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