Tag: fitness tracker

Wearable technology could one day have a new fitness leader

The creators of the Lumafit have already generated a considerable following in Ireland.

When it comes to wearable technology in the fitness category, the exceptionally popular FitBit is currently the global leader, but a startup from Ireland called Zinc Software is hoping to challenge for that title with its Lumafit mobile device.

This new gadget is designed to help to help to coach users so that they will be able to power through their workouts.

For many people, trying to stay fit through regular activity and exercise isn’t a favorite activity. This helps to explain why wearable technology in this category has become as popular as it has. The Lumafit is hoping to provide consumers with a new and enhanced experience that will allow them to be able to remain motivated, active, and able to safely complete their daily workouts. It does so by providing users with a steady stream of different types of feedback and information, including heart rate, but also the intensity of a workout and an ability to view progress that is being made over time.

The Lumafit wearable technology was funded by three highly successful Kickstarter campaigns.


So far, Zinc Software has been able to explode beyond its three funding targets on that crowdfunding site. At the time of the writing of this article, the latest campaign target of $60,000 had already been reached and greatly exceeded, with more than a week left to go.

One of the main selling features that is likely to attract consumers is the low price point that has been attached to the device for early supporters. Backers at this point in the product development will be able to purchase the device for only $79, which is a solid price reduction compared to the $99 for which it is expected to retail.

Lumafit is unique in that it is not a fitness band that is worn around the wrist. Instead, it slips over the back of the ear and gently clips onto the lobe. This allows it to obtain a range of different types of feedback about a user’s activities, including various types of exercise movements, like pushups.

The team of developers behind this wearable technology is led by MIT Media Lab graduates Stephen and Darran Hughes. They came up with this unique workout motion and heart rate detecting tech that allows a user to track everything from intense workouts to meditation exercises.

Wearable technology for kids is coming soon from LeapFrog

The transition of wearables into a child’s model was nearly inevitable, and this device will launch in August.

As wearable technology just starts to take off among adult consumers in the form of smartwatches and fitness trackers, LeapFrog has now announced that it will be joining the wearables race by adding its own device, specifically for kids, to the available mix.

As kids are more comfortable with mobile devices than their parents, these wearables represent an opportunity.

Unlike in previous generations, for kids, mobile devices have been around for their entire lifetimes, making them an age group that is most likely to naturally accept and adopt the latest evolutions, such as wearable technology. LeapFrog is jumping – so to speak – on this opportunity and is betting that parents will be willing to spend $40 on a digital wristband for their kids. These new wearables will be released in August by the creator of the popular educational electronics brand for kids.

This new wearable technology device for children is meant to be worn as a form of health tracker.

The company is hoping that these wearables will take off and will help to breathe some life back into their drooping stock price. The device will be called the LeapBand, and it is meant to be worn by kids between the ages of 4 and 7. When it is turned on, it encourages children to become more active in a fun and engaging way.

While worn, the LeapBand tells children to “pop like popcorn” or it may tell them to “wiggle like a worm”. Once the activity is accomplished, the child is assigned points. Those points can later be used in order to unlock certain game features that are also available within this wristband. For example, after having accumulated a certain number of points, the wearer can use them to redeem a virtual pet. This can be a typical pet animal such as a dog or a cat, or something a bit less common like a donkey. It can even include a unicorn. As more points are built up by the children, the kids are given additional ways in which to interact with their virtual pets.

The wearable technology gamifies fitness for kids, but provides parents for parents who can track and monitor the activity levels of their kids and who can select from a list of physical challenges that they feel are appropriate.