Wearable devices are the next best thing in mobile design and application development for Indians and foreigners. It took 20 years for the desktop internet to achieve the four corners of the earth. Smartphone pervasiveness took off down the middle that time. Will wearables spread significantly quicker? As indicated by Gartner Research, by 2017 mobile apps will be downloaded 268 billion times, producing an income of $77 billion. That year half of all application connections will come not from smartphones, but rather from wearable devices.
Today 65% of American grown-ups claim a Smartphone, yet under 2% possess a wearable. As indicated by the projections, there will be a blast in wearable applications.
A wearable device is an Apple Watch. It is a Google Glass. It is a stage counter, heart screen, even a virtual reality headset.
What makes these gadgets wearables are some normal features?
1. You wear them on your body.
2. They interface with the internet.
3. They distinguish, get, or potentially transmit data.
4. They work with an application, regardless of whether you can physically observe it.
5. They work to pair with different devices sending constant data on a scale never observed.
A desktop PC remains in one place. A mobile device can go with you wherever you go, however, doesn’t really need to. Wearables, planted in your eyes (contact focal points), arms (SmartWatches), even organs (inward wellbeing screens), remain with you wherever you go. The data they gather, send, and perform executions on is of an enormous degree.
They vary from Smartphones in a few noteworthy ways:
The most evident difference in wearables is the span of the show screen, expecting there is one, and the device itself.
The usefulness of a wearable app is constrained. A considerable measure of the usefulness includes speaking with the mobile device. The equipment that makes up the wearable is littler and less effective. Accordingly, the apps utilized on wearables are either telephone apps with constrained capacities accessible, or modified wearable apps with the restricted assortment of utilization.
For wearables, the client experience is constrained to nonexistent. It could be the situation of a SmartWatch, where your UX is the “eat fewer carbs coke” of a SmartPhone, or it could be a wellness band, where you have few capacities requiring little client input.
A mobile app can work on a tablet or a smartphone. A wearable app might be intended to speak with apps on a mobile device, however, they are regularly not ready to chip away at both of these. It might not have any show whatsoever: just associating the data it gets and sends with different spots. The cross-platform application development in India or abroad is not going to take a shot on this either.