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Wristwatches, clothes and jewellery, thanks to the digitalization of these products they have become, “wearables”. The most famous example of this is the smart watch. By now, though, there are a number of other innovative wearables, such as t-shirts that measure your pulse. The opinions on how useful these objects are vary and manufacturers need to figure out if clients want this particular type of product?
To avoid flops and unnecessary marketing costs, crowdtesting can be used to measure whether or not the product will be successful with its intended target group prior to release. In addition, crowdtesting is available on an ad-hoc basis and cost-effective.
Similarly, as important as predicting whether the market will accept your wearable is their functionality and user-friendliness. Does the smart T-Shirt stop working when users are sweating? Is your target group wary about purchasing a shirt because it’s not machine washable?
The market for wearables is rapidly growing and changing. Products we already test:
Back in the day watches were made to tell the time. Nowadays, however, smart versions are becoming more and popular. Out of this trend, fitness trackers with sensors in wrist brands, chest straps and connected running shows have exploded on the marketplace.
Nothing is impossible. There are t-shirts today that measure heart rate and socks that transmit how you walk. In short, our clothes are getting smarter and are able to transfer information wirelessly.
Google glass and similar products are glasses are a step towards augmented reality, where your computer is now a part of the world around you rather than a device of its own. Even more promising are virtual reality headsets that let users enter a completely new, virtual world. Google glass and similar products are glasses are a step towards augmented reality, where your computer is now a part of the world around you rather than a device of its own. Even more promising are virtual reality headsets that let users enter a completely new, virtual world.
From prototype to release, Testbirds is here to support you
Testing a game: two use cases, qualitative and quantitative questions
Virtual Reality Glasses & Smartphones (Android)
Consumers between 20 and 60 years old