MIS2101 Unit 4.1.3

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Information Systems in
Organizations
4.1.3. Devices and wearables (e.g.,
Fitbit, Apple Watch)
Course Topics Overview
•
•
•
•
Unit 1: Introduction
Unit 2: Systems Analysis
Unit 3: Organizational Systems
Unit 4: Consumer Systems
2
Unit 4 – Consumer Systems
What does digital life look like today?
4.1. Types of consumer systems
4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku)
4.1.2. Mobile (Smartphones)
4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)
4.2. The power of consumer systems
4.2.1. Social networks: the multiplicative value of networks
4.2.2. Platforms: the generative power of two-sided network effects
4.3. New innovations: future trends in consumer systems
4.3.1. Impact on individuals: Digital identity management
4.3.2. Impact on organizations (innovation) and society (revolution)3
Who uses any type of wearable
technology?
What does it do?
How does it create value for you?
Anyone using an Apple Watch?
MIS2501 – Enterprise IT Architecture
• Part 1 – Infrastructure
• Part 2 - Platforms
• Part 3 – Digital Ecosystems
– Students brainstorm ideas for digital
products/services to be delivered through digital
ecosystems
• Apple App Store
• Xbox Live
Alex Savon – Spring 2015
Apple Watch – Epilepsy Monitor
• Use the accelerometer in the Apple Watch to
record and report seizures
– Frequency
– Duration
– Intensity
• Everybody wins
– Better health outcomes for patients
– Fewer visits to the doctor reducing costs for insurance
companies
Message from Alex…
Conceptual Architecture Diagram
Epilepsy Monitor
• Working in teams of 2-3 spend 10 minutes
trying to sketch out a conceptual architecture
diagram for Epilepsy Monitor
• As a class let’s see what we can put together
on the board
Entity Relationship Diagram
Epilepsy Monitor
• Working in teams of 2-3 spend 10 minutes
trying to sketch out an entity relationship
diagram (ERD – data model) for Epilepsy
Monitor
• As a class let’s see what we can put together
on the board
Unit 4 – Consumer Systems
What does digital life look like today?
4.1. Types of consumer systems
4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku)
4.1.2. Mobile (Smartphones)
4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)
4.2. The power of consumer systems
4.2.1. Social networks: the multiplicative value of networks
4.2.2. Platforms: the generative power of two-sided network effects
4.3. New innovations: future trends in consumer systems
4.3.1. Impact on individuals: Digital identity management
4.3.2. Impact on organizations (innovation) and society (revolution)9
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