Overview
- Discusses human aspects of wearable devices
- Highlights topics such as user acceptance, satisfaction and engagement
- Focuses on the integration of wearability principles, e.g. aesthetics, affordance, and comfort
- Includes supplementary material: sn.pub/extras
Part of the book series: Advances in Intelligent Systems and Computing (AISC, volume 608)
Included in the following conference series:
Conference proceedings info: AHFE 2017.
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About this book
This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2017 Conferences on Human Factors and Wearable Technologies and AHFE 2017 Conferences on Human Factors and Game Design, held on July 17-21, 2017, in Los Angeles, California,USA, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.
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Keywords
Table of contents (27 papers)
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Wearable Technologies: Sensors
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Wearable Technologies: Accessibility, Wearability and Applications
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Advances in Human Aspects of Transportation
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Advances in The Human Side of Service Engineering
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Advances in Affective and Pleasurable Design
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Advances in Neuroergonomics and Cognitive Engineering
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Advances in Design for Inclusion
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Advances in Ergonomics in Design
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Advances in Human Error, Reliability, Resilience, and Performance
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Advances in Human Factors and Ergonomics in Healthcare and Medical Devices
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Advances in Human Factors in Simulation and Modeling
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Advances in Human Factors and Systems Interaction
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Advances in Human Factors in Cybersecurity
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Advances in Human Factors, Business Management and Leadership
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Advances in Human Factors in Robots and Unmanned Systems
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Advances in Human Factors in Training, Education, and Learning Sciences
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Advances in Human Factors, Software, and Systems Engineering
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Advances in Human Factors in Energy: Oil, Gas, Nuclear and Electric Power Industries
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Advances in Human Factors, Sustainable Urban Planning and Infrastructure
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Advances in Physical Ergonomics and Human Factors
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Advances in Human Factors in Sports, Injury Prevention and Outdoor Recreation
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Advances in Safety Management and Human Factors
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Advances in Social & Occupational Ergonomics
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Advances in Ergonomics of Manufacturing: Managing the Enterprise of the Future
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Advances in Usability and User Experience
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Advances in Human Factors in Wearable Technologies and Game Design
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Advances in Communication of Design
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Advances in Cross-Cultural Decision Making
Editors and Affiliations
Bibliographic Information
Book Title: Advances in Human Factors in Wearable Technologies and Game Design
Book Subtitle: Proceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies, July 17-21, 2017, The Westin Bonaventure Hotel, Los Angeles, California, USA
Editors: Tareq Ahram, Christianne Falcão
Series Title: Advances in Intelligent Systems and Computing
DOI: https://doi.org/10.1007/978-3-319-60639-2
Publisher: Springer Cham
eBook Packages: Engineering, Engineering (R0)
Copyright Information: Springer International Publishing AG 2018
Softcover ISBN: 978-3-319-60638-5Published: 14 June 2017
eBook ISBN: 978-3-319-60639-2Published: 13 June 2017
Series ISSN: 2194-5357
Series E-ISSN: 2194-5365
Edition Number: 1
Number of Pages: XI, 268
Number of Illustrations: 115 b/w illustrations
Topics: Biomedical Engineering and Bioengineering, User Interfaces and Human Computer Interaction, Artificial Intelligence, Computational Intelligence