FAST
FORWARD
MARKET SHARE
JULY 2016 •
PPB
• 63
Marketing In A
Virtual World
TECH TALK
Did Your
Bowtie
Just
Change Colors
?
WEARABLE TECHNOLOGY MOVES BEYOND FITNESS TRACKERS
FORGET FITBIT—THE FUTURE OF
wearable technology is leaving
simple fitness trackers behind and focusing on smart clothing and jewelry.
UK-based Juniper Research is predicting these two fields will bring in as
much as $265 million in revenues in the next five years—the majority being
spent in North America.
What’s different about these newest additions to the wearable-tech sec-
tor? According to Juniper, “eTextiles” are the foundation of wearable technol-
ogy; material or parts of a finished garment are made conductive to activate
certain components within a piece. This smart clothing may be created with
3D-printed fabrics, and textiles consisting of stainless steel and silver yarn.
Instead of measuring heart rate or calories burned, eTextiles are being
crafted to detect changes in the wearer’s mood and to track athletes’ posi-
tions in real time during play or practice; other styles may employ motion
sensors to activate design patterns and light elements.
Smart jewelry is ripe for use with notification apps. Necklaces and rings
can be programmed to send GPS alerts or make an automatic call to preset
numbers in case of emergency. Other wearables, such as the Netatmo JUNE
smart bracelet, provide an app-driven UV-sensing device to help wearers
avoid overexposure and sun damage.
And that bowtie? Produced by Sony using ePaper, the bowtie is crafted
from electronic paper that’s programmed to change designs on a whim. The
ePaper is also the basis for Sony’s minimalist FES watch, which became avail-
able at retail late last year. Though it has none of the capabilities of a smart-
watch, the FES’s clean design and clever motion sensor earned it enough
backing from a Japanese crowdfunding site to bring
the project to fruition. The watch is being sold
through a handful of Japanese online
stores for just under $250.
EARLY ADOPTERS OF advanced personal technology
scrambled to get their hands on virtual reality (VR)
devices like Oculus Rift, which offer users an immersive
experience, when they were finally released in March.
Savvy brands such as soft-drink giant Coca Cola were
among the first to see VR as a platform for more effective
brand exposure among consumers through unique story-
telling. The company developed the Coca Cola Packaging
Viewer—packaging that can be converted to a VR
viewer—to engage with teen consumers while increasing
sales of products among that age group.
Navigating a new marketing field holds endless pos-
sibilities but also can lead to huge missteps. Guido
Rosales, former integrated marking director for The
Coca Cola Company Europe and a guest speaker at the
Virtual Reality for Global Brands Conference in June,
shared these tips for making virtual reality marketing
more successful:
1.
Focus on the brand message
and story, then
decide how VR can enhance it.
2.
Create buzz
around the message, not the
technology.
3.
Earn additional media
by connecting the
brand story with other consumer touch
points, and rely on VR to maximize brand
exposure.
PHOTO COURTESY OF COCA COLA