Ever since the dial-up Internet was created, it took about 20 years for it to reach every corner of the earth. Unsurprisingly, smartphones half that time to mark their presence all over the world. As smartphones became ubiquitous, so did the apps associated with them. And according to the top 10 web designing companies, mobile application development services are only going to grow at phenomenal rates in the next decade.
Research analysis done by the top app development companies states that these mobile apps will generate revenue of $77 billion in the next two years. But the interesting thing to note is that half of all these applications downloaded by the end of two years will come from wearable devices as opposed to smartphones.
There is going to be an exponential growth in the popularity of wearable devices, even though the current statistics say that 65% of American adults own a Smartphone while less than 2% own a wearable device.
Some examples of a wearable device include an Apple watch, or Google glasses, a pedometer, heart monitor or a virtual reality headset. Wearable gadgets are identified by certain features like –
1. They are worn on the body.
2. They can be connected to the internet.
3. They work with another application.
4. They send real-time data to another device.
5. They detect, receive and send data.
Smartphones, of course, are the new generation phones and carried everywhere. Wearable gadgets, on the other hand, are much more flexible. They may be planted in the eyes like contact lenses, strapped on as Smart watches and be used as health monitors.
Wearable gadgets differ from Smartphone apps in different ways, such as functionality, size, platform and user interaction. These factors are explained as follows:
How wearable gadgets differ from smartphones?
Wearable gadgets differ from Smartphones in several significant ways:
Size: The size of the display screen in a wearable gadget is the main point of differentiation, as identified by the top app development company.
Functionality: In terms of functionality, a wearable gadget has some limitations, as compared to a smartphone. It has to constantly communicate with a mobile device and since its hardware is smaller, it is less powerful.
User Interaction: As stated by the top 10 web designing companies, wearable gadgets offer limited to none user interaction, since they have very limited functions that require very little user output.
Smartphones, on the other hand, are all about user engagement.
Platform: A smartphone runs its apps on its own hardware, while a wearable gadget is usually designed to communicate with apps on a mobile device. They might even have no display at all and only work on the basis of data exchange. Also, most mobile applications that are designed for Smartphones and tablets don’t work on wearable gadgets.
It has been predicted that wearable devices will still manage to drive over 50 percent of the app interactions in the coming years. Although they are still a niche industry, the market is growing at an impressive rate since it has managed to generate interest amongst smartphone users too.
The fact that wearable gadgets give access to continuous real-time information, it is easier to use this in the market and understand the customer base.
Similarly, wearable gadgets or apps work in tandem with mobile devices and thus essentially become an extension of a smartphone. This is a great selling point for customers who like to have access to everything.
Since the world is gradually moving towards an increasingly digital lifestyle with customer convenience being the top priority in marketing, a device that can be strapped on to manage someone’s lifestyle in any way is bound to become the next big thing.
Author: Rahul Mathur is the President and Founder of the ARKA Softwares, a leading global IT solutions, consulting firm and Top Mobile App Development Company. He had several global leadership positions since establishment of ARKA Softwares in 2010, He is also a passionate writer. Today ARKA Software is leading with 250+ happy customers having 50+ employees in a global market.