User-centered design of wearable computers with construction kits for children

User-centered design of wearable computers with construction kits for children

Author: Laura Grönewald

Publisher: GRIN Verlag

Published: 2022-01-18

Total Pages: 9

ISBN-13: 3346574393

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Seminar paper from the year 2021 in the subject Engineering - Computer Engineering, grade: 1,0, University of Siegen, language: English, abstract: Addressing children’s needs and interests is crucial when designing and developing computational devices for this user group. Different approaches to include children in the design process, such as Participatory Design, have been investigated and applied in past research. A way to engage children as active design partners is to let them build and reconfigure their own devices. Construction kits, as they have been developed by researchers in the past, enable children to do so. Several application scenarios for why children would build their own handhelds and wearable computers with different construction kits have been identified in past research. The hardware and software components that were included in developed kits as well as the way they were used and evaluated varied widely. This paper outlines the evolution of the investigation and application of construction kits in the research field of wearable computers for children. By referring to approaches and findings presented in related work this paper aims to highlight the potential of using these insights as a basis for future investigations and user-centered design processes. Despite the technological advances, it is argued that design and development processes for wearable computers for children can benefit from past research.


User-centered Interdisciplinary Design of Wearable Computers

User-centered Interdisciplinary Design of Wearable Computers

Author: Asim Smailagic

Publisher:

Published: 1999

Total Pages: 9

ISBN-13:

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Abstract: "As computing devices become more specialized, the user plays an increasingly important role in defining requirements. User expectations for hand-held devices are substantially different from desktop computers. Users expect instantaneous responsiveness as well as intuitive operation. With the advent of rapid design methodologies and rapid fabrication technologies, it is possible to construct fully customized systems in a matter of months. Carnegie Mellon University has developed a User-Centered Interdisciplinary Concurrent System Design Methodology (UICSM) that takes teams of electrical engineers, mechanical engineers, computer scientists, industrial designers, and human computer interaction students who work with an end-user to generate a complete prototype system during a four-month long course. The methodology is web-based and defines intermediary design products that document the evolution of the design. These products are posted on the web so that even remote designers and end-users can participate in the design activities. The design methodology proceeds through three phases: conceptual design, detailed design, and implementation. End-users critique the design at each phase. In addition, simulated and real application tasks provide further focus for design evaluation. The methodology has been used in designing over a dozen wearable computers with diverse applications ranging from inspection and maintenance of heavy transportation vehicles to augmented reality in manufacturing and plant operations. The methodology includes monitoring and evaluation of the design process. While the complexity of the prototype artifacts has increased by over two orders of magnitude, the total design effort has increased by less than a factor of two. This paper describes the methodology and illustrates its effectiveness by describing three recent designs and summarizing their design activities."


Application Design for Wearable Computing

Application Design for Wearable Computing

Author: Dan Siewiorek

Publisher: Springer Nature

Published: 2022-06-01

Total Pages: 70

ISBN-13: 3031024761

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The confluence of decades of computer science and computer engineering research in multimodal interaction (e.g., speech and gesture recognition), machine learning (e.g., classification and feature extraction), software (e.g., web browsers, distributed agents), electronics (e.g., energy-efficient microprocessors, head-mounted displays), design methodology in user-centered design, and rapid prototyping have enabled a new class of computers—wearable computers. The lecture takes the viewpoint of a potential designer or researcher in wearable computing. Designing wearable computers requires attention to many different factors because of the computer’s closeness to the body and its use while performing other tasks. For the purposes of discussion, we have created the UCAMP framework, which consists of the following factors: user, corporal, attention, manipulation, and perception. Each of these factors and their importance is described. A number of example prototypes developed by the authors, as well as by other researchers, are used to illustrate these concepts. Wearable computers have established their first foothold in several application domains, such as vehicle and aircraft maintenance and manufacturing, inspection, language translation, and other areas. The lecture continues by describing the next step in the evolution of wearable computers, namely, context awareness. Context-aware computing takes into account a user’s state and surroundings, and the mobile computer modifies its behavior based on this information. A user’s context can be quite rich, consisting of attributes such as physical location, physiological state, personal history, daily behavioral patterns, and so forth. If a human assistant were given such context, he or she would make decisions in a proactive fashion, anticipating user needs, and acting as a proactive assistant. The goal is to enable mobile computers to play an analogous role, exploiting context information to significantly reduce demands on human attention. Context-aware intelligent agents can deliver relevant information when a user needs that information. These data make possible many exciting new applications, such as augmented reality, context-aware collaboration, and augmented manufacturing. The combined studies and research reported in this lecture suggest a number of useful guidelines for designing wearable computing devices. Also included with the guidelines is a list of questions that designers should consider when beginning to design a wearable computer. The research directions section emphasizes remaining challenges and trends in the areas of user interface, modalities of interaction, and wearable cognitive augmentation. Finally, we summarize the most important challenges and conclude with a projection of future directions in wearable computing. Table of Contents: Introduction / The Wearable Computing UCAMP / Design Guidelines for Wearable Computing / Research Directions / Conclusions and Future Challenges


Handheld and Ubiquitous Computing

Handheld and Ubiquitous Computing

Author: Hans-W. Gellersen

Publisher: Springer

Published: 2003-06-29

Total Pages: 403

ISBN-13: 3540481575

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Truly personal handheld and wearable technologies should be small and unobtrusive and allow access to information and computing most of the time and in most circumstance. Complimentary, environment-based technologies make artifacts of our surrounding world computationally accessible and facilitate use of everyday environments as a ubiquitous computing interface. The International Symposium on Handheld and Ubiquitous Computing, held for the first time in September 1999, was initiated to investigate links and synergies in these developments, and to relate advances in personal technologies to those in environment-based technologies. The HUC 99 Symposium was organised by the University of Karlsruhe, in particular by the Telecooperation Office (TecO) of the Institute for Telematics, in close collaboration with ZKM Karlsruhe, which generously hosted the event in its truly inspiring Center for Arts and Media Technology. The symposium was supported by the Association of Computing Machinery (ACM) and the German Computer Society (Gesellschaft f r Informatik, GI) and held in cooperation with a number of special interest groups of these scientific societies. HUC 99 attracted a large number of paper submissions, from which the international programme committee selected 23 high-quality contributions for presentation at the symposium and for inclusion in these proceedings. In addition, posters were solicited to provide an outlet for novel ideas and late-breaking results; selected posters are also included with these proceedings. The technical programme was further complemented by four invited keynote addresses, and two panel sessions.


Interaction Design

Interaction Design

Author: Helen Sharp

Publisher: John Wiley & Sons

Published: 2019-04-04

Total Pages: 656

ISBN-13: 111954730X

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A new edition of the #1 text in the human computer Interaction field! Hugely popular with students and professionals alike, the Fifth Edition of Interaction Design is an ideal resource for learning the interdisciplinary skills needed for interaction design, human-computer interaction, information design, web design, and ubiquitous computing. New to the fifth edition: a chapter on data at scale, which covers developments in the emerging fields of 'human data interaction' and data analytics. The chapter demonstrates the many ways organizations manipulate, analyze, and act upon the masses of data being collected with regards to human digital and physical behaviors, the environment, and society at large. Revised and updated throughout, this edition offers a cross-disciplinary, practical, and process-oriented, state-of-the-art introduction to the field, showing not just what principles ought to apply to interaction design, but crucially how they can be applied. Explains how to use design and evaluation techniques for developing successful interactive technologies Demonstrates, through many examples, the cognitive, social and affective issues that underpin the design of these technologies Provides thought-provoking design dilemmas and interviews with expert designers and researchers Uses a strong pedagogical format to foster understanding and enjoyment An accompanying website contains extensive additional teaching and learning material including slides for each chapter, comments on chapter activities, and a number of in-depth case studies written by researchers and designers.


Interaction Design

Interaction Design

Author: Yvonne Rogers

Publisher: John Wiley & Sons

Published: 2023-03-06

Total Pages: 1089

ISBN-13: 1119901111

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A delightful, engaging, and comprehensive overview of interaction design Effective and engaging design is a critical component of any digital product, from virtual reality software to chatbots, smartphone apps, and more. In the newly updated sixth edition of Interaction Design: Beyond Human-Computer Interaction, a team of accomplished technology, design, and computing professors delivers an intuitive and instructive discussion of the principles underlying the design of effective interactive technologies. The authors discuss how to design and apply digital technologies in the real world, illustrated with numerous examples. The book explores the interdisciplinary foundations of interaction design, including skills from product design, computer science, human and social psychology, and others. The book builds on the highly successful fifth edition and draws on extensive new research and interviews with accomplished professionals and researchers in the field that reflect a rapidly-changing landscape. It is supported by a website hosting digital resources that add to and complement the material contained within. Readers will also find: Explorations of the social and emotional components of interacting with apps, digital devices and computers Descriptions about how to design, prototype, evaluate and construct technologies that support human-computer interaction Discussions of the cognitive aspects of interaction design, as well as design and evaluation, including usability testing and expert reviews. An essential text for undergraduate and graduate students of human-computer interaction, interaction design, software engineering, web design, and information studies, Interaction Design will also prove to be indispensable for interaction design and user experience professionals.


Prototyping for Designers

Prototyping for Designers

Author: Kathryn McElroy

Publisher: "O'Reilly Media, Inc."

Published: 2016-12-29

Total Pages: 326

ISBN-13: 1491954051

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Prototyping and user testing is the best way to create successful products, but many designers skip this important step and use gut instinct instead. By explaining the goals and methodologies behind prototyping—and demonstrating how to prototype for both physical and digital products—this practical guide helps beginning and intermediate designers become more comfortable with creating and testing prototypes early and often in the process. Author Kathryn McElroy explains various prototyping methods, from fast and dirty to high fidelity and refined, and reveals ways to test your prototypes with users. You’ll gain valuable insights for improving your product, whether it’s a smartphone app or a new electronic gadget. Learn similarities and differences between prototyping for physical and digital products Know what fidelity level is needed for different prototypes Get best practices for prototyping in a variety of mediums, and choose which prototyping software or components to use Learn electronics prototyping basics and resources for getting started Write basic pseudocode and translate it into usable code for Arduino Conduct user tests to gain insights from prototypes


Computationally Enhanced Toolkits for Children

Computationally Enhanced Toolkits for Children

Author: Paulo Blikstein

Publisher:

Published: 2015-12-17

Total Pages: 86

ISBN-13: 9781680830804

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Analyses the history and technology of computing devices designed for children, deriving categories of design decisions, and creating theoretical and design frameworks to guide designers and researchers. It is a timely reference for anyone with an interest in the topic given the growing presence of these devices in formal and informal education.


Wearable Technologies: Concepts, Methodologies, Tools, and Applications

Wearable Technologies: Concepts, Methodologies, Tools, and Applications

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2018-04-06

Total Pages: 1602

ISBN-13: 1522554858

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Advances in technology continue to alter the ways in which we conduct our lives, from the private sphere to how we interact with others in public. As these innovations become more integrated into modern society, their applications become increasingly relevant in various facets of life. Wearable Technologies: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the development and implementation of wearables within various environments, emphasizing the valuable resources offered by these advances. Highlighting a range of pertinent topics, such as assistive technologies, data storage, and health and fitness applications, this multi-volume book is ideally designed for researchers, academics, professionals, students, and practitioners interested in the emerging applications of wearable technologies.