Information Systems in Organizations 4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch)

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Presentation transcript:

Information Systems in Organizations 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 Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku) Mobile (Smartphones) Devices and wearables (e.g., Fitbit, Apple Watch) 4.2. The power of consumer systems Social networks: the multiplicative value of networks Platforms: the generative power of two-sided network effects 4.3. New innovations: future trends in consumer systems Impact on individuals: Digital identity management 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…

Analysis by Physician Fine Tune Medications Better Health Outcomes Continuous Monitoring Seizure Frequency, Duration & Intensity Reduction in Office Visits & Costs

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 Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku) Mobile (Smartphones) Devices and wearables (e.g., Fitbit, Apple Watch) 4.2. The power of consumer systems Social networks: the multiplicative value of networks Platforms: the generative power of two-sided network effects 4.3. New innovations: future trends in consumer systems Impact on individuals: Digital identity management Impact on organizations (innovation) and society (revolution) 9