Wearable Technology and Mobile Interaction

  1. Design and Evaluation Methods
    1. User-Centered Design Process for Wearables
      1. Requirements Gathering in Mobile Contexts
        1. Contextual Inquiry
          1. Stakeholder Interviews
          2. Persona and Scenario Development
            1. User Archetypes
              1. Use Case Scenarios
              2. Ideation and Brainstorming
                1. Creative Techniques
                  1. Concept Sketching
                2. Prototyping Techniques
                  1. Low-Fidelity Prototyping
                    1. Paper Prototypes
                      1. Body-storming
                        1. Wizard of Oz Techniques
                        2. High-Fidelity Prototyping
                          1. 3D Printing and Form Factor Models
                            1. Functional Electronic Prototypes
                              1. Experience Prototyping
                            2. Evaluation Methodologies
                              1. Usability Testing in Lab Settings
                                1. Task-Based Testing
                                  1. Think-Aloud Protocols
                                  2. Heuristic Evaluation for Wearables
                                    1. Wearable-Specific Heuristics
                                      1. Expert Reviews
                                      2. Field Studies and In-the-Wild Deployments
                                        1. Real-World Usage Observation
                                          1. Data Logging
                                          2. Longitudinal Studies
                                            1. Extended Use Analysis
                                              1. User Retention Tracking
                                            2. Key Evaluation Metrics
                                              1. Task Performance and Efficiency
                                                1. Completion Time
                                                  1. Error Rates
                                                  2. User Experience and Satisfaction
                                                    1. Subjective Ratings
                                                      1. Qualitative Feedback
                                                      2. Cognitive Load
                                                        1. Mental Effort Assessment
                                                          1. Distraction Measurement
                                                          2. Physical Encumbrance
                                                            1. Comfort Assessment
                                                              1. Movement Restriction
                                                              2. Social Acceptance
                                                                1. Willingness to Use in Public
                                                                  1. Peer Perception
                                                                  2. Device Abandonment
                                                                    1. Drop-off Rates
                                                                      1. Reasons for Disuse