Wearables in the Wild - Exploring and Exploiting New Opportunities for Great Mobile User Experiences

Wearables in the Wild - Exploring and Exploiting New Opportunities for Great Mobile User Experiences

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Intro

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1 of 72

Intro

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Classroom Contents

Wearables in the Wild - Exploring and Exploiting New Opportunities for Great Mobile User Experiences

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  1. 1 Intro
  2. 2 The Hype
  3. 3 Who is Kasper
  4. 4 About Leaf Castle
  5. 5 Examples
  6. 6 Different perspectives
  7. 7 Academic career
  8. 8 Who are you
  9. 9 Outline
  10. 10 Wearables
  11. 11 Beecham Research
  12. 12 Google Glass
  13. 13 What has changed
  14. 14 Does it allow user interaction
  15. 15 Whats in the market
  16. 16 Apple Watch
  17. 17 Invisible Computing
  18. 18 Ecosystem
  19. 19 Intimacy
  20. 20 Money talks
  21. 21 Market drivers
  22. 22 Hype cycle
  23. 23 Hype
  24. 24 Graph
  25. 25 Military
  26. 26 Killer apps
  27. 27 My experiences
  28. 28 What is it like to wear
  29. 29 First impression
  30. 30 Glass
  31. 31 Apps
  32. 32 The cost
  33. 33 The killer application of wearables
  34. 34 Calm mobile experiences
  35. 35 Context
  36. 36 Context Map
  37. 37 Context Aware
  38. 38 Location
  39. 39 Phone
  40. 40 Downsides
  41. 41 Lollipop
  42. 42 Mindfulness
  43. 43 Smart Services
  44. 44 Less is More
  45. 45 Where
  46. 46 Design Guidelines
  47. 47 Interactions
  48. 48 Messages
  49. 49 Timeline
  50. 50 Gestures
  51. 51 Notifications
  52. 52 Timer
  53. 53 Immersion
  54. 54 Speech
  55. 55 Save Spot
  56. 56 Design for Speech
  57. 57 Speech Recognition
  58. 58 Summary
  59. 59 Donts
  60. 60 Things to do
  61. 61 Unanswered questions
  62. 62 Alan Turing quote
  63. 63 Extra research
  64. 64 Evaluate the app
  65. 65 Speech in public
  66. 66 Social context
  67. 67 iOS platform
  68. 68 Smart Watch
  69. 69 Connectivity
  70. 70 Body
  71. 71 Battery
  72. 72 Charging

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