Rapid application prototyping (2nd ed.): the storyboard approach to user requirements analysis
Rapid application prototyping (2nd ed.): the storyboard approach to user requirements analysis
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Rapid design and manufacture of wearable computers
Communications of the ACM
Human-powered wearable computing
IBM Systems Journal
Investing in information technology: a decision making guide for business and technology managers
Investing in information technology: a decision making guide for business and technology managers
User-centered interdisciplinary design of wearable computers
ACM SIGMOBILE Mobile Computing and Communications Review - Special issue dedicated to Mark Weiser
System Level Design as Applied to CMU Wearable Computers
Journal of VLSI Signal Processing Systems - Special issue on system level design
Wearable Computing Comes of Age
Computer
The Challenges of Wearable Computing: Part 1
IEEE Micro
Energy trade-offs in the IBM Wristwatch computer
ISWC '01 Proceedings of the 5th IEEE International Symposium on Wearable Computers
Prototyping retractable string-based interaction techniques for dual-display mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heterogeneous Wireless Sensor Networks in a Tele-monitoring System for Homecare
IWANN '09 Proceedings of the 10th International Work-Conference on Artificial Neural Networks: Part II: Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living
Expert Systems with Applications: An International Journal
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Wearable computers are still a niche. Several wearable computers fail to meet the complex demands that users place on them. Multiple factors, such as usability, size, weight, safety, ruggedness, fashion, and harsh operational environments, must be addressed. As a result, the designers of wearable computers must try different designs and validate them to interest and satisfy their demanding and skeptical audience. Success often requires several iterations of the design. It is important to accelerate and reduce the cost of going from vision to market presence. In this article, the authors outline the several steps that lie between the vision and a marketable product and describe how they may each be sped up based on our experience with building two generations of the IBM Linux wrist watch prototype. Their approach to speeding up the prototyping process is based on the observation that the I/O capabilities are the key differentiators of wearables, while the raw computing capability typically lags those of general purpose computers.