Course Outline

Course Description

This course is an examination of the many categories of wearable technology, as well as closely related fields, such as wearable computing, techno fashion, electronic textiles, intelligent jewellery and smart clothes. Students will research, experiment with and design wearable technology projects, from conceptual work to pragmatic solutions and applications. In this course, we will study how technology can be used in wearable contexts as a means to complement the functions of the human body and enhance personal expression. The course covers product design, fashion design and prototype production. The course offers a theoretical introduction and foundation, which is iterated through practical course elements in the form of concept development and prototyping.

Course Objectives

This course deals with the intersection of design, fashion and physical prototyping as a means for personal development through both the theoretical and practical aspects of the field. The course seeks to construct knowledge whit in the field through a design-­­oriented exploration approached where theory will be continuously mix with practical outcomes. This course explores the emerging field of wearable computing to reach a deeper understanding of what it means to embody technology through an integrated approach between creative, cultural, productive marketing and communication aspects. This course mixes student for different fields where they content is based upon a interdisciplinary approach to the subject.

The one session per week will include lectures as well as practical tutorials, group critiques and individual mentoring. Students are expected to attend all weekly sessions. In order to be able to create wearable technology projects, it is essential to learn some basics of electronics and Arduino microcontroller coding. To ensure this, there will be a number of in-class technical tutorials. Students are required to revisit these tutorials outside of class time, and to practise and master the tasks set out in these basic tutorials.

  1. Master the basics of electronics and Lily Pad Arduino microcontroller coding.
  2. Communicate research through structured presentations with confidence.
  3. Critically investigate the choice of design to arrive at the best solution relating to content and context, and apply their firm understanding of the problems and needs of wearable technology design challenges and the manners in which they may be addressed.
  4. Be fluent in the current issues surrounding the design of wearable’s

Student Learning Outcomes

Students who are attending this course will be able to:

  • Learn about smart textiles and the wearable technology market
  • Learn how to make e-textile circuits with a range of e-textile technology
  • Identify products where smart textiles can be applied
  • Ability to test your prototype and conduct user feedback studies
  • Be part of a multi-disciplinary environment that includes designers and technologists
  • Ability to reflect on the process of working with smart textiles, and consider ways in which to progress your ideas further

Upon successful completion of the course, the student should be able to demonstrate knowledge in and understanding of:

  • how portable technology can be used as a medium for personal expression within cultural communication and critical reflection (1)
  • basic understanding of product design (2)
  • basic understanding of interactive design (3)
  • different methods for examining and developing design concepts (4)
  • basic tools for prototype development (5)
  • basic electronics (6)
  • basic programming skills (7)
  • advanced understanding of technology suited for a portable context. (8)

Upon completion of the course the student should also be able to:

  • participate in, and reflect upon, interdisciplinary design processes (9)
  • develop and implement ideas for functioning prototypes. (10)

Upon completion of the course, the student should have sufficient practical and theoretical knowledge in order to, unaided, be able to:

  • develop own thoughts and tentative design for how one can use existing technology as a medium for personal expression (11)
  • critically reflect on the own design process using the methods and tools presented during the course (12)
  • critically reflect the design processes of others and be able to give constructive feedback. (13)
  • Develop working prototypes based on original ideas (14)

Assignments

It is your assignment to research and conceptualise a wearable that addresses one of these themes, be it through acoustic or visual signals, through motion, or by controlling a media environment. There are many possibilities for input sensing, from accelerometers to temperature sensors, and the goal is to create the ideal mapping of input and output, embedded appropriately in the garment or accessory. At the end of the project you should have a functioning reactive/interactive wearable, which you will give a unique title and refine for presentation. Clarify the context in which this work is situated; reflect on the message, significance and the scope of the outcome. Write a text for your project, starting with a short description and then followed by an elaboration of the intention and meaning. Make digital presentation/documentation materials of your work. Document your work through text, photos and video, and if applicable, any other suitable media. Make sure the materials present your work in the best possible way.

Assessment Criteria

The idea \mood board\– the degree to which it engages its audience and the coherence of the design concept
The degree to which a variety of design concepts were explored to arrive at the result
The originality, creativity and innovation with which the brief was met and the project created  The mastery of the technical challenges of the project
The expressiveness of the final project
The professionalism of the presentation of the project

Three Topics

In this project students will create a wearable technology project that relates to one of the three topics below. The topics are partially adapted from World of Wearable Art (WOW) categories.

Topic A

“Biomimicry”
Gather your inspiration from nature and the many images of Ernst Haeckel to create a work of art to adorn the body. The geometrical shapes and natural forms seen in the illustrations of Ernst Haeckel have influenced artists, designers and architects to this day.

Topic B

“Conceal and Reveal”
Create a garment that transforms with an element of surprise. Is it what it appears to be? From slow mutation to rapid exposition, design a wearable that plays with the possibilities of hiding and exposing, changing and transforming.

Topic C

Scientific research
Please select from the presented research papers

Hand-in format

  1. Present finalised wearable in class (details to be discussed in class)
  2. Submit by we transfer: finalised presentation materials of project including at least three high-quality, high-resolution images (min. 200dpi), text with original title of the project (min. 200 words as .doc or .txt), and short video (min. 640x480px

Required Primary and Secondary Materials

(e.g., readings, videos, podcasts, films and studio supplies)

Textbooks/References

Suggested Reading:

  1. Pakhchyan, Syuzi. Fashioning Technology:  Make: Books, 2008.
  2. NQuinn, Bradley. Techno Fashion: Berg, 2002.
  3. Seymour, Sabine. Functional Aesthetics: Springer/Wien, 2010.
  4. Braddock Clarke, Sarah E. and O’Mahony, Marie. Techno Textiles: Thames and Hudson, 2005

A list (bibliography) and brief description of primary and secondary materials/supplies, cost of materials/supplies, how these materials are assigned (assigned by instructor, self-selected by student) and used; include relevant information about online platforms (e.g., Blackboard), libraries, and software that convey these materials.

Course Itinerary (Schedule)

1 Introduction, timeline and conceptual outline
2 Fashionable technology and fashionable wearables.
3 Materials and hardware (fabric types, batteries, wiring and surfaces).
4 Inspiration, creating mood board, sketching ideas and fashion figures.
5 Selecting materials and drafting patterns.
6 Making a prototype from muslin
7 Finalizing the prototype and starting an original design
8 Construction and configuration of the actual design
9 Integration of the configured technology and materials
10 Continuation (of 9)
11 Critique and design tweaks
12 Preparation for final presentations
13 Final review of finished pieces

Outline the structure of this course (weekly meetings, modules, online, hybrid) and provide a timeline for readings, discussions, assignments and exams.

Grading, including grade scale

The syllabus should provide a clear account of the types of activities and assignments that will be graded, and potential ranges of weight assigned to the various activities. This can take the form of point distributions or percentages. Of particular importance are categories like “class participation,” which may require large percentages (more than 20%) in some special cases. Be sure to clarify how grades relate to expectations specific in learning outcomes. Note: make sure points/percentages are consistent and that totals are accurate.

Notate how in-between grades will be handled: “All grades will be rounded to the nearest whole number. Grades that are on the border of a letter grade will be rounded up to the next letter grade. Grades will only be raised by 0.5%.”

For example:

Attendance/Participation 10 points
Assignment 1 50 points
Final Presentation 20 points
Fashion show 20 points
Total 100 points

Grade Scale

98-100  A+
93-97 A
90-92 A-
 88-89 B+
83-87 B
80-82 B-
78-79 C+
70-77 C
60-69 D
0-59 E

Attendance Policy

The instructor’s general policy AND university policy on absences due to religious observance and university sanctioned activities such as:

Attendance and participation for the duration of the class period is mandatory. If you have more than 3 absences (unexcused), your final grade will be lowered 1/3 grade for each subsequent absence (i.e. B to B-).  You should notify me by email prior to absence if possible and provide doctor’s note where applicable. Repeated tardiness and leaving class early will be recorded, and as a result, your final grade will be lowered.  It is the student’s responsibility to keep track of his/her absences.

Please see me in advance to arrange to make up work for excused or anticipated absences.

Technology Usage

It is encouraged that you bring technology (cell phones, tablets and laptops) to class to help you take notes and do research, however please turn off cell phone ringers and do not use your phone to make personal calls in class or use any technology to use social media in class. Do not answer your phone in class. If you believe you are receiving an emergency call, please step outside to take it.

Withdrawal

If you are unable to complete the course, it is your responsibility to arrange for withdrawal from the class. You will not be automatically withdrawn and unless you are officially withdrawn from the course you will receive a final grade based upon the total points you have earned for the semester.