Playful Wearables

Playful Wearables
Title Playful Wearables PDF eBook
Author Oguz Buruk
Publisher MIT Press
Pages 242
Release 2024-01-02
Genre Games & Activities
ISBN 0262546914

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An expert introduction to the world of “playful wearables” and their design, with a wide range of engaging examples, case studies, and exercises. This pioneering introduction to the world of wearable technology takes readers beyond the practical realm (think Fitbits, Apple Watches, and smartglasses) to consider another important side of the technology—the playful. Playful Wearables offers an engaging account of what “playful wearables” are, why they matter, how they work, how they’re made, and what their future might hold. The book’s authors draw on decades of experience in design, development, and research to offer real-world examples, exercises, and implications, showing how this kind of wearable tech can introduce an invaluable element of play into our everyday lives. As wearable technology emerges in the ecology of costume and fashion, the authors consider its intimate connection to identity and culture. And they look at the ways in which playful wearables, when smoothly integrated into everyday social experiences, support social interaction. The book then moves on to the mechanics of playful wearables—from design strategies and frameworks to specific methods and game design patterns. All of these elements point to possibilities beyond the realm of games and dedicated play, as the value and uses of playful wearables in the larger world of self, society, and culture become ever more apparent.

Playful Wearables

Playful Wearables
Title Playful Wearables PDF eBook
Author Oguz Buruk
Publisher MIT Press
Pages 257
Release 2024-01-02
Genre Games & Activities
ISBN 0262376849

Download Playful Wearables Book in PDF, Epub and Kindle

An expert introduction to the world of “playful wearables” and their design, with a wide range of engaging examples, case studies, and exercises. This pioneering introduction to the world of wearable technology takes readers beyond the practical realm (think Fitbits, Apple Watches, and smartglasses) to consider another important side of the technology—the playful. Playful Wearables offers an engaging account of what “playful wearables” are, why they matter, how they work, how they’re made, and what their future might hold. The book’s authors draw on decades of experience in design, development, and research to offer real-world examples, exercises, and implications, showing how this kind of wearable tech can introduce an invaluable element of play into our everyday lives. As wearable technology emerges in the ecology of costume and fashion, the authors consider its intimate connection to identity and culture. And they look at the ways in which playful wearables, when smoothly integrated into everyday social experiences, support social interaction. The book then moves on to the mechanics of playful wearables—from design strategies and frameworks to specific methods and game design patterns. All of these elements point to possibilities beyond the realm of games and dedicated play, as the value and uses of playful wearables in the larger world of self, society, and culture become ever more apparent.

Playful Wearables

Playful Wearables
Title Playful Wearables PDF eBook
Author Katherine Isbister
Publisher
Pages 0
Release 2023
Genre Clothing and dress
ISBN 9780262376839

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"Playful Wearables presents foundational thinking about wearables and play. As play becomes ever more immersive, tools used to increase that immersiveness have to change with it"--

Smart Clothes and Wearable Technology

Smart Clothes and Wearable Technology
Title Smart Clothes and Wearable Technology PDF eBook
Author Jane McCann
Publisher Woodhead Publishing
Pages 628
Release 2022-09-16
Genre Technology & Engineering
ISBN 0128205776

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Smart Clothes and Wearable Technology, Second Edition focuses on the design process, material selection, garment construction, and new production techniques for smart clothing. Building on the success of the previous edition, this book brings wearable technologies ever closer to market with its design-led approach to the integration of technologies into textiles. This design-led, cross-disciplinary approach to the development of hybrid processes ensures that results are both attractive and usable to wider audiences. The book will also help designers adapt their product development processes in response to novel textile and garment manufacturing technologies. Case studies showing best practices and warning of pitfalls help the reader develop applications and products in the real world. The differences between testing and design for smart and traditional clothes are also discussed. Features new chapters on textile processes including knit, weave, print and embroidery for specialist Smart Clothing and footwear applications, as well as for personal protection Provides an update on current applications and investigates possible future developments in the integration of technology into clothing Raises important issues around end-of-life and disposal of smart clothing and wearable technologies

Crafting Wearables

Crafting Wearables
Title Crafting Wearables PDF eBook
Author Sibel Deren Guler
Publisher Apress
Pages 229
Release 2016-08-13
Genre Computers
ISBN 1484218086

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Enter the exciting intersection of technology and fashion known as wearable computing. Learn about the future of electronics in clothing and textiles, and be a part of creating that future! Crafting Wearables begins with the history of the field, then covers current practices and future trends. You will gain deeper insight into the strategy behind the design of wearable devices while learning about the tools and materials needed to start your own wearables toolbox. In a time when consumer electronics are becoming smaller and seamlessly integrated into our lives, it is important to understand how technology can improve and augment your lifestyle. Wearables are in a sense the most organic and natural interface we can design, yet there is still doubt about how quickly wearable technologies will become the cultural norm. Furthermore, skills that have become less valuable over the years, such as sewing, are making a return with the wearables movement. Gives a better understanding of wearable technology and how it has evolved Teaches basic skills and techniques to familiarize you with the tools and materials Showcases breakthrough designs and discoveries that impact our everyday interactions What You'll Learn Learn the history of how technology in fashion has evolved over time Discover interesting materials and fabrics for use in wearable technology Glimpse new tools for designing wearable technology and fashion Rediscover sewing and related skills that every wearables enthusiast should learn Learn how new techniques in textile manufacturing could disrupt the fashion industry Understand and respond to the cultural and societal developments around wearables Who This Book Is For The curious designer, engineer, or creative who is looking for insight into the world of fashion technology. It is for someone who wants to start exploring wearables with basic projects and dig deeper into the methods and tools of an expert. Crafting Wearables is intended to impart comprehensive general knowledge of the state of wearables in different industries while providing a well-curated list of example projects and resources by which to begin your personal journey into e-textiles. It is a wonderful read for those who are looking to expand their understanding of fashion and technology from both a hands-on and research-based perspective.

Playful User Interfaces

Playful User Interfaces
Title Playful User Interfaces PDF eBook
Author Anton Nijholt
Publisher Springer Science & Business Media
Pages 350
Release 2014-02-17
Genre Technology & Engineering
ISBN 9814560960

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The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

Designing for Emerging Technologies

Designing for Emerging Technologies
Title Designing for Emerging Technologies PDF eBook
Author Jonathan Follett
Publisher "O'Reilly Media, Inc."
Pages 473
Release 2014-11-07
Genre Computers
ISBN 1449370659

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The recent digital and mobile revolutions are a minor blip compared to the next wave of technological change, as everything from robot swarms to skin-top embeddable computers and bio printable organs start appearing in coming years. In this collection of inspiring essays, designers, engineers, and researchers discuss their approaches to experience design for groundbreaking technologies. Design not only provides the framework for how technology works and how it’s used, but also places it in a broader context that includes the total ecosystem with which it interacts and the possibility of unintended consequences. If you’re a UX designer or engineer open to complexity and dissonant ideas, this book is a revelation. Contributors include: Stephen Anderson, PoetPainter, LLC Lisa Caldwell, Brazen UX Martin Charlier, Independent Design Consultant Jeff Faneuff, Carbonite Andy Goodman, Fjord US Camille Goudeseune, Beckman Institute, University of Illinois at Urbana-Champaign Bill Hartman, Essential Design Steven Keating, MIT Media Lab, Mediated Matter Group Brook Kennedy, Virginia Tech Dirk Knemeyer, Involution Studios Barry Kudrowitz, University of Minnesota Gershom Kutliroff, Omek Studio at Intel Michal Levin, Google Matt Nish-Lapidus, Normative Erin Rae Hoffer, Autodesk Marco Righetto, SumAll Juhan Sonin, Involution Studios Scott Stropkay, Essential Design Scott Sullivan, Adaptive Path Hunter Whitney, Hunter Whitney and Associates, Inc. Yaron Yanai, Omek Studio at Intel