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  1. The Encyclopedia of Human-Computer Interaction, 2nd Ed. 9. Mobile Computing. One of the things that makes mobile computing an interesting topic of research and design is that the area is strongly driven by innovation, characterised by rapidly evolving use, and has enormous market potential and growth. New technologies are constantly being ...

  2. What is Mobile Computing? Mobile computing is the use of mobile devices to perform computing tasks while on the go—and without a fixed physical link. These devices include smartphones, tablets and wearable technology. They let users access, store and manipulate data from anywhere, anytime.

  3. Convergence. Convergence was the desire to enable as many different functions of mobile computing from a single device as possible. The smartphone is the prime example of a convergent mobile device; it acts as a phone, a camera, a computer, an MP3 player, etc. The convenience of a single device outweighs the minor shortfalls in functionality ...

  4. Mobile UX designs are interfaces for hand-held and wearable devices. Designers focus on accessibility and efficiency to optimize these on-the-go interactions. Show video transcript. Mobile design has different limitations and requirements than computer interfaces. Many companies have mobile and computer-based designs for identical products.

  5. Mobile-First: Mobile-First is a design strategy that puts mobile at the forefront of the design process. It recognizes the importance of the mobile web and emphasizes the need to create an experience tailored specifically to mobile devices. Task-First: Task-First prioritizes users' tasks. It helps them complete tasks quickly and efficiently and ...

  6. In his 1994 paper at the Workshop on Mobile Computing Systems and Applications (WMCSA), Bill Schilit introduces the concept of context-aware computing and describes it as follows: Such context-aware software adapts according to the location of use, the collection of nearby people, hosts, and accessible devices, as well as to changes to such things over time.

  7. Wearable Computing. By Steve Mann. 554. Wearable computing is the study or practice of inventing, designing, building, or using miniature body-borne computational and sensory devices. Wearable computers may be worn under, over, or in clothing, or may also be themselves clothes (i.e. "Smart Clothing" (Mann, 1996a)).

  8. In computing, a mobile phone can be a fashion accessory, just like a hat or handbag. Its role is to impress, not just to function. Aesthetic criteria apply when people buy mobile phones to be trendy or fashionable, so colour can be as important as battery life in mobile phone design. Socio-technology is information technology meeting social ...

  9. As users move between mobile and desktop, they will expect similar experiences. Remember to: Maintain continuity. If they log into your web store on mobile, they should be able to track orders and make purchases just like they would on the desktop. Maintain consistency. Offer the option to switch between mobile and desktop at will. Maintain brand.

  10. Social computing has been with us as long as computers have been with us. Simon Ramo, in 1961, said that there would be; “a degree of citizen participation… unthinkable today”. However, the first real social interactions wouldn’t occur until the 1970s as communication and conferencing suites began development.

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