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  1. 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. Designers aim to satisfy users’ demands on tiny screens and account for their ...

  2. 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 ...

  3. The Encyclopedia of Human-Computer Interaction, 2nd Ed. Chapter 14. 14. Context-Aware Computing. By Albrecht Schmidt. 542. A tablet computer switching the orientation of the screen, maps orienting themselves with the user’s current orientation and adapting the zoom level to the current speed, and switching on the backlight of the phone when ...

  4. 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 ...

  5. Offer the option to switch between mobile and desktop at will. Maintain brand. The look and feel of each version should be similar. The Take Away. Mobile is different from the traditional desktop environment. While standard UX and usability considerations apply to a mobile context, the mobile environment brings new design considerations. We ...

  6. 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.

  7. 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 ...

  8. Wearable Computing. By Steve Mann. 555. 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)).

  9. For example, ubiquitous computing (aka ubicomp) is subarea of HCI, but it is also a superordinate area integrating several distinguishable subareas, for example mobile computing, geo-spatial information systems, in-vehicle systems, community informatics, distributed systems, handhelds, wearable devices, ambient intelligence, sensor networks, and specialized views of usability evaluation, programming tools and techniques, and application infrastructures. The relationship between ubiquitous ...

  10. Svanaes is also adjunct professor at the IT-University of Copenhagen, Denmark He has been teaching and doing research in Human-Computer Interaction (HCI) since the late 1980s. His main areas of interest are mobile and ubiquitous computing, usability evaluation methodology, user-centered design, and the philosophy of interaction.

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