Kid-Focused Smartwatch Wearables

The Mi Bunny 3 Helps Parents Keep Track of Their Kid's Location

The Mi Bunny Watch 3 is a new wearable designed for children and aims to keep wearers safe through the use of 4G connectivity and GPS tracking. Designed by the Chinese tech giant Xiaomi, this wearable smartwatch takes the basic functions of a smartwatch and gears it towards children. The Mi Bunny Watch 3 does allow for Wi-Gi and 4G network support, which allows wearers to make phone calls and be tracked via 4G GPS. This is the core feature of the watch as it allows parents to easily keep track of their children no matter where they are.

The Mi Bunny Watch 3 also comes equipped with a two-megapixel camera. The camera can be used to identify plants and teach kids about nature when connected to the accompanying smartphone app. The watch can remain on for 30 hours and can be charged fairly quickly via USB charging.

Image Credit: Xiaomi

Kid-focused Wearables
Expanding the market to children by creating wearables designed specifically for kids has opened a new avenue for the SmartWatch market.
GPS Tracking Technology
The technology can now be used to securely track children, elderly, persons with disabilities, and even pets, allowing the advent of various other GPS-tracking-enabled gadgets.
Wearables as Learning Devices
The introduction of gadgets such as the Mi Bunny Watch 3, which comes with a two-megapixel camera that can be used to teach kids about nature, is changing the way we look at smartwatches and other wearables as learning devices.

Industries Being Reshaped

Technology
Technology firms will continue producing child-friendly technologies, gadgets, and accessories, especially wearables that appeal to parents' need to ensure the safety of their children.
Wearable Industry
The SmartWatch industry will expand into the wearable market's untapped niche, children, hence; manufacturers must create wearables that are both functional and fun for children.
Education
The incorporation of smartwatches and other wearables into learning activities and experiences holds an innovative opportunity for educational technology companies.
SCORE
4.7 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 63%
Activity 71%
Freshness 8%