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Application Design for Wearable ComputingThe Wearable Computing UCAMP

Application Design for Wearable Computing: The Wearable Computing UCAMP [Designing wearable computer interfaces 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: The user is at the center of the wearable-computer design process.• Corporal: Wearables should be designed to interface physically with the user without discomfort or distraction.• Attention: Interfaces should be designed for the user’s divided attention between the physical and virtual worlds.• Manipulation: When mobile, users lose some of the dexterity assumed by desktop interfaces. Controls should be quick to find and simple to manipulate.• Perception: A user’s ability to perceive displays, both visual and audio, is also reduced when using a mobile device. Displays should be simple, distinct, and quick to navigate.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Application Design for Wearable ComputingThe Wearable Computing UCAMP

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Publisher
Springer International Publishing
Copyright
© Springer Nature Switzerland AG 2008
ISBN
978-3-031-01348-5
Pages
7 –49
DOI
10.1007/978-3-031-02476-4_2
Publisher site
See Chapter on Publisher Site

Abstract

[Designing wearable computer interfaces 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: The user is at the center of the wearable-computer design process.• Corporal: Wearables should be designed to interface physically with the user without discomfort or distraction.• Attention: Interfaces should be designed for the user’s divided attention between the physical and virtual worlds.• Manipulation: When mobile, users lose some of the dexterity assumed by desktop interfaces. Controls should be quick to find and simple to manipulate.• Perception: A user’s ability to perceive displays, both visual and audio, is also reduced when using a mobile device. Displays should be simple, distinct, and quick to navigate.]

Published: Jan 1, 2008

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