1,058 research outputs found
Sonic City: Prototyping a wearable experience
Sonic City is a project exploring mobile interaction and wearable technology for everyday music creation. A wearable system has been developed that creates electronic music in real-time based on sensing bodily and environmental factors - thus, a personal soundscape is co-produced by physical movement, local activity, and urban ambiance simply by walking through the city. Applying multi-disciplinary methods, we have developed the wearable from a scenario-driven, aesthetic and lifestyle perspective. A garment has been crafted for 'trying on' interaction and wearabilty options with users on-site in the city. With this prototype, we have been able to expore and rapidly iterate context and content, social and human factors of the wearable application
Wearable and mobile devices
Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for ânot only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skinâ (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Labâs Physics and Media Group, argues, âThe world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worldsâ (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing
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Evaluation of a wearable computer system for telemonitoring in a critical environment
This paper reports on the evaluation of a wearable computer system designed for use in a critical environment, namely the intensive care unit of a hospital. The nature of the application raised ethical issues for testing in a clinical environment and standard evaluation techniques could not easily be applied. The system was therefore evaluated by clinicians in a multi-tasking environment with a simulated set of patient scenarios. Measures of suitability and wearability were applied. The results were encouraging and the system was deemed suitable for further evaluation in the clinical setting, subject to ethical approval
User Driven Innovation: Incorporating Disabled Lead Users in Early Phase Product Development
How can disabled non-designers play a leading role in product development? As part of early phase product ideation, designers often rely on methods (Pahl & Beitz, 1996, Chapter 4). These methods help designers develop appropriate solutions to design problems. However, ideation processes may also involve non-designers. These could be end-users, managers, domain experts or other stakeholders.
A very specific form of user involvement is through lead users. Lead users can be identified as: 1) being at the leading edge of an important market trend, and experiencing needs that will later be experienced by many users in that market, and 2) anticipating relatively high benefits from obtaining a solution to their needs. This motivates them to participate. They are often a limited group of persons with specialized skills or experiences (Urban & von Hippel, 1988).
In this paper discuss the involvement of disabled lead users in early product development. We will focus on generative methods used for the creation of a wearable mobility device. The device consists, in part, of a 3D, time-of-flight DepthSense camera by Softkinetic, combined with a wearable tactile display developed by Elitac, two technology manufacturers. In addition to reflecting on our approach, we also introduce relevant research themes involving disabled lead users
Sensors in your clothes: Design and development of a prototype
Wearable computing is fast advancing as a preferred approach for integrating software solutions not only in our environment, but also in our everyday garments to exploit the numerous information sources we constantly interact with. This paper explores this context further by showing the possible use of wearable sensor technology for information critical information systems, through the design and development of a proof-of-concept prototyp
Understanding the Interaction Between Animals and Wearables: The Wearer Experience of Cats
Animals can be negatively affected by wearable tracking devices, even those marketed as âanimal friendlyâ and increasingly used with companion animals, such as cats. To understand the wearer experience of cats fitted with popular GPS trackers, we measured the behavior of 13 feline participants while they were wearing the devices during a field study. The aim of our behavioral analysis was twofold: investigating potential signs of discomfort generated by the devices to evaluate the impact that such interventions have on cat wearers; identifying wearability flaws that might account for the observed impact and wearability requirements to improve the design of the devices. Based on our findings, we propose a set of requirements that should inform the design of trackers to afford better wearability and thus provide better wearer experience for cat wearers
Wearable design requirements identification and evaluation
: Wearable electronics make it possible to monitor human activity and behavior. Most of these
devices have not taken into account human factors and they have instead focused on technological
issues. This fact could not only affect humanâcomputer interaction and user experience but also the
devicesâ use cycle. Firstly, this paper presents a classification of wearable design requirements that
have been carried out by combining a quantitative and a qualitative methodology. Secondly, we
present some evaluation procedures based on design methodologies and humanâcomputer interaction
measurement tools. Thus, this contribution aims to provide a roadmap for wearable designers and
researchers in order to help them to find more efficient processes by providing a classification of
the design requirements and evaluation tools. These resources represent time and resource-saving
contributions. Therefore designers and researchers do not have to review the literature. It will no be
necessary to carry out exploratory studies for the purposes of identifying requirements or evaluation
tools either
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