Wearable Device System Architecture for Time-Synchronous Content Delivery

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Wearable computing devices, such as smart watches, face challenges in integrating high-performance computing with user-friendly interfaces due to size constraints and power requirements, leading to bulky designs that compromise functionality.

Innovation Solution

The implementation of a system architecture that generates and sends interactive elements to wearable devices from various sources, including public APIs, mobile applications, and remote backend servers, allowing for timely and relevant data, events, and notifications to be displayed without user intervention, using a time synchronous application that synchronizes content in a chronological order on the device's display.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If high-performance computing technology is integrated into wearable devices, then functionality is improved, but device size increases making it bulky

Engineering Contradiction:
ImprovefunctionalityVSAvoiddevice size
Core Design Contradiction:
Adaptability or versatilityVSVolume of moving object

Solution Approach 1:

The system divides functionality into two segments: computationally intensive tasks are performed remotely by backend servers, while the wearable device handles only lightweight tasks such as displaying information and capturing user input. This segmentation allows the wearable to maintain small size while still providing high-performance computing capabilities through cloud connectivity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A mobile device acts as an intermediary between the wearable device and backend servers. The wearable communicates with the mobile device, which then handles complex processing and communication with remote servers. This intermediary approach enables the wearable to access high-performance computing resources without requiring large onboard processors.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Illumination intensity

If display power requirements are increased for better visibility, then display quality is improved, but device size and weight increase

Engineering Contradiction:
Improvedisplay qualityVSAvoiddevice weight
Core Design Contradiction:
Illumination intensityVSWeight of stationary object

Solution Approach 1:

The display updates information periodically rather than continuously, showing new content only when synchronized with the mobile device or when new data is available. This periodic update approach reduces average power consumption, allowing for a smaller, lighter display while maintaining visibility quality during active use.

Inventive Principle:
Principle #19Periodic action

3Adaptability or versatility

If computational electronics are enhanced for better processing, then functionality is improved, but power consumption increases

Engineering Contradiction:
Improvecomputational capabilityVSAvoidpower consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system uses the mobile device's existing computational resources and connectivity infrastructure to perform heavy processing tasks. The wearable device leverages the mobile device's processor, memory, and network connection, eliminating the need for the wearable to have high-power onboard computing components.

Inventive Principle:
Principle #25Self-service

4Ease of operation

If user interaction requirements are increased for better control, then ease of operation is improved, but device complexity increases

Engineering Contradiction:
Improveuser controlVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The wearable device uses a universal interface approach, leveraging the mobile device's existing input methods (touchscreen, keyboard, voice recognition) for complex interactions. The wearable itself requires only simple input mechanisms such as buttons or gestures, while the mobile device provides comprehensive control capabilities through its more sophisticated interface.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10848613B2System architecture for a wearable device
Publication Date: 2020.11.24 PEBBLE TECHNOLOGY CORP
  • US10848613B2 patent drawing
  • US10848613B2 patent drawing
  • US10848613B2 patent drawing

AI summary

Apparatuses and methods that generate and send interactive elements to a plurality of wearable electronic devices are discussed. One or more mobile applications and one or more remote backend servers may cooperate to send information in the interactive elements to the instances of the time synchronous application resident in their wearable electronic device in order to bring different types of content such as timely and relevant data, events, and notifications to a user of that wearable electronic device without the user's intervention to actively retrieve the different types of content. The interactive elements may be generated and sent from any of i) a public application programming interface hosted on a server, ii) one or more mobile applications resident on one or more mobile computing devices, and iii) one or more remote backend servers. In addition, these sources may merely send content and commands for the interactive elements to the public application programming interface.