With wearable device technology maturing rapidly and gaining consumer traction, the race is on between manufacturers to capture market share in this new product category, writes CHARLENE MUNILALL, GM for the Huawei Consumer Business Group.
The term ‘product category’ is misleading, however, and the brands that are able to grasp this are the ones that will win this race. The term is misleading because wearable technology is the sum of many parts that have to work together in a co-ordinated, cohesive manner.
A wearable device is but one of these many parts – an important part, obviously – and brands unable to leverage the other component parts in the equation will be relegated to the minor leagues.
These other components include the smartphone that drives the wearable technology, the network infrastructure that carries the data, the value-added services that elevate the wearable device beyond a luxury to a necessity, and the innovation that encapsulates all these different elements.
In essence, this is a question of convergence.
Convergence is a subject that has been at the forefront of the enterprise market for some time and the benefits of an ecosystem designed to simplify enterprise IT will soon be seen the hallmark of consumer wearable technology.
In layman’s terms this would be termed a ‘smart life’ or ‘digital lifestyle’, and wearables will undeniably be at the centre of this evolution.
We are already seeing many examples of this vision of a smart, connected world. Devices ranging from intelligent home management systems, smart televisions and devices that are fully integrated and accessible from a mobile device are but some of the examples.
And wearable technology is the obvious candidate to pull together these various systems and services. This is largely because of the convenience factor that makes this technology so compelling, but equally the increasing integration and functionality built into these devices.
Local critics of wearables often point to these utopian views on the future of the technological possibilities by pointing to the undeniable differences in need across a continent such as Africa.
There is certainly merit to the argument, unless one acknowledges that wearable technology’s primary innovation is to address a need and introduce convenience.
In Africa those needs are definitely different from a consumer sitting in New York or London. But they are driven by the need to be digitally, socially and financially included. And wearable technology certainly has a role to play in offering this to African consumers.
The manner in which Africa has leapfrogged other technologies since the introduction of mobile telephony, it is not difficult to acknowledge that wearables hold the same potential for new and exciting innovations to be rapidly adopted and become part of everyday life.
Huawei has adopted a strategy of trialling new innovations on the continent as it is the perfect test bed for consumer adoption.
There is definitely no lack of will in Africa to adopt technology that can contribute to a smart life. There might currently be infrastructure, network coverage and disposable income challenges, but these are slowly dissipating while building an enormous market hungry for technology.
The need to find practical solutions to local needs, including an attractive price point, has also been embraced by Huawei as a challenge to develop products that are relevant and affordable. With Africa’s middle class growing, an exciting opportunity exists to walk the journey with users who see the benefits of technology and will be able and willing to upgrade as their needs grow.
Huawei is therefore taking a long term and holistic view on the potential and future of wearable technology. This is driven by the company philosophy as well as realisation that the benefits will be realised over the long haul.
Smash hits the Nintendo Switch
Super Smash Bros. delivers what the fans wanted in the latest “Ultimate” instalment, writes BRYAN TURNER.
Super Smash Bros. Ultimate, the latest addition to the popular Nintendo Smash series, has landed on the Nintendo Switch with a bang, selling 5-million copies in the first week of its release. The game has been long-anticipated since the console’s release, as many fans consider
It features 74 playable fighters, 108 stages, almost 1300 Spirit characters to collect while playing, and a single-player Adventure mode that took about three days (or 28 hours) of gameplay to complete. The game offers far more gameplay than its predecessors, making it the Smash game that gives its players the best bang for their buck.
For those new to the game, the goal is to fight opponents and build up their damage score (draining their health) to knock them off the stage eventually. This makes the game seem chaotic, as many players jump around the platforms as if they were on quicksand, in order to avoid being hit by the other players.
It also services two kinds of players: the competitive and the casual.
Competitive players can be matched on the online service by skill ranking to enjoy playing with similarly high-skilled opponents. This is especially important in e-sports training for the game, and for players wanting to master combos against other human players. The casual gamer is also catered for, with eight-player chaos and button-mashing to see who comes out luckiest. This segment is also important for those wanting to learn how to play.
Training mode is also a place to go for those learning to play. It offers “CPU” players that are graded by intensity to train as a single player to learn a character’s moves, combos and general fighting style. More challenging CPU players can also be used by competitive players to train when there isn’t a Wi-Fi connection available.
Direct Play features in this game, allowing two players with two Switch consoles to play against each other over a direct connection – no Wi-Fi needed. This is especially useful to those who want to have a social gaming element on the go, similar to that of the cable connector of the Gameboy.
Click here to read Bryan Turner review of Super Smash Bros. Ultimate.
Win Funko Fortnite in Vinyl
Gadget and Gammatek have nine Funko Fortnite figurines to give away.
A Funko Pop figurine based on a character set is indicative of reaching the heights of pop culture. It is no surprise, then, that the world’s biggest online game, Fortnite, has its own line of Funko Pop figurines. The Funkos are modeled on the characters in game, including Drift, Ragnarok, Dark Vanguard, Volar, Tracera Ops, and Sparkle Specialist.
Now, local Funko distributor Gammatek has released the Fortnite figurines in South Africa. To celebrate, Gadget and Gammatek are giving away a set of three Funko Fortnite figurines to each of three readers (9 figurines in total). To enter,
You can put the tweet in your own words, but entries must have the competition’s hashtag (#FunkoFortnite) and mention @GadgetZA to be considered valid.
Click here to select the Funko Fortnite character you want to tweet.