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Wrist-Worn Interaction
Design Challenges and Opportunities
Vivian Genaro Motti, Kelly Caine
School of Computing
Clemson Un...
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Wrist-Worn Interaction: Design Challenges and Opportunities

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Poster presented at the Georgia Tech Symposium on Design and Wearable Technologies, on May 9th.
This work focuses on the importance of considering context information while designing the interfaces for wearable computers, especially regarding wrist-worn devices.

Veröffentlicht in: Technologie
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Wrist-Worn Interaction: Design Challenges and Opportunities

  1. 1. Wrist-Worn Interaction Design Challenges and Opportunities Vivian Genaro Motti, Kelly Caine School of Computing Clemson University This material is based upon work supported by the National Science Foundation under Grant No. 1314342. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. WRIST WORN APPLICATIONS Medical: for sensing vital signs and for emergency response Fitness: for tracking and analyzing physical activities and raising users’ awareness Authentication: to identify and authenticate users based on their biometrics Interaction: for sensing, recognizing and interpreting arm and hand gestures DESIGN IMPLICATIONS •  Prioritize conflicting quality factors (ergonomics, privacy, accessibility) •  Optimize interruptions and avoid excessive alerts •  D e s i g n i n t e r f a c e s f o r e f f i c i e n c y, b a s e d o n microinteractions REFERENCE LOWENS, B.; MOTTI, V. G.; C a i n e , K . 2 0 1 5 . D e s i g n Recommendations to Improve the User Interaction with Wrist Worn Devices. WristSense: Workshop on Sensing Systems and Applications Using Wrist Worn Smart Devices. amulet-project.org CONTEXTS OF USE The interaction with WWDs occurs in multiple contexts. •  U s e r s ’ a c t i v i t i e s v a r y (exercising, driving, sleeping) •  Devices should adapt to users’ dimensions and events •  Environmental constraints must be considered LIMITATIONS Physical surface: to place controllers for the user interaction Processing: to recognize and interpret users’ input entries Memory: to store content and data Power: to continuously sense users’ input and display contents R e s o u r c e s : t o s e n s e multimodal input entries OPPORTUNITIES Accessibility: to enable quick access and responses Responsiveness: to quickly alert and notify users Unobtrusiveness: enabling users to move naturally Versatility: to integrate diverse sensors and actuators Customization: to adjust the s i z e a n d l o o k , t o f i t different sizes and styles AUDIO Preferable for quick interactions (short commands), and public contents Suitable for silent environments and quick responses GESTURE Unsuitable for crowded environments or during intense physical activities Prefer simple moves for precision and recall GRAPHIC Provide enough contrast to ensure readability Mind the limited dimensions VIBRO TACTILE Simple gestures (tap, touch) are preferred Suitable for quick alerts and notifications Ensure subtle and private responses, however it is not always intuitive Garmin     Foreruner  620   Thalmic  Myo   Samsung  Gear  S   Jawbone  Up   Amulet  Bracelet  Prototypes