Apple enjoyed strong iPhone sales through 2015 as iPhone 6 and 6 Plus filled in the gap for large-screen models in the iPhone series. However, the global smartphone market has reached a high level of saturation, and the sales of the follow-up model, iPhone 6s, have been weak. With replacement demand falling, Apple in the first quarter of this year posted its first quarterly drop in iPhone production volume since this smartphone series was introduced in 2007, totaling at 42 million units.
The combined shipments of smartwatches and smart bands will reach 7.5 million units this year, and 90% of which will be equipped with optical sensor components used for pulse rate monitoring, according to the 2016 UV LED and IR LED Application Markets Report by LEDinside, a division of TrendForce. Shipments of smartwatches and smart bands together will total 170 million units by 2020, and all of them are expected to incorporate optical sensor components.
Worldwide notebook shipments in the first quarter of 2016 arrived at 35.62 million units, according to the global market research firm TrendForce. The first quarter was the traditional off season for the notebook market and retailers still needed time to clear out their existing inventories. Hence, total shipments fell 19% from the prior quarter and also declined 7.3% year on year.
Global market research firm TrendForce reports worldwide tablet shipments in the first quarter of 2016 totaled 35.2 million units, translating to a 35% drop from the previous quarter and a 7.9% drop from a year ago. TrendForce notebook analyst Anita Wang said branded tablet vendors’ shipment results were mediocre following their impressive fourth-quarter performances that were supported by the peak season demand.
Virtual reality (VR) has made significant progress in the consumer market as major technology companies roll out competing products. According to the global market research firm TrendForce, the 9 million out of the estimated 105 million units wearable devices shipped this year will be VR-based products. Gaming has emerged as the first major consumer application for the VR technology, said TrendForce analyst Ariel Chen.