Books & Videos

Table of Contents

  1. Chapter 1 Design Follows Technology

    1. Digital Maturity

    2. The Human Problem

    3. The “Us” Part of Maturity

  2. Chapter 2 Activity Trackers

    1. Early Step Tracking

    2. Connected Fitness Trackers

    3. Not All Steps Are Equal

    4. More of the Same

    5. More Sensors and Machine Learning

    6. Telling the Rest of the Health Story

    7. Designing Fitness Trackers

    8. Pulling It All Together

  3. Chapter 3 Smartwatches

    1. The First Calculator Watch

    2. The Microchip Explosion

    3. Early Wrist Computers

    4. Ecosystem Integration

    5. Cell Phones and The Modern Era

    6. Frameworks for Smartwatch Interaction

    7. Designing for Smartwatches

    8. Designing Smartwatches Themselves

    9. Pulling This All Together

  4. Chapter 4 The Glass Experiment

    1. A Truly Wearable Computer

    2. The Development of Google Glass

    3. One Day

    4. Pulling This All Together

  5. Chapter 5 Wearable Cameras

    1. Narrative: Design for the Photographed

    2. GoPros for Everyone!

    3. Handling the Data

    4. Computer-Mediated Reality

    5. Pulling It All Together

  6. Chapter 6 Cognitive Wearables

    1. Fitness Trackers for Your Mind

    2. Stress and Focus

    3. Altering Consciousness

    4. Learning to Learn

    5. Pulling It All Together

  7. Chapter 7 Service Design

    1. Service Design

    2. The Double Diamond

    3. Communication Tools

    4. Service Design and Machine Learning

    5. What Machine Learning Looks Like

    6. Pulling It All Together

  8. Chapter 8 Embodiment and Perception

    1. How We Think

    2. What Is Embodiment?

    3. Cognition and Tools

    4. Embodied Wearable Devices

    5. Perception

    6. Breaking Down Perception

    7. Sensory Substitution, Addition, and Augmentation

    8. Gaining Physical Awareness

    9. Pulling It All Together

  9. Chapter 9 Prototyping

    1. Why Prototype?

    2. Foundational Tools

    3. More Prototyping Tools

    4. Pulling It All Together

  10. Chapter 10 Selling the Invisible

    1. Hammers and Memories

    2. Retail

    3. Pulling It All Together

  11. Chapter 11 Moving Forward

    1. We Can

    2. Still in the Wild West

    3. Go Forth!

  12. Appendix O’Reilly®: Designing for Wearables