Apparel Industry: A Candidate for Digital Disruption in the Foreseeable Future?

14

September

2018

The Apparel Industry as a candidate for digital disruption.

5/5 (7)

In the 2000’s, e-commerce and e-books would completely shift the paradigm in the books industry. Although it took some time to gain traction and several technological iterations were needed, the almost unlimited inventory of books offered by stores like Amazon and its low prices, allied with the convenience of home delivery and free shipping were able to shift consumer patterns and boost this type of media consumption. In short, in over 15 years, digitalization in the sector transformed the competitive landscape. In 2017 and in the U.S. alone, e-books accounted for 55% of all online book purchases in volume, of which 83.3% can be attributed to Amazon(1), and when printed book purchases (39%) are concerned, Amazon accounted for 45.5% of them(2).

Big strives for this technological up rise partly came from the costly inventory which had to be vast and consistent across brick-and-mortar stores, higher prices, low searchability and portability of books, between many other inefficiencies/factors which are inherent to a physical business model of such nature. This got me thinking of other industries that may be in a similar position and, in my view, the apparel industry presents itself as a strong candidate to follow suit in the foreseeable future.

What technologies may disrupt the Apparel industry?

Buying apparel either online or in physical stores is a chore for some. In the first case, the inherent inefficiency of the channel comes from the uncertainty of the purchase, either from the inconsistent model sizes across brands and regions or from image manipulation that may occur in webstores to make their products more appealing. In a few years, however, it may be possible to bridge the online with the traditional experience and see and try the items you desire while having the store service you may need, all from the comfort of your home using Virtual Reality(3).

In the case of physical stores, some people simply do not appreciate the stress-inducing experience of going to commercial centres to buy a product they desire or simply cannot afford to spend time on such tasks. With the continuous cost reduction and technology improvement of 3D printers, the online purchasing experience may only consist in downloading the “blueprints” of your new product and watch it as it is manufactured in front of your own eyes and is ready to be worn in a couple of hours(4).

Both these technologies have the potential to massively reduce costs. No longer will companies need to set up massive production lines to deliver the goods or to develop a complex network of product distribution. Additionally, at some point, to provide service and assistance, physical stores may stop being the first-choice for many with the use of VR, allowing companies to reduce their investment in physical retail. This way, companies could redirect their investment to design departments to both differentiate themselves as well as to increase their product offering, now that the production capacity constraint would be surpassed.

However, digitalization in apparel can also follow a different route and result from the emergence of IoT. The continued push for wearable tech will allow companies to create ecosystems of products that can act as “life companions”, continuously gathering data from the user, from biometric data, to providing nutritional and physiological recommendations, physical monitoring, and many other features, changing the fundamental nature of clothing, its lifecycle and its switching costs. In short, it has the potential to revolutionize not only clothing but medicine as well.

Despite the promise of these technologies, they may be a long way from becoming a reality in our daily lives. They still have a relatively high cost to appeal to the mainstream audience and some still need some iterative improvements, as 3D Printing, for example, that cannot replicate the current quality of clothing materials and techniques. However, this has not stopped brands such as Nike (also Adidas and Reebok) from experimenting and producing whole lines of sneakers with 3D printed components, like the Nike Flyprint(5). Also, others like IoT and wearable tech still may have to face ethical and privacy barriers when it comes to the protection and use of the data collected.

What do you think? How do you think the industry will evolve? Let us know in the comments.

Sources:

(1) https://publishdrive.com/amazon-ebook-market-share/

(2) http://authorearnings.com/report/january-2018-report-us-online-book-sales-q2-q4-2017/

(3) https://www.forbes.com/sites/currentaccounts/2016/01/28/virtual-reality-coming-soon-to-a-clothing-store-near-you/

(4) https://www.nbcnews.com/mach/science/soon-you-may-be-able-3d-print-clothing-your-own-ncna848646

(5) https://news.nike.com/news/nike-flyprint-3d-printed-textile

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Virtual Reality: Be Everywhere, Be Anyone

5

October

2016

4.71/5 (7)

Never has one industry thrive so fast as the virtual reality did in the past couple of years. So what is virtual reality? How will it affect your life in the near future? Let’s take a closer look at it today.

 

What is virtual reality?

We know our world from seeing what we see, and hearing what we hear. Our senses and perceptions tell us the reality we are in, or in another word, the world around us is based on the sensory information received from our eyes an ears.

Virtual reality offers you the opportunity to fully immerse yourself in a computer generated environment which takes over your vision, and hearing, in order to offer you the experience of a completely different reality than the physical environment you are currently in. It is done by a VR headset which fits around your head and covers your eyes and ears. With this mind-blowing piece of technology, you can virtually be anywhere in the world and do the things you have never dreamed about doing.

In more technical terms, a true virtual reality experience should provide:

  • Three-dimensional images which are life sized from the user’s perspective
  • Motion tracking ability in order to reflect user’s movement in the VR

 

What is the difference between virtual reality and augmented reality?

Instead of completely taking over your vision and hearing, some devices allow you to have computer generated graphics and data displayed in combination with the elements we see from real world environments. Take Google Glass and Microsoft HoloLens for example, these devices fall in the category of augmented reality.

 

Who are the major players?

We will take you through the five biggest players currently in the VR industry and explain their main differences and capabilities. These five devices range from a simple piece of cardboard to an expensive device which has built in speaker, gyroscope and requires a powerful gaming PC or console.

 

  1. Google Cardboard offers you the easiest and cheapest way to test VR experience. It consists of folded cardboard with lenses to enhance your field of view. You only need to insert your smartphone in the case to start your experience.

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  1. Samsung Gear VR arguably is the best smartphone based VR device on the market currently. On top of the Google Cardboard VR, it provides you with more comfort as well as sensors to enhance your experience.

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  1. Oculus Rift is the first and most well known VR device on the list. It contains internal gyroscope to accurately track your head movement as well as a breathtaking display built-in the headset. This device is targeted to gaming industry and requires a powerful gaming PC to generate the graphics. This device provides a more immersive VR experience as well as the capability to run popular PC games.

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  1. HTC Hive takes VR to the next level. Some argue that this is the ultimate VR experience. With dedicated sensors placed inside the VR device and in the room where the device is operating. It not only monitors your head movements but your body movements as well. You can do all kinds of activities with your body and the sensors will track your movements and digitally give you corresponding feedback in the VR environment. However, there is also a real danger of running in to a wall while being totally sedated in the VR you are in.

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  1. Sony PlayStation VR is similar to Oculus Rift; however, it has the advantage of using the already well established Sony PlayStation platform. It also enables you to use the PlayStation 4 console to control your movement. Unlike Oculus Rift and HTC Hive, this system does not require you to own a powerful gaming PC in order to function.

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How will it affect our lives?

As mentioned earlier, VR can be a real hit in the gaming industry. However, it can also be used in many other imaginative ways:

  • Entertainment industry: Watching your favorite movies and TV shows right in front of your eyes without the physical limitation of the size of your display. Cinemas could soon be a day of the past.
  • Design and artworks
  • Simulations and education
  • Social networks
  • Shopping

 

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Other than the above mentioned, its ways of usage are limitless. We experience the world through our senses, if we are able to alter our senses, we can change the world we see.

 

Youming Ma

 

Wish to know more about virtual reality?

http://www.cnet.com/special-reports/vr101/

 

cnet. (2016). Retrieved Oct 5, 2016, from http://www.cnet.com/special-reports/vr101/

25 Virtual Reality Use Cases And Their Leading Innovators

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