2015 · 35 citations · 4 references
ArtsDesignCostume DesignFashion DesignUser Experience DesignEmbodied InteractionEmbodiment DesignExperience DesignInterface DesignTangible User InterfacesWearable Health TechnologiesEmotional Experience DesignExplorationInteractive Costume DesignWearable ComputingWearable InteractionWearable InterfacesWearable Technology
There has been a significant increase in commercial interest in wearable technologies, spearheaded by Google's Glass project, and also by the success of a new generation of fitness oriented biosensors such as the Fitbit, the Bodymedia Fit, and the Misfit Shine. Concurrently, there has been a proliferation of embodied interfaces for digital games such as Nintendo's Wii, Sony's Move controller, and Microsoft's Kinect. These technologies often only scratch the surface of the design possibility space, overlooking nuances of social and emotional experience for wearers/players that are important in other areas of design, such as theatrical costuming and fashion. We propose a studio that offers participants the chance to create wearable game controllers that afford a playful exploration of this design terrain, encouraging transformation, collaboration, and enjoyment of rich spectacle.
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