Inc. area networks, an idea that arose in the early 2000’s, describe small devices worn on the person to sense, process, and shuttle data. Ubiquitous computing and wired communication launched a new era of wearables investigation, first in embedded apparel as a research topic, which initially resulted in prototypes in the service of novelty, art, and entertainment. The cost of early wearables, however, was too high for mass consumer adoption and no strong usage cases for the general public were identified. Size was still large and battery technology not advanced enough to enter the mass apparel market. Wearable tech began to focus on accessories: badges, pendants, bracelets, and wrist-tops. Wearables Develop into Accessories Some of the first fitness tracking devices were considered “wrist-top computers” – they were bulky, but sophisticated and full of advanced functions for athletes. Finnish company Polar developed the category of chest-worn heart rate straps and wrist-top bands, which would receive physiological data, interpret it, and display it to the user in real time. Garmin debuted the first GPS receiver so that athletes could judge speed, altitude, and heart rate on the same device. At the same time, larger trends in consumer health data changed the way users and companies viewed the personal data generated by the new wearables. The Health Insurance Portability and Accountability Act (HIPAA) of 1996 created independent of the clothing they are worn on; they are optional purchases for the sake of communication, heath, and productivity. Such devices have powerful processors, use battery power quickly, and often carry a display big enough to read. Wearable Accessories Continue to Evolve as Jewelry Google Glass new, secure standards for consumer health data and introduced the basic concept to the general public that secure personal data is something that travels with a person across vendors and electronic systems. As these ideas were circulating in the consumer consciousness, the notion of portable data begat a growing awareness that every consumer generates such data constantly. If metrics regarding athletic performance, fitness improvement, or potential health problems could be captured and tracked, then perhaps the consumer would benefit from the presentation of such data by seeing improvement, becoming more motivated, or diagnosing potential problems. The idea of wearables sprawled with new features and devices, including the early Pebble smart watch and Google Glass, the first major usage models in wearable computing since desktop computers morphed into mobile devices. Many other devices followed. In the current paradigm, such wearable accessories are Responding to a desire for more fashionable wearable technology, and especially technology designed for women, various technology companies have partnered with fashion designers. Launches and product announcements of new wearable gear are more likely to occur at New York Fashion Week or the US Open Tennis Championships than at the Consumer Electronics Show. Examples include boutique jeweler Cellini creating Bluetooth communication devices with tech company CSR; American fashion designer Tory Burch’s designs for Fitbit; and American accessories designer Rebecca Minkoff’s work on call-alert systems and leather wrist bands. On the technology side, Apple has hired designer Marc Newson, creator of the award-winning luxury watch Ikepod, and Intel has partnered with designer collective Opening Ceremony for a 2015 release of communications devices featuring semi-precious stones priced from $500 and up. Misfit, known for its fitness trackers, is collaborating with Swarovski to produce the Swarovski Shine Collection, which combines activity and sleep tracking technology with jewelry. 8 | Modern Edge, Inc. Tracking Accessories Will Fall Short in Capturing Robust Behavior Change Much of the recent development of wearables has been in the area of behavior change for health and safety. Designers have employed the psychological mechanism of incentivizing users with data regarding goals and positive feedback regarding performance. However, a broad spectrum of typical users is not incentivized so much by long-term planned outcomes, but by immediate emotional rewards. An article in the Journal of the American Medical Association, in January 2015, argues that makers of current activity trackers have not considered the underlying mechanisms of behavior change (Patel). Design strategies employed by many current health tracking wearables have set up a gulf between devices that strive to help people achieve what they “should do” versus what they truly want to do. For example, users of health technology often know that they should exercise more, eat less, and get more sleep, but it’s hard to rival the A gel bodied device which can be embedded in textiles for data tracking and near field communication. Design in beta development by Modern Edge Source: Modern Edge 9 | Modern Edge, Inc. impulse to enjoy free time as you want, eat what you want, and sleep when you want. The emotional response of actual users to tracking technology sets up a perceptive dichotomy of “oppression” versus “liberation”. The technology therefore focuses on changing behaviors rather than changing the perceptions that lead to those behaviors. This is likely one factor which led to the drop-off in usage seen by most health wearables, a parallel to the New Year’s Resolution Syndrome. Research from Endeavor Partners observed in July 2014 that half of US customers no longer use the wearable they bought, and over a third abandoned devices within 6 months. A 2014 report by investor Rock Health contends that the dropoff rate (for a small sample size) was much higher. Currently, greatest adoption rates have been by users who are already motivated to practice good health behaviors. Professional athletes, competitive amateurs, and predisposed individuals find these devices a convenient way to quantify and increase the efficiency of their efforts. Users less prone to such health behaviors are less likely to use these technologies and still less likely to successfully implement these technologies over the long term. They simply do not see the appeal of these products as currently presented or are not rewarded by the current experience of using them (“oppression” vs. “liberation”). Size and form factor make current wearables a consumer marketing challenge – the technology equivalent of the fanny pack. To a large degree, it’s not a matter of making such devices are destined for a certain small segment of users. Such devices will always attract attention and comment because they are visible on the body: they announce that the user is interested in health and fitness tracking and invite comments at the gym, an athletic event, or an after-work mixer. Thus, the fitness tracking paradigm depends on the user who views the tracking device itself as a valuable totem. Wearable Total Volatile Organic Compounds detection device composed of ams sensor component, Amber Waves daughter board, and Nordic semiconductor development platform. Design in beta development at Modern Edge Source: Modern Edge better looking or more stylish, but the fact that there is a visible device at all. To paraphrase Wired author Bill Wasik, anyone who wears a Bluetooth earpiece makes a statement, regardless of form factor (Wasik). Merely the fact that a product is a visible standalone device will be a turnoff to many consumers. First, it announces that the wearer has a utilitarian goal in mind, and secondly it suffers from what Wasik deems the “trucker hat syndrome” – or the phenomena that with limited selection, sooner or later the consumer is going to meet one or more people in the same room with the exact same accessory. The accessory model limits SKUs, such that the vendor cannot create hundreds of different wearables the way a clothing manufacture could. Bullish analysts forecasts for consumer wearables vary from $30 billion (ABI Research) to $53 billion by 2019 (Juniper Research 2014), though many of these predictions are based on the existing growth rate of wearable accessories and the continuing future of this paradigm. In our view, accessory devices alone, no matter how aesthetically pleasing, will not drive growth because they are driven by tech companies, lacking the sensitivity to other body worn devices, and an understanding of the apparel market for women men and children. With the promise of invisible integration into apparel, wearable technology will begin to make tracking and monitoring less of a burden and more natural. Successful usage models in clothing will engender more adoption as users experience benefits, emotionally and physically. Our belief is that relative to typical mass market opportunities, activity bands and smart watches are a niche product. Even the varieties with a strong emphasis on fashion and aesthetics 10 | Modern Edge, Inc. Rise of Medical, Apparel, and IoT Wearables as Technology As technology and battery chemistries begin to catch up with the demand of mobile computing, industry has begun to warm again to wearable tech within clothing. An area primed for growth is the use of multiple low-energy sensors embedded in clothing essentially having the effect of making these systems invisible in general usage. Prime movers include wireless technology, internet connectivity, and data integration. New low power protocols – including Bluetooth Low Energy, iBeacon, and Zigbee – are capable of transmitting data with relatively low impact on a device’s battery and in some cases, are able to use a mesh networking protocol (such as Zigbee’s ability to pass data from one node to another toward its destination). Designers and technologists have begun to look at wearable tech as a wirelessly connected ecosystem of devices and sensors rather than multiple stand-alone processing devices. This shift is allowing for a more realistic scenario in light of the implementation of components within the user’s clothing and accessories. When designing systems, brands could incorporate various functional components into a user’s shirt, belt, shoes, wrist-top, jacket, and smartphone. 11 | Modern Edge, Inc. A flexible robust tracking matrix for outerwear and active wear that has the capacity to remain active for nine months. Modern Edge internal development project Source: Modern Edge As an example of a lighter footprint, one concept would be to have a sensor in a heavy winter coat. When the user is wearing the garment, sensors could relay a great deal of information about the user’s state: The presence of a heavy coat may indicate that the user is about the leave the house and may need the lights on in the garage. A sweater may indicate that it’s too cold in the house, and the thermostat needs to adjust the temperature to a comfort level. Simple sensors could track the temperature at which a user typically chooses to wear a garment, adding a layer of personalization to automated home systems (which would be extremely challenging to track otherwise). This level of user-driven activation could augment the algorithms for temperature management currently offered by sophisticated learning thermostats. Important components of this model are new modes of hands-free, eyes-free interaction. Such apparel integrated devices are unlikely to require user interaction in the moment of use. Successful usage models in clothing may engender more adoption as users seek to add to data sets reviewed asymmetrically from the time of the data collection. The Competitive Landscape for Wearables in Apparel In terms of market position, current appearances of apparel-integrated wearables vary from low-end novelty garments to very high- end designer apparel, out of reach for most consumers. Ralph Lauren’s biometric shirts, demonstrated at the 2014 US Open and created in partnership with Canadian company Omnisignal, are slated to arrive in stores in 2015. The shirt does not feature plugs or wires but relies on bio-sensing silver fibers that are woven into the nylon compression material. With heart rate, respiration, and other onboard systems, it is not intended for the mass market. With any sensor embedded textile clothing, maintaining a minimum clothing pressure is important. Tight contact with skin is required to obtain reliable physiological signals 12 | Modern Edge, Inc. while some body garment mobility is needed for wearing comfort (Harms, Li). Other highly publicized embedded apparel has appeared from Studio XO as concepts for celebrities. Current examples have gone beyond tops, bottoms, and jackets as well. For instance, smart socks from Sensoria contain textile sensors under the foot to detect a runner’s cadence, contact pressure, and foot landing techniques. Conductive fibers in the socks transmit sensor data to an anklet that wirelessly relays data to a mobile app. Using a knit cap, Caseco’s Blu-Toque blends wireless headset functionality, allowing the wearer to take a call and not have to worry about their hands getting cold in the winter. Momentum Shifts from Tech Industry to Apparel Industry What is next? We believe wearable technology – first envisioned in apparel and then employed in standalone accessories – is now due back in apparel for four major reasons: battery technologies, computationally powerful low-cost components, networking standards, and finally a more personal and intimate social usage model. We see a shift from technology embedded products that are purely functional to ones with a combination of functional and emotional Strategic framework for triggering successful interactions Research is distilled into a strategic framework that defines and guides the design and development process by providing input to marketing specifications and product specifications. Identifying what is not essential is as valuable as identifying what is. Source: Modern Edge 13 | Modern Edge, Inc. benefits, including long-term health and social interaction. A number of latent digital-real world hybrid communities were spelled out in 2003 by Kortuem and Segall (Kortuem) and include helper communities, bargain-hunter communities, knowledge communities, political communities. To those augmented by technology and situated in physical space, we would include social interaction communities. Mature implementations of wearable apparel exhibit many of the following qualities: the technology is always on, it is presence aware, communicative, and pro-active–that is, as user attention is scarce, it can operate without interaction (Kortuem). or heavy coverage in the weight of fabric, wrinkled or pressed performance, dry cleaning or washing machine routines in terms of care. A consumer connection is based on the subtleties designers select for the use case and the complimentary fabric chosen. As a result of our research, we predict that the perspective on wearables will shift from the way we currently see wearable technology and how we wear apparel. The shift from wearable devices to integrated apparel technology will outrun trends and extend into a global movement that will reach consumers, designers, and factories as well as bring significant return on investment. As technology disappears into apparel, the discussion will likely be lead by brands with a tight focus on style, emotional connection, and aspirational qualities in the apparel and footwear segment. Technologists are finding out what fashion designers have always known: devices must be attractive in the context of other apparel and personal accessories, not just in comparison with other technology. Consumers are primarily visually and aspirationally driven. Apparel designers have a clear vision for use-case scenarios based on detailed observational data on consumer lifestyles and behavior. By cuing off branded style, fit, as well as knowledge of consumer needs and desires, the apparel industry has connected on a deeper, aspirational level. Apparel and watch makers have built their businesses on body worn clothing and devices where fashion, aesthetics, and function blend. Textiles create a connection with users on an intimate level based on the feel of the fabric. Garments provide warmth or cooling in body temperature, light 14 | Modern Edge, Inc. social wearables emerge The market space we have chosen to study as a strategic business case is centered on social communication technologies among male and female adolescents (age 13 - 22). Further, we have chosen social communication technologies for the American market because of the region’s high adoption rates of new technology. The current climate of the apparel-based business case is one in which retail apparel markets have cooled off and brands are seeking new vectors and opportunities. Wearable accessories and small portable smart devices have, of course, grown swiftly within the area of social communication. The norm for many adolescents has become per- 15 | Modern Edge, Inc. sonal accessibility at any time of day or night. But there has been a downside to the constant attention to online communication, with an emphasis on lean-forward engagement to the exclusion of one’s environment. Our research suggests that such pressures cast a deleterious effect on in-person relationships, work productivity, and sense of self (Davis, Christofides). Social media, for instance, promotes self-disclosure without the feedback loop of non-verbal (gestural, facial) communication, leading to embarrassing overshares and other cringe-worthy interactions. Social interaction researcher Walther shows that as users who practice this type of disclosure without the balancing effect of social feed- back and correction have experienced anxieties and frustrations within existing platforms (Weisbuch, Walther). Such communication barriers are a market opportunity. As society adjusts to the novelty of current digital communication and social media platforms, there may be a backlash and a desire to socially connect in a more natural, meaningful way. Where today’s social media is dominated by clicks and diverted attention, tomorrow’s may recruit the natural senses as well as verbal and gestural forms of self expression. Adolescents have decamped from Facebook to sites where communication exchanges are shorter and somewhat more private (Tumblr, SnapChat, Yo, etc.), somewhat mitigating the associated drama that longer personal disclosures sometimes create (Allen). They are also looking to sites like SnapChat for places where their contributions aren’t recorded, in Future technologies will focus on creating theory on a historical timeline. Trends in platsuccessful and satisfying in-person relationform choice for adolescents may also point to ships, a classic return to quality over quantity. issues inherent in underAnd like most technollying site architectures. ogy trends, this means Current social media Future technologies will focus on that the visibility of the platforms, for instance, technology will fade into creating successful and satisfying promote discrete asymthe background. Where metrical and symmetrical in-person relationships, a classic the majority of wearables communication. (That is, are visible today, we prereturn to quality over quantity. modes in which the user dict the vast majority will can post to other users be invisible in the near without reciprocation and future. We shall likely ones in which two or more users can commusee this as simple but successful transfers of nicate freely.) As commercial platforms expewearable technology integrated into apparel. rience varying levels of success with these models, most have evolved into a combinaThe technology cycle as we see it lies beyond tion of extremes: posting to large audiences the steps in which a new market is trying to find at once or having discrete one-on-one intervalue and utility. Utility has been proven in many actions. Across the board, however, the marsmall ways; now it’s time for brands to scale ket contains significant lacunae for symmetopportunities with a significant consumer userical communication opportunities involving case models. Such an opportunity will likely a seamless, personal, and contextual mix of involve a consolidation of software, hardware, in-person and technologically enhanced comand networking standards that will ensure its munication channels. integration with everyday consumer lifestyles, retail environments, and public spaces. In every 16 | Modern Edge, Inc. push to a broader market, there is a trend toward combining and bundling products, accessories, and features, and we see this threshold coming up for integrated apparel technology. Our business case for technology integrated apparel explores wearables as social fashion. The Venn diagram catalogs positive consumer experiences over a variety of touchpoints inherent in a mature integrated apparel model. From a market research and ethnographic standpoint, a powerful emotional pull for the consumer exists in triggering successful social interactions. Apparel as Catalyst for Interactions A new paradigm in social interaction uses apparel as the catalyst to create interactions, kicking off more natural methods of communicating with technology. Our research suggests that advances in wearables, batteries, sensors, algorithms, connectivity, IoT and production techniques are moving wearables in apparel from an early adopter movement over 20 years ago with exposed wires and connection points – almost hazardous in appearance – to a mature, subtle, and seamless integration, able to be produced at a cost-effective rate as demand increases and the use cases evolve. Our preliminary use case capitalizes on sensory feedback including body movement and gestures, visual indicators and eye contact, communities, interests and locational awareness. We believe enhanced communication 17 | Modern Edge, Inc. and interaction will help shift technology integration to the background so that users can effortlessly engage in rich dialogues. Examples of technologists already incorporating this lean-back model to interaction include the “Blush” prototype of Noah Feehan of the New York Times R&D Labs. Blush glows when the user is involved in a familiar topic of conversation (Feehan). Just a word of caution: these use cases are provisional and thematic in nature and meant only to advance a dialog about the future of wearables in apparel. We’re not betting on the specific concepts arriving in stores, but on use cases and concepts in the general vicinity and spirit appearing in the marketplace nearterm. Apparel industry efforts integrating ethnographic insight, beautiful design, and empathetic technology applications will drive the full definition of the following use cases. THREADCASTING: four use cases USE CASE 1: Push, Provoke Conversations Use Case 1 pushes short text messages from an app to an item of clothing. (“Push”, defined as the mode of internet communication that is one-way and initiated from a server, rather then pulled by the end user). Depending on the implementation of the app, the user could push messages onto his or her own clothing. Alternatively, with a system of permissions and a thoughtful attention to experience design, the app could send messages to a friend’s garment. The size and flow of messages would be similar to texting or tweeting (yet likely a fraction of Twitter’s 140-character limit). Examples of messages could be #breaktheinternet, Lebronion!, If the 80s Never Stopped, Lifetime Biopics, or #swag. At times in the wearer’s day or at the wearer’s discretion, the item could be neutral and indistinguishable from an ordinary garment. include social groups traveling together, students, teams, and participants at conferences. Use Case 1 assumes a visual connection to others who view the shirt to appreciate its message and the user’s proximity to an audience who would appreciate such a message. Its rationale is less utilitarian than emotional, and can be even moreso in scenarios in which users entrust others to display messages on their own garments. In terms of development, Use Case 1 has a low barrier to entry, utilizing existing technology and infrastructure such as a low-power wireless Near-Me-Network (NMN) connected to a mobile phone. In branded settings, Use Case 1 could be a means of displaying the wearer’s interests, in which case it may connect with an iBeacon or NFC system. The use case would enlist a flexible shirt display technology as well as an accelerometer in the circuit; like all Use Cases listed below, it would automatically turn on and off by motion cues. The push capability for Use Case 1 encourages self-expression in which users trend the causes, notes, and quotes to which they feel a strong emotional or creative connection. The use case offers the ability to change messages in real time, or to trigger by events happening in the online or real-world spheres. Likely inroads for early adopters of the use case 18 | Modern Edge, Inc. USE CASE 2: Gestural, Haptic Elements in Augmented Expression Touch and ordinary human gestures can be incorporated into digital wearables with available technology, and an opportunity for advancing these dimensions should be pursued. The gestural basis for Use Case 2 enables a user to send a message through a simple hand motion, sensed by the user’s clothing and received in the form of a haptic or visual cue on another user’s garment. The technology is enabled by gesture recognition, by which the underlying technology identifies a common hand gesture such as a friendly wave, as well as a haptic technology, by which feedback is imparted by sense of touch in the form of pressure, temperature change, vibration, or motion. For instance, when the wearer uses a hand gesture to say hello to someone, the intended recipient receives a cue such as a slight pressure on the arm. At the same time, the user and recipient may have shirts that display the word “HI.” Wearers have the ability to opt in and program the gestures with preferred words desired to express to a nearby audience. Use Case 2’s rationale is both highly emotional, in that it incorporates a tactile method for personal communication at a distance, and utilitarian, in that it could become a useful com- 19 | Modern Edge, Inc. munication system in crowded professional and social environments. Use Case 2 would rely on the same existing infrastructure as Case 1, but the barrier to entry could be higher in miniaturizing components of the gesture recognition and haptic features, and invisibly incorporating them into the garment. The technology would likely incorporate an accelerometer and some type of actuator such as a small motor or piezoelectric device. USE CASE 3: Visually Connect in Proximity Whether users are looking for introductions on Facebook, Twitter, or LinkedIn, collaborative filters for suggesting like-minded people are often right (and sometimes not.) To harness a user-matching concept in the real world, Use Case 3 enables a visual change in apparel. One iteration could be an indicator light on a shirt sleeve if a user with same interests enters the wearer’s vicinity. A green light appears on the shirt if the new person wants to interact with the wearer. A blue light appears if the wearer accepts. A red light if the wearer declines. The wearer can then opt into an online conversation via a social media network and share additional interests. Interest-matching is predicated on a wireless Near-Me-Network (NMN), powered by Bluetooth LE or similar some low-power, shortrange wireless link. Proximity would be es- tablished by a wireless protocol periodically sending requests as far as 50 meters to exchange information with users with a similar garment. Use Case 3 has a low barrier to entry because the physical location would not require special infrastructure. Users need only the garment. Additional capability, such as an app or online component could be further offered on mobile phones. One challenge to Use Case 3 would be the need for a certain saturation point among users in a location. Yet, before mass scale, Use Case 3 could be proven at sporting events, youth events, and camps/conventions where subcultures are self-selected and can be made rapidly aware of the product. USE CASE 4: Connect with Communities Based on Interests Sharing interests with other users online propels conversations beyond the obvious introductory Conceptual prototype developed by Modern Edge with Patrick Chiang (copyright 2014). Example of THREADCASTING for use cases described above (Proximity, Push, Gestural, Interconnected). Source: Modern Edge comments and allows participants to pick up the discussion on a deeper level. With a wearable use case, the same concept can be ported to physical space to augment real-life conversations (Feehan). Use Case 4 connects followers of brands in a way that self-selects participants and generates more involved interest. The garment extends the previously mentioned Use Case 3 by including contextual awareness of indoor locations. It first connects users through the near-me-network, but also shapes the conversation around shared interests in a physical environment – picture a large store where Arctic Monkeys fans are directed to a special display in the music department or a museum that triggers interaction with like-minded visitors when approaching a specific exhibit. Currently, the experience of brand loyalty includes individual recognition in stores/dealerships, coupons received by email or postal mail, and social media updates. To take brand loyalty further, the concept connects the wearer to a community of other fans. In the spirit of a Range Rover club or Green Bay Packers club, the use case enables wearers to engage with others, introduce favorite products to an audience, or learn about new products, experiences, events, special sales, and promotions. Gamification would be an additional way to engage – for instance, the user might have to visit all regional locations of a specific restaurant brand in order to be in the “inner circle.” In terms of business model design, the use case is as favorable to the brand as it is to the consumer. For instance, if the specific implementation uses Apple’s iBeacon technology, the brand 20 | Modern Edge, Inc. can learn about its customers while customers receive the added value of social-interaction, coupons, and product knowledge. Use Case 4 presents a higher barrier to entry than the other use cases in that it would rely on the deployed infrastructure of on-site beacons, such as iBeacon or another low-power device. The use case would also require a wearable technology that could receive a signal from an iBeacon on behalf of the brand. iBeacon and competing beacon technologies typi- cally broadcast a unique identification number to a receiving device (usually a mobile phone), but in this use case the receiving unit would be the garment instead. In the case of iBeacon, notification is registered in three different ranges: immediate (within centimeters), near (within meters), and far (greater than 10 meters away). (Maximum range is typically 70 meters, depending on the environment.) Such distance gradations would likely come into play in a gamification extension of Use Case 4. Conceptual prototype developed by Modern Edge with Patrick Chiang (copyright 2014). Example of THREADCASTING for use cases described above (Proximity, Push, Gestural, Interconnected). Source: Modern Edge 21 | Modern Edge, Inc. conclusions T echnology development has evolved quickly without the behavioral studies or understanding of how humans would interact with it. The results have pushed our culture into an interaction mode that is driving away from our natural communication methods using the senses. To drive more successful social interactions, we anticipate entrepreneurs, developers, innovators, and software and hardware engineers to develop use cases and solutions appropriate for THREADCASTING. Such a model triggers social interaction through sensory stimulation, ubiquitous communication, and successful integration in apparel. 22 | Modern Edge, Inc. recommendations A and implementation s the use cases are developed, strategic partnerships and alliances should form with clothing manufacturers and social platforms to create dynamic communities. Attractive new use cases will also drive adoption of social wearables, and business models will reflect increased value beyond the sale of an item of apparel. As in Use Case 4, there can be added value for the brand in terms of new consumer data streams and analytics potential. In the case of apparel with some push messaging feature, an additional communication channel to customers is possible. Implementation should be created by using scalable ecosystems that can be integrated with existing technologies. Siloed systems become outdated quickly and have a slimmer chance of success in a mass market context. Early adopters can create movements around THREADCASTING and use the technology in a more flexible behavior model that enhances communication and experiences. Our paradigms attempt to establish healthier interactions by changing the dynamics of the technology. If technology is used as an ingredient opposed to the main dish, digital hybrid interactions can become effortless and more human. We are driving to catalyze richer, more dynamic conversations in which technology enables, enhances, or provokes, instead of insinuating itself as the driving force of a conversation. 23 | Modern Edge, Inc. works cited Allen K et al. “Social Media Use and Social Connectedness in Adolescents: The Positives and the Potential Pitfalls.” The Australian Educational and Developmental Psychologist. Volume 31. No. 1. July 2014, pp 18-31. Anderson J, and Rainie L. “The Internet of Things Will Thrive by 2025.” Pew Research Internet Project (May 2014). Christofides E et al. 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Thousand Oaks, CA: Sage Publications (2002). Wasik B. “Why Wearable Tech Will Be as Big as the Smartphone.” Wired. 1 December 2014. Weisbuch M., Ivcevic Z, Ambady N. “On Being Liked on the Web and in the “Real World”: Con sistency in First Impressions across Personal Webpages and Spontaneous Behavior” J Exp Soc Psychol. 2009 May; 45(3): 573–576. 25 | Modern Edge, Inc. author bios Charles Austen Angell Stephanie Battista Austen is the CEO and Creative Director at Modern Edge. He is the principal designer on all internal programs and partnerships. He oversees all Modern Edge projects from service design to user research, industrial design, and user experience. He is responsible for corporate direction and strategy. Stephanie is the Senior Design Program Manager for Wearables and is part of the leadership team at Modern Edge. She directs medical and wearable technology programs and is responsible for project management, materials, sourcing, client management, and studio culture. For over a decade prior to joining Modern Edge, Stephanie was the principal of her own product design and development firm specializing in lifestyle product design, soft goods, and wearables for technology-driven start-ups. Stephanie brings expertise in hand- held and wearable devices, materials, and technology. She is an Industrial Design graduate of Savannah College of Art + Design. Austen currently serves as the Chair of the Industrial Design Society of America, and an original trustee of the Design Foundation – a 501C3 focused on design education. He is a noted speaker and thought leader on the role of design in commerce and innovation. Prior to founding Modern Edge, Austen Angell was the Director of Design Research and Innovation at Intel Corporation, VP of Design and CDO at Logic Technologies, and Design Director at National Cycle. Austen started the Intellectual Property Team at Placon Corporation and is a recognized authority on patent issues. Austen has led numerous research and design programs for the world’s most innovative companies such as Intel Corporation, Procter & Gamble, St Jude, Medtronic, Harley Davidson, Johnson & Johnson, John Deere, BMW, 3M, Samsung, and Ford among others. Dr. Karl-Heinz Mertins Karl-Heinz provides strategic technical vision and oversees systems operations at Modern Edge. Karl-Heinz is responsible for the long-range direction of technological planning, quality control, vendor relations, and the technology development lab. Prior to joining Modern Edge, Karl-Heinz was the Director of Technology and Operations at Exelon Wind. 26 | Modern Edge, Inc. He also held research and business development positions at Deere & Company, where he helped establish John Deere Renewables and served as its Director of Technologies and Operations. With over 30 years of Engineering and Business experience in Europe and the United States, Karl-Heinz brings considerable corporate experience to the team. He is particularly interested in successful product innovation and new business incubation. Dr. Patrick Chiang Patrick Chiang received the B.S. degree in electrical engineering and computer sciences from the University of California, Berkeley, in 1998, and the M.S. and Ph.D. degrees in electrical engineering from Stanford University in 2001 and 2007. He is currently a tenured associate professor at Oregon State University. Shih-Hung Chen Shih-Hung Chen is a serial entrepreneur and is currently the China Representative for the MIT Sloan School of Management. He previously held senior management positions at Staples (China) where he was responsible for strategy and business development. Shih-Hung holds a BA in History from Stanford University and a MBA from the Massachusetts Institute of Technology’s Sloan School of Management. 27 | Modern Edge, Inc. Modern Edge Research Team Nicolas Boesé, Brendan Hart, Warren Stoneburner, and Katie Lee were especially instrumental in this project. The Modern Edge team offers decades of industry experience in health care, device engineering, service design, product development, and business model innovation. Our team is deeply committed to human-centered design, immersive ethnography, and the principles of rapid iteration and prototyping. Modern Edge, Inc. I 2114 SE 9th Avenue, Portland, OR 97214 I www.modernedge.com