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DESIGNING FOR WEARABLES. EFFECTIVE UX FOR CURRENT AND FUTURE DEVICES
Título:
DESIGNING FOR WEARABLES. EFFECTIVE UX FOR CURRENT AND FUTURE DEVICES
Subtítulo:
Autor:
SULLIVAN, S
Editorial:
O´REILLY
Año de edición:
2017
Materia
DISEÑO DEL SOFTWARE
ISBN:
978-1-4919-4415-8
Páginas:
194
29,50 €

 

Sinopsis

Now may be the perfect time to enter the wearables industry. With the range of products that have appeared in recent years, you can determine which ideas resonate with users and which don't before leaping into the market. In this practical guide, author Scott Sullivan examines the current wearables ecosystem and then demonstrates the impact that service design in particular will have on these types of devices going forward.

You'll learn about the history and influence of activity trackers, smartwatches, wearable cameras, the controversial Google Glass experiment, and other devices that have come out of the recent Wild West period. This book also dives into many other aspects of wearables design, including tools for creating new products and methodologies for measuring their usefulness.

You'll explore:

Emerging types of wearable technologies
How to design services around wearable devices
Key concepts that govern service design
Prototyping processes and tools such as Arduino and Processing
The importance of storytelling for introducing new wearables
How wearables will change our relationship with computers



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