Kid-Designed Smartwatches

Currys PC World Had Kids Imagine the Future of Smartwatches

Currys PC World asked children across the UK to draw the smartwatch of the future. From holograms to mood sensors and even time-travel features, the young designers let their imaginations run free.

Many years ago, who would have thought that a watch could do much more than tell the time? These days, with a swipe of a finger one can connect with friends, videos, a music collection and even one's own heartbeat. This brings about the question: what will another 50 or so years of technological progress cause our wristwear to be capable of?

Instead of researching what’s being planned for the next generation of smartwatches or asking a psychic, hoping for a glimpse of our horological destiny, Currys PC World asked the next generation what they thought the future might hold.

Kid-designed Wearables
As more companies involve younger generations in product development, there is a trend of kid-designed wearables that feature new and unconventional tech capabilities.
Future-focused Design
Currys PC World's initiative highlights a trend towards future-focused design, which encourages companies to envision unconventional wearables with features beyond what already exists on the market.
Imaginative Innovation
The trend of encouraging imaginative innovation for wearable technology, as seen with Currys PC World's smartwatch project, could inspire tech companies to invest in unconventional R&D and recruit design input from different consumer age groups.

Where This Applies

Wearable Technology
Smartwatch manufacturers could benefit from incorporating features designed by children, who may have unique perspectives on functionalities like mood sensors and time-travel features.
Consumer Electronics
Encouraging age diversity in consumer electronic product development could create opportunities for imaginative and disruptive innovation, inspiring tech devices for various age groups.
Mobile Gaming
Smartwatch design features that cater to younger age groups, such as augmented reality or gamification of fitness goals, could provide new opportunities for mobile gaming companies to create compelling experiences on wearable devices.
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30% Men70% Women
MARKETTop markets: North America, Europe
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
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