Where will wearable tech go in 2018?

When the wearable technology trend took off a few years ago, brands promised smart glasses, smart clothes, smart everything. We were told that if we could strap it to our bodies and track it, we’d soon be all over it.

Now that the dust has settled and expectations have been tempered by reality, it’s clear that only a few products have really stood out from the rest: most notably Fitbit’s smart watches.

But that doesn’t mean that some of the other ideas will never materialise; most likely, developers...

By Amit Jay Shah, 27 October 2017, 0 comments. Categories: Wearables.

Is there a future for marketing? The change will come quicker than we think

There is no future for marketing.

AI, VR, VRS, holography, real-time marketing, branded apps, brand-based gaming, interactives, drones (UAVs), wearables, personalisation, targeted video content, autonomous technologies, expanded and manufactured social media networks, marketing technologies and data scientists. All will be (are and have been) slowly deconstructing, destroying what we today call marketing.

In its place will be a hybrid, a fusion, and a convergence of life experience, narrative, storytelling,...

Global digital ad spend to hit $285bn by 2020

Global digital advertising spend continues to soar, with the latest predictions from Juniper Research estimating a $285bn spend by 2020. 

The figure is a near doubling of the $160bn estimated spend for this year.

Whilst ad blocking adoption may be affecting the market on one hand on the other the report, Worldwide Digital Advertising 2016-2020, found that better audience targeting will still help to drive higher click through rates and increase publisher revenues. 

“Publishers, such as Facebook, are...

How Twitter users are becoming excited about the benefits of virtual reality

(c)iStock.com/Nikada

It may have seen a false start with the likes of Google Glass but virtual reality is set for a revival if a recent analysis of Twitter conversations about the technology is to be believed.

Between February and April Brandwatch used its platform to track 120,000 tweets over two months about the technology. It found that of these conversations the majority (85%) were positive. Only 16% were negative.

Oculus and its Rift VR headset topped the table as the most mentioned brand and headset...

By Liz Morrell, 22 April 2016, 0 comments. Categories: Social Media Marketing, Wearables.

The positive aspects of a downward marketing spiral

(c)iStock.com/Polina Shuvaeva

We nearly always think that a downward spiral is a negative, a downturn, and a disaster. Not always. I disagree and make an exception when it comes to marketing and developing a ‘go to market’ digital cross-media or integrated strategy, selecting the media, and determining when to use that media to support your strategy.

I often explain to clients and students that a useful image to visualise when discussing the development of an integrated marketing program is a...

By Thaddeus Kubis, 05 April 2016, 1 comment. Categories: Best Practice, Search Marketing, Social Media Marketing, Wearables.

How wearables are an increasingly important channel in the buying process

(c)iStock.com/elwynn1130

In today’s omnichannel world the channels through which customers can purchase is greater than ever, but a study suggests that wearable tech may be having a greater impact on buying than previously believed.

The study of 2,000 consumers suggested that wearables are now a crucial buying platform with owners using them for all stages of the buying journey. This breaks down as 66% using them in the pre-purchase stages, 58% in the purchase stages and 58% in the post-purchase...

By Liz Morrell, 12 January 2016, 0 comments. Categories: Wearables.

VR, AR, and wearables: Ambient interactivity transforming the marketing experience

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The whole scope of ambient interactivity in public places – using virtual reality (VR), augmented reality (AR) and wearable technologies – will dramatically expand over the next five years, as these technologies combine to afford more vivid, dynamic, and extensive interactivity. It also means a huge opportunity for marketers.

Ambient interactivity, which typically refers to ambient interactivity embedded or built into physical structures and environments, could also apply to...

By Michael Mascioni, 12 November 2015, 0 comments. Categories: Advertising Technology, Customer Experience, Wearables.

Dawsons Music and GoInStore partnership aims to “close gap between online and offline worlds”

(Picture credit: Dawsons Music)

A new initiative from GoInStore and Dawsons Music aims to enable customers of the retail chain to browse its inventory through smart glasses worn by shop staff.

Visiting the Dawsons Music retail website takes you to a video stream where a member of staff can guide you through the store's products. The audio is two-way, meaning customers are essentially on the phone to a representative but with the key added visual element. Naturally a set of analytics, based on behaviour,...

By James Bourne, 05 August 2015, 0 comments. Categories: Customer Experience, Personalised Marketing, Wearables.