Wearables are going mainstream

Up until very recently, ‘wearables’ was a term you had to stop and explain to people. Today, it’s becoming increasingly mainstream as wearable technology hits store shelves and takes off with consumers. FitBit and Nike FuelBand are just two examples of consumer wearables that have achieved mass appeal, followed hot on the heels by offerings from Withings and countless other start-ups. This hasn’t gone unnoticed by companies. The recent news that Motorola Mobility is searching for a wearables director shows that the company seriously recognises the potentially massive acceleration of this type of technology and is committed to gaining a share of this market. The company outlined their vision for this new area in the job advert, stating they are looking for someone to “create a new world-class wearables design group within Motorola.”

Everyday the news is flooded with a new wearable that is either in development or has just launched. There has been speculation around Apple developing an ‘iWatch’ device ever since it filed for a patent in Japan a few of months ago, and the popularity of GoPro cameras continues to grow. However, the most talked about wearable has to be Google Glass, as the launch draws ever closer. With the increase in such products hitting the market it’s clear that they present exciting new opportunities for existing businesses to extend their services in a new direction.

The post-screen era

Wearables mark entry into a post-screen era, where users will look to immaterial devices, beyond screens and frames, and this requires new concepts, skills and thinking. Although designers have been talking about this new wave of technology for a while, as the wearables market takes off, designers will have to sharpen their existing skills and take a new approach to succeed as experts in this new area. Motorola Mobility’s job advert for the position of wearables director asks for at least seven years’ experience in a senior industrial design position, as well as 15 years' experience in the design of technology, consumer product and/or clothing, highlighting that the skills required for the role span far and wide.

The designers who create wearables must possess a deep understanding of user behaviour to decide how the technology is successfully integrated into consumers’ daily lives and how this will create a long-term relationship. To arrive at this position requires a new approach to design; designers need to learn from doctors, fashion designers, human factors specialists, neuroscientists and experts in other relevant fields to understand who they are designing for and why. Service design is the crux of wearable technology and for it to integrate fully into consumers’ lives, it is imperative that a product exists as an unencumbered layer on consumers’ bodies.

As designers begin to specialise in wearables and the area of expertise develops, it will be fascinating to see the effects that these technologies have on the wider business strategies of major technology companies. Motorola may be the first company to hire a wearables director, but will most certainly not be the last.

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