
Designing for Wearables
Description
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Content
- Intro
- [ Foreword ]
- [ Preface ]
- Design Follows Technology
- Digital Maturity
- The Human Problem
- The "Us" Part of Maturity
- Activity 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
- Smartwatches
- 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
- The Glass Experiment
- A Truly Wearable Computer
- The Development of Google Glass
- One Day
- Pulling This All Together
- Wearable Cameras
- Narrative: Design for the Photographed
- GoPros for Everyone!
- Handling the Data
- Computer-Mediated Reality
- Pulling It All Together
- Cognitive Wearables
- Fitness Trackers for Your Mind
- Stress and Focus
- Altering Consciousness
- Learning to Learn
- Pulling It All Together
- Service Design
- Service Design
- The Double Diamond
- Communication Tools
- Service Design and Machine Learning
- What Machine Learning Looks Like
- Pulling It All Together
- Embodiment 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
- Prototyping
- Why Prototype?
- Foundational Tools
- More Prototyping Tools
- Pulling It All Together
- Selling the Invisible
- Hammers and Memories
- Retail
- Pulling It All Together
- Moving Forward
- We Can
- Still in the Wild West
- Go Forth!
- [ Index ]
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