Designing for wearables : effective UX for current and future devices

By: Material type: TextTextPublication details: Sebastopol : O'Reilly Media, 2017Edition: 1st edDescription: xviii, 172 p. : il. colISBN:
  • 9781491944158
Subject(s):
Contents:
Chapter 1 Design Follows Technology -- 1. Digital Maturity -- 2. The Human Problem -- 3. The “Us” Part of Maturity -- Chapter 2 Activity Trackers -- 1. Early Step Tracking -- 2. Connected Fitness Trackers -- 3. Not All Steps Are Equal -- 4. More of the Same -- 5. More Sensors and Machine Learning -- 6. Telling the Rest of the Health Story -- 7. Designing Fitness Trackers -- 8. Pulling It All Together -- Chapter 3 Smartwatches -- 1. The First Calculator Watch -- 2. The Microchip Explosion -- 3. Early Wrist Computers -- 4. Ecosystem Integration -- 5. Cell Phones and The Modern Era -- 6. Frameworks for Smartwatch Interaction -- 7. Designing for Smartwatches -- 8. Designing Smartwatches Themselves -- 9. Pulling This All Together -- Chapter 4 The Glass Experiment -- 1. A Truly Wearable Computer -- 2. The Development of Google Glass -- 3. One Day -- 4. Pulling This All Together -- Chapter 5 Wearable Cameras -- 1. Narrative: Design for the Photographed -- 2. GoPros for Everyone! -- 3. Handling the Data -- 4. Computer-Mediated Reality -- 5. Pulling It All Together -- Chapter 6 Cognitive Wearables -- 1. Fitness Trackers for Your Mind -- 2. Stress and Focus -- 3. Altering Consciousness -- 4. Learning to Learn -- 5. Pulling It All Together -- Chapter 7 Service Design -- 1. Service Design -- 2. The Double Diamond -- 3. Communication Tools -- 4. Service Design and Machine Learning -- 5. What Machine Learning Looks Like -- 6. Pulling It All Together -- Chapter 8 Embodiment and Perception -- 1. How We Think -- 2. What Is Embodiment? -- 3. Cognition and Tools -- 4. Embodied Wearable Devices -- 5. Perception -- 6. Breaking Down Perception -- 7. Sensory Substitution, Addition, and Augmentation -- 8. Gaining Physical Awareness -- 9. Pulling It All Together -- Chapter 9 Prototyping -- 1. Why Prototype? -- 2. Foundational Tools -- 3. More Prototyping Tools -- 4. Pulling It All Together -- Chapter 10 Selling the Invisible -- 1. Hammers and Memories -- 2. Retail -- 3. Pulling It All Together -- Chapter 11 Moving Forward -- 1. We Can -- 2. Still in the Wild West -- 3. Go Forth! -- 12.Appendix O’Reilly®: Designing for Wearables
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Incluye índice

Chapter 1 Design Follows Technology -- 1. Digital Maturity -- 2. The Human Problem -- 3. The “Us” Part of Maturity -- Chapter 2 Activity Trackers -- 1. Early Step Tracking -- 2. Connected Fitness Trackers -- 3. Not All Steps Are Equal -- 4. More of the Same -- 5. More Sensors and Machine Learning -- 6. Telling the Rest of the Health Story -- 7. Designing Fitness Trackers -- 8. Pulling It All Together -- Chapter 3 Smartwatches -- 1. The First Calculator Watch -- 2. The Microchip Explosion -- 3. Early Wrist Computers -- 4. Ecosystem Integration -- 5. Cell Phones and The Modern Era -- 6. Frameworks for Smartwatch Interaction -- 7. Designing for Smartwatches -- 8. Designing Smartwatches Themselves -- 9. Pulling This All Together -- Chapter 4 The Glass Experiment -- 1. A Truly Wearable Computer -- 2. The Development of Google Glass -- 3. One Day -- 4. Pulling This All Together -- Chapter 5 Wearable Cameras -- 1. Narrative: Design for the Photographed -- 2. GoPros for Everyone! -- 3. Handling the Data -- 4. Computer-Mediated Reality -- 5. Pulling It All Together -- Chapter 6 Cognitive Wearables -- 1. Fitness Trackers for Your Mind -- 2. Stress and Focus -- 3. Altering Consciousness -- 4. Learning to Learn -- 5. Pulling It All Together -- Chapter 7 Service Design -- 1. Service Design -- 2. The Double Diamond -- 3. Communication Tools -- 4. Service Design and Machine Learning -- 5. What Machine Learning Looks Like -- 6. Pulling It All Together -- Chapter 8 Embodiment and Perception -- 1. How We Think -- 2. What Is Embodiment? -- 3. Cognition and Tools -- 4. Embodied Wearable Devices -- 5. Perception -- 6. Breaking Down Perception -- 7. Sensory Substitution, Addition, and Augmentation -- 8. Gaining Physical Awareness -- 9. Pulling It All Together -- Chapter 9 Prototyping -- 1. Why Prototype? -- 2. Foundational Tools -- 3. More Prototyping Tools -- 4. Pulling It All Together -- Chapter 10 Selling the Invisible -- 1. Hammers and Memories -- 2. Retail -- 3. Pulling It All Together -- Chapter 11 Moving Forward -- 1. We Can -- 2. Still in the Wild West -- 3. Go Forth! -- 12.Appendix O’Reilly®: Designing for Wearables

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