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What Consumers Want
in Their Next XR Device
Hugo Swart
Senior Director,
Product Management
Qualcomm Technologies, Inc.
@HugoSwart_QCOMOct 3, 2018
Kate Fu
Senior Manager,
Strategy & Analysis
Qualcomm Technologies, Inc.
2
3
Will the
smartphone
become an
XR wearable?
Qualcomm Snapdragon is a product
of Qualcomm Technologies, Inc.
4
XR is here
today, but
it is still in
its infancy
Analogy to smartphones:
XR evolution will take
years…opportunity will
be immense
Technology Phase:
Infancy
Market:
Mostly early adopter
“Prosumers”
Technology Phase:
Rapid evolution
Market:
Surging consumer adoption
Technology Phase:
Maturity
Market:
Worldwide,
ubiquitous use
XR will follow a similar multi-year cycle of sleeker designs,
with tremendously increasing functionality
XR is
here
today
XR by
~2020
5
Healthcare
Marketing &
advertising
Retail
Engineering
Education
Entertainment
XR is the
next mobile
computing
platform
Gaming
Emergency response
Industrial &
manufacturing
Military
66
The past, the present and the future of XR devices
Last 5 years Next 10+ yearsPresent Next 2 years
7
Standalone AR + VR
Install Base by 2023
186 Million
Source: IDC, ABI Research, Qualcomm Technologies
88
Standalone devices are helping to make this happen
Lenovo Mirage Solo
w/Daydream
HTC VIVE Focus
Oculus Go
ODG R9
Shadow Creator
A new category of devices has arrived
9
Devices
How do we make this happen?
HMD Accelerator
Program (HAP)
ISV
Components
ODM
IHV
Ref Design,
SDKs &Tools
KPIVR SDK
Profiles
Advanced
Algorithms
3D
Audio
Foveated
rendering
Scene
Under-
standing
Eye
tracking
6DoF
Hand
tracking
SoftwarePlatform
advantage.qualcomm.com/hap
10
Your Next
XR Device
11
Interviewed over
4,300 consumers
to obtain insights
Use
Cases
Form
Factors
Pricing
1212
Consumers envision using XR in all aspects of life
Eye glasses are ideal for daily use
Everyday Use
• Multimodal interaction
• Easy and intuitive
• Higher quality and truly
immersive in a virtual space
• Provide the right info
when needed
• Smart suggestions knowing
you and your context
• Desire to use all day every day
• Replaces other screens in life
• Design is not intrusive
Enhanced Experiences Informed Decisions
1313
Use cases that help save time and cost
35% Travel
Virtually visit any place
around the world as if you
are physically there
AR
25% Communication
Communicate with people in
different locations as if they are
there with you in the same space
VR
Top Individual
Use Cases
28% Shopping
Virtually visit a house/apartment,
hotel room, vacation spot, or
view products before buying
30% Assistance
Enhance your vision to
clearly see in dark or poorly
lit environments
30% How-To
Learn new skills or techniques
(e.g. foreign language,
making/fixing things)
30% Design
View a room or space with virtual
elements to see what it looks like
with a new design
1414
Health & wellness are priorities
31% Travel
Virtually visit any place
around the world as if
you are physically there
AR
29% Education
Read or watch immersive
educational content (e.g. solar
system, historic events, geography)
29% Health & Wellness
Watch virtual reality videos for stress relief,
meditation, and physical therapy
VR
Top Individual
Use Cases
34% Health & Wellness
Passively monitor and record what you
eat/drink, your vital signs, blood
glucose/sugar levels, etc. Get alerts when
you are out of normal range
34% Assistance
Provide turn-by-turn navigation,
routes, time, distance, speed, and
warnings when you drive, bike, ski or
engage in outdoor activities
31% Medical Treatment
Use 3D images of your
body/injuries/symptoms to facilitate the
discussion between you and your doctor
about treatments
15
Comfort is required and style is highly desired
Top
preferences
Sleek, comfortable,
light weight, and compact
Women are more likely
to ask for stylish design
and additional color options
Country
differences
China is open to
stand-out designs
It helps create an image of
tech savviness/trendiness
Compact, small and
comfortable to wear with
very strong capabilities.
(China)
“ „
I would definitely wear the
glasses at home or in public
because they are low profile
and people would not notice
that they are anything other
than regular glasses.
(US)
“
„
1616
Form factor does not appear to be a barrier to adoption
Top 5 Preferred Models for Everyday Wear
321 4 5
17
2+
pairs
58%
1
pair
31%
None
11%
Half of
potential
buyers would
purchase at
least 2 pairs
Number of XR glasses buyers would purchase
2+
pairs
45%
1 pair
54%
None
1%
18
Ideal XR
Portfolio
Top choice
for 1st
pair
Top choice
for 2nd
pair
Regular eye
glasses
Helmets/
Goggles
19
Multimodal interaction is preferred over single mode
Voice is mandatory, supplemented by at least one other mode
65% consumers request
2+ interaction modes
Eye tracking/blinks
(26% vs. 36%)
Tapping the frame
(28% vs. 35%)
Gesture in
front of glasses
(19% vs. 33%)
Head movements
(18% vs. 33%)
Feet/leg movements
(15% vs. 23%)
Controller
(16% vs. 25%)
Gesture on
the side
(18% vs. 32%)
Voice
(39% vs. 30%)
vs.
20
XR interest
is high
* These percentages are top 2 boxes of a 7-point scale
“I get more excited for the future
of these devices. I can't wait to
see what will come of these!!”
Overall Appeal*
43%
52%
Likely to Purchase*
51% 52%
2121
26%
28%
33%
34%
38%
Control by voice
Night image sensors to
help see in the dark
Looks like a regular
pair of eyeglasses
Light weight
Comfortable
32%
32%
33%
34%
34%
Night image sensors to
help see in the dark
Sensors to detect/monitor
motion, environmen and
your health
The style, UI, and content
can be personalized
Artificial intelligence
Can replace other
screens
Top Factors to Purchase XR
Comfort and capabilities
drive XR purchase
Statistically significant at 95% level compared to the other country









2222
Pricing Willing to Pay for XR Concept
Solid market potential
for each tier
49%
29%
22%
27%
38%
34%
<$299
$300-$599
>$600
Average price ~$450
23
A quarter
of consumers
could be the
first movers
on XR
14%
11%
26%23%
12%
14%
Budget
Shopper
Laggard
Mainstreamers Next Followers
Tech
Enthusiasts
Trendsetter
Early
Adopters
Total N=4,028
24
44%
56%
Tech Enthusiast Trendsetter
Top Use Case
Watch immersive
educational content
Create 3D virtual
artwork/designs
Purchase Behavior Purchase Behavior
Buy
flagship
Buy
cheapest
Don’t worry
about price
Value for
money
Try new
brand
Buy from my
usual brand
57% 37
Mean
First one to buy First one to buy
View a 3D model
of a building site
Virtual travel
Virtual office
Provide turn-by-turn
navigation
Male
AGE
78%
22%
71% 34
MeanMale
AGE
Top Use Case
Buy
flagship
Buy
cheapest
Don’t worry
about price
Value for
money
Try new
brand
Buy from my
usual brand
2525
Early adopters react very positively to the XR concept
~80% found XR very appealing - ~2X more than others
Willing to pay $100 more than average (~$450)
~80% with strong purchase intent - ~2X more than others
Bulkier designs are not a barrier
3 use cases can reach 75% of early adopters
26
Vision Correction
Expands market to
glasses wearers by
removing the hassle to
bring multiple glasses
Versatility & daily use
Help justify the premium with
the assistance for activities
throughout the day
Comfort & weight
Ensure everyday/long-time
wear and are the first bar to
pass for adoption
Tiered Portfolio
Addresses buyers’ interest in
all price tiers with different
capabilities
XR has high adoption potential
Follow us on:
For more information, visit us at:
www.qualcomm.com & www.qualcomm.com/blog
Thank you!
Nothing in these materials is an offer to sell any of the
components or devices referenced herein.
©2018 Qualcomm Technologies, Inc. and/or its affiliated
companies. All Rights Reserved.
Qualcomm is a trademark of Qualcomm Incorporated,
registered in the United States and other countries. Other
products and brand names may be trademarks or registered
trademarks of their respective owners.
References in this presentation to “Qualcomm” may mean Qualcomm
Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries
or business units within the Qualcomm corporate structure, as
applicable. Qualcomm Incorporated includes Qualcomm’s licensing
business, QTL, and the vast majority of its patent portfolio. Qualcomm
Technologies, Inc., a wholly-owned subsidiary of Qualcomm
Incorporated, operates, along with its subsidiaries, substantially all of
Qualcomm’s engineering, research and development functions, and
substantially all of its product and services businesses, including its
semiconductor business, QCT.

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What consumers want in their next XR device

  • 1. What Consumers Want in Their Next XR Device Hugo Swart Senior Director, Product Management Qualcomm Technologies, Inc. @HugoSwart_QCOMOct 3, 2018 Kate Fu Senior Manager, Strategy & Analysis Qualcomm Technologies, Inc.
  • 2. 2
  • 3. 3 Will the smartphone become an XR wearable? Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc.
  • 4. 4 XR is here today, but it is still in its infancy Analogy to smartphones: XR evolution will take years…opportunity will be immense Technology Phase: Infancy Market: Mostly early adopter “Prosumers” Technology Phase: Rapid evolution Market: Surging consumer adoption Technology Phase: Maturity Market: Worldwide, ubiquitous use XR will follow a similar multi-year cycle of sleeker designs, with tremendously increasing functionality XR is here today XR by ~2020
  • 5. 5 Healthcare Marketing & advertising Retail Engineering Education Entertainment XR is the next mobile computing platform Gaming Emergency response Industrial & manufacturing Military
  • 6. 66 The past, the present and the future of XR devices Last 5 years Next 10+ yearsPresent Next 2 years
  • 7. 7 Standalone AR + VR Install Base by 2023 186 Million Source: IDC, ABI Research, Qualcomm Technologies
  • 8. 88 Standalone devices are helping to make this happen Lenovo Mirage Solo w/Daydream HTC VIVE Focus Oculus Go ODG R9 Shadow Creator A new category of devices has arrived
  • 9. 9 Devices How do we make this happen? HMD Accelerator Program (HAP) ISV Components ODM IHV Ref Design, SDKs &Tools KPIVR SDK Profiles Advanced Algorithms 3D Audio Foveated rendering Scene Under- standing Eye tracking 6DoF Hand tracking SoftwarePlatform advantage.qualcomm.com/hap
  • 11. 11 Interviewed over 4,300 consumers to obtain insights Use Cases Form Factors Pricing
  • 12. 1212 Consumers envision using XR in all aspects of life Eye glasses are ideal for daily use Everyday Use • Multimodal interaction • Easy and intuitive • Higher quality and truly immersive in a virtual space • Provide the right info when needed • Smart suggestions knowing you and your context • Desire to use all day every day • Replaces other screens in life • Design is not intrusive Enhanced Experiences Informed Decisions
  • 13. 1313 Use cases that help save time and cost 35% Travel Virtually visit any place around the world as if you are physically there AR 25% Communication Communicate with people in different locations as if they are there with you in the same space VR Top Individual Use Cases 28% Shopping Virtually visit a house/apartment, hotel room, vacation spot, or view products before buying 30% Assistance Enhance your vision to clearly see in dark or poorly lit environments 30% How-To Learn new skills or techniques (e.g. foreign language, making/fixing things) 30% Design View a room or space with virtual elements to see what it looks like with a new design
  • 14. 1414 Health & wellness are priorities 31% Travel Virtually visit any place around the world as if you are physically there AR 29% Education Read or watch immersive educational content (e.g. solar system, historic events, geography) 29% Health & Wellness Watch virtual reality videos for stress relief, meditation, and physical therapy VR Top Individual Use Cases 34% Health & Wellness Passively monitor and record what you eat/drink, your vital signs, blood glucose/sugar levels, etc. Get alerts when you are out of normal range 34% Assistance Provide turn-by-turn navigation, routes, time, distance, speed, and warnings when you drive, bike, ski or engage in outdoor activities 31% Medical Treatment Use 3D images of your body/injuries/symptoms to facilitate the discussion between you and your doctor about treatments
  • 15. 15 Comfort is required and style is highly desired Top preferences Sleek, comfortable, light weight, and compact Women are more likely to ask for stylish design and additional color options Country differences China is open to stand-out designs It helps create an image of tech savviness/trendiness Compact, small and comfortable to wear with very strong capabilities. (China) “ „ I would definitely wear the glasses at home or in public because they are low profile and people would not notice that they are anything other than regular glasses. (US) “ „
  • 16. 1616 Form factor does not appear to be a barrier to adoption Top 5 Preferred Models for Everyday Wear 321 4 5
  • 17. 17 2+ pairs 58% 1 pair 31% None 11% Half of potential buyers would purchase at least 2 pairs Number of XR glasses buyers would purchase 2+ pairs 45% 1 pair 54% None 1%
  • 18. 18 Ideal XR Portfolio Top choice for 1st pair Top choice for 2nd pair Regular eye glasses Helmets/ Goggles
  • 19. 19 Multimodal interaction is preferred over single mode Voice is mandatory, supplemented by at least one other mode 65% consumers request 2+ interaction modes Eye tracking/blinks (26% vs. 36%) Tapping the frame (28% vs. 35%) Gesture in front of glasses (19% vs. 33%) Head movements (18% vs. 33%) Feet/leg movements (15% vs. 23%) Controller (16% vs. 25%) Gesture on the side (18% vs. 32%) Voice (39% vs. 30%) vs.
  • 20. 20 XR interest is high * These percentages are top 2 boxes of a 7-point scale “I get more excited for the future of these devices. I can't wait to see what will come of these!!” Overall Appeal* 43% 52% Likely to Purchase* 51% 52%
  • 21. 2121 26% 28% 33% 34% 38% Control by voice Night image sensors to help see in the dark Looks like a regular pair of eyeglasses Light weight Comfortable 32% 32% 33% 34% 34% Night image sensors to help see in the dark Sensors to detect/monitor motion, environmen and your health The style, UI, and content can be personalized Artificial intelligence Can replace other screens Top Factors to Purchase XR Comfort and capabilities drive XR purchase Statistically significant at 95% level compared to the other country         
  • 22. 2222 Pricing Willing to Pay for XR Concept Solid market potential for each tier 49% 29% 22% 27% 38% 34% <$299 $300-$599 >$600 Average price ~$450
  • 23. 23 A quarter of consumers could be the first movers on XR 14% 11% 26%23% 12% 14% Budget Shopper Laggard Mainstreamers Next Followers Tech Enthusiasts Trendsetter Early Adopters Total N=4,028
  • 24. 24 44% 56% Tech Enthusiast Trendsetter Top Use Case Watch immersive educational content Create 3D virtual artwork/designs Purchase Behavior Purchase Behavior Buy flagship Buy cheapest Don’t worry about price Value for money Try new brand Buy from my usual brand 57% 37 Mean First one to buy First one to buy View a 3D model of a building site Virtual travel Virtual office Provide turn-by-turn navigation Male AGE 78% 22% 71% 34 MeanMale AGE Top Use Case Buy flagship Buy cheapest Don’t worry about price Value for money Try new brand Buy from my usual brand
  • 25. 2525 Early adopters react very positively to the XR concept ~80% found XR very appealing - ~2X more than others Willing to pay $100 more than average (~$450) ~80% with strong purchase intent - ~2X more than others Bulkier designs are not a barrier 3 use cases can reach 75% of early adopters
  • 26. 26 Vision Correction Expands market to glasses wearers by removing the hassle to bring multiple glasses Versatility & daily use Help justify the premium with the assistance for activities throughout the day Comfort & weight Ensure everyday/long-time wear and are the first bar to pass for adoption Tiered Portfolio Addresses buyers’ interest in all price tiers with different capabilities XR has high adoption potential
  • 27. Follow us on: For more information, visit us at: www.qualcomm.com & www.qualcomm.com/blog Thank you! Nothing in these materials is an offer to sell any of the components or devices referenced herein. ©2018 Qualcomm Technologies, Inc. and/or its affiliated companies. All Rights Reserved. Qualcomm is a trademark of Qualcomm Incorporated, registered in the United States and other countries. Other products and brand names may be trademarks or registered trademarks of their respective owners. References in this presentation to “Qualcomm” may mean Qualcomm Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries or business units within the Qualcomm corporate structure, as applicable. Qualcomm Incorporated includes Qualcomm’s licensing business, QTL, and the vast majority of its patent portfolio. Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated, operates, along with its subsidiaries, substantially all of Qualcomm’s engineering, research and development functions, and substantially all of its product and services businesses, including its semiconductor business, QCT.