Wearability and User Experience Through User Engagement- The Case Study of a Wearable Device. (original) (raw)
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Advances in Human Factors in Wearable Technologies and Game Design
Springer eBooks, 2018
The series "Advances in Intelligent Systems and Computing" contains publications on theory, applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually all disciplines such as engineering, natural sciences, computer and information science, ICT, economics, business, e-commerce, environment, healthcare, life science are covered. The list of topics spans all the areas of modern intelligent systems and computing. The publications within "Advances in Intelligent Systems and Computing" are primarily textbooks and proceedings of important conferences, symposia and congresses. They cover significant recent developments in the field, both of a foundational and applicable character. An important characteristic feature of the series is the short publication time and worldwide distribution. This permits a rapid and broad dissemination of research results.
A Comprehensive Framework of Usability Issues Related to the Wearable Devices
EAI/Springer Innovations in Communication and Computing, 2020
Continual innovation in hardware and software technologies, such as sensors, displays, processors, storage memory, and algorithms, has been crucial in changing the paradigm of computing devices. Mobile computing has advanced rapidly over the past decade, and the components found in such computing devices are becoming increasingly smaller while remaining extremely powerful. The emergence of quantified-self technologies, including wearable devices, is one of the most evident examples of this technological development. Wearable devices can be defined as, "smart electronic devices available in various forms; located near or on the human body to sense and analyze physiological and psychological data such as feelings, movements, heart rate, blood pressure, and so forth, via applications either installed on the device itself or on an external device (i.e., smartphones that are connected to the cloud)" (p.2) [1]. According to Motti and Caine [2], "since the first sensors were produced, the wearable device field has evolved exponentially" and "is characterized by body-worn devices, such as clothing and accessories" (p.1820). Humans use wearable devices in their daily
Proceedings of the 2018 ACM International Symposium on Wearable Computers
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The User Experience of Wearable Computers
— Computing is moving beyond the desk to the body. With products like fitness trackers, smartwatches and health monitoring devices becoming ubiquitous, we can see wearables are here to stay. However wearable products tend to be very personal. What makes a person choose to wear a certain product? This state of the art research paper examines this question and in doing so proposes some guidelines for creating wearable computers.
Electronic intelligence development for wearable applications
… teknillinen yliopisto. Julkaisu-Tampere University of …, 2006
In recent years there has been an enormous growth in the diversity and market penetration of small electronics appliances. Nowadays, people commonly carry such devices as mobile phones, Personal Digital Assistants (PDAs), and electronic sports accessories as an essential part of daily life. These devices are typically carried in pockets or bags and handheld when in use. User Interface (UI) devices are located on strategic parts of the body such as the wrist to facilitate free and easy access to them. An ease-of-use solution for carrying the increasing number of such personal devices is to embed or integrate them into clothing and accessories. Such solutions are known as wearable electronics systems and they are becoming essential aids for people in a wide range of applications areas such as communication, maintenance and repair, and location and navigation. This trend has caused a growing need to create smaller and lighter devices which can be unobtrusively integrated and embedded in clothing. To achieve this, suitable applications for mobile environments as well as specific clothing-like technologies for their design and implementation need to be developed. This study investigated specific applications utilising clothing as electronics platforms to ascertain whether usable clothing platform applications can be designed and implemented. This was done by implementing five wearable electronics application prototypes as clothing platforms: a fully functional smart clothing prototype for survival in arctic environments, two electrical heating prototypes to maintain users' thermal comfort conditions, a personal positioning vest for fishing, and a bioimpedance measurement suit for Total Body Water (TBW) estimation. For the implementation, application-specific solutions were utilized. Functionality, user acceptance, and usability of prototypes were verified. Usability evaluations were also made for a specific location and information service application. This was done to elicit the importance of usability evaluations in the wearable electronics field and also to evaluate user acceptance of the new technological devices and applications. Specific materials required for the construction of comfortable clothing platform applications are Electrically Conductive Fiber (ECF) yarns, which are used in power and data transfer as well as in sensing elements. In addition, a concept of button component encasing for electronics components has been developed. Here, the components are hidden and connected to the clothes in a tailored way. Flexible Printed Wiring Board (PWB) is also utilized as a platform for a wearable antenna to achieve wearer comfort in wireless data transmission applications. The implemented prototypes proved functional and it was demonstrated that such systems could be constructed utilizing clothing platforms. To ensure user acceptance, the usability of the systems and end user needs were considered key elements in the design process.
Wearable computing and contextual awareness
1999
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Wearable Devices and their Implementation in Various Domains
Wearable Devices - the Big Wave of Innovation, 2019
Wearable technologies are networked devices that collect data, track activities and customize experiences to users' needs and desires. They are equipped, with microchips sensors and wireless communications. All are mounted into consumer electronics, accessories and clothes. They use sensors to measure temperature, humidity, motion, heartbeat and more. Wearables are embedded in various domains, such as healthcare, sports, agriculture and navigation systems. Each wearable device is equipped with sensors, network ports, data processor, camera and more. To allow monitoring and synchronizing multiple parameters, typical wearables have multi-sensor capabilities and are configurable for the application purpose. For the wearer's convenience, wearables are lightweight, modest shape and multifunctional. Wearables perform the following tasks: sense, analyze, store, transmit and apply. The processing may occur on the wearer or at a remote location. For example, if dangerous gases are detected, the data are processed, and an alert is issued. It may be transmitted to a remote location for testing and the results can be communicated in real-time to the user. Each scenario requires personalized mobile information processing, which transforms the sensory data to information and then to knowledge that will be of value to the individual responding to the situation.
ACM SIGCHI Bulletin, 1997
Wearable computers represent a new paradigm in compuring." This statement is a good sound bite and undeniably Lrue but what doe.-. it mean? Finding meaning. in d1is st:uemem wa$ rhe purpose of a two day work~hop on wearable computers organized by c.he four authors of this paper. at C HI 97 in Morch, 1997. The workshop was attended by 37 pcoplt represcnring 2l diffc:renr org~nizations. 11le anendecs an: li.sc«l in the Appendix. This while paper is a reporr on 1har workshop.