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Über dieses Buch

This book introduces the exciting intersection of technology and fashion known as wearable computing. Learn about the future of electronics in clothing and testiles, 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 evolvedTeaches basic skills and techniques to familiarize you with the tools and materialsShowcases breakthrough designs and discoveries that impact our everyday interactionsWhat You'll LearnLearn 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 wearablesWho This Book Is For

Crafting Wearables is written 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.

Inhaltsverzeichnis

Frontmatter

What Are Wearables?

Frontmatter

Chapter 1. A Brief History of Wearables

Abstract
As the world becomes more connected, our attention is increasingly divided. Clothing and accessories, when chosen carefully, can provide relief and assistance. For example, by adding more function to an outfit, you can consolidate the number of objects you need and make yourself more efficient when mobile. The ability to access e-mail or schedule an appointment on the go opens up new possibilities for where and how you can work. This chapter looks at the evolution of some of the earliest wearable technologies and the role they have played in fashion, technology, and society.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 2. Wearable Fictions

Abstract
The wearables field has been linked to speculative ideas, sci-fi books and films, and other imaginary media for decades. Most superheroes and villains are equipped with a magical gadget, cape, or shoes that enhance their superpowers. Sometimes the magic is embedded in the wearable, leaving us to believe that anyone with a particular hat or cloak could be transformed into a wizard. Other times the wearable simply enhances these powers, making them seem more far-fetched for everyday use. This chapter traces the evolution of fictitious wearables, connecting them to inventions and ideas that actually exist today.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Methods and Techniques

Frontmatter

Chapter 3. From Textiles to Wearables

Abstract
This chapter follows the process of clothing manufacturing from fiber to garment and explains how electronics can be inserted into these processes. These techniques are still being explored on a small, semi-private scale, but some companies are making great strides to formulate ways to implement them on a larger scale.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 4. Cutting and Sewing

Abstract
This chapter is as a crash course in sewing and working with fabric. If you have never learned how to sew or need a refresher, consider this chapter a guidebook for the project in the remainder of the book. You will need to acquire a basic sewing set, which is described in the next section, and some fabric. These materials can be found at most craft stores or at a fabric store, if there is one local to your area. You could also cut up an old article of clothing as scrap fabric to practice with.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 5. Making Electronics Sewable

Abstract
Making electronics sewable may seem like a trivial task to the skilled crafter who is experienced in repurposing materials. Even so, learning some basic tips and tricks will help unleash your creativity. This chapter guides you through some conceptual and technical considerations when sewing with electronics.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 6. Soft Circuits

Abstract
What exactly makes a circuit soft? A soft circuit is any circuit that is embedded into a soft or flexible material.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 7. Materials That Matter

Abstract
This chapter focuses on a select group of smart materials that are commonly embedded in wearables or are excellent prototyping tools for product and wearable design. I have already mentioned conductive materials, which fall under this category, but I explain in greater detail the properties of conductive thread that make it ideal for certain applications and less ideal for others.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 8. Digital Design for Wearables

Abstract
We have a long tradition––as old as human civilization itself––of crafting wearable garments and objects for the body.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 9. Digital Fabrication for Wearables

Abstract
New materials and machines often complement each other in one way or another.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 10. Designing for the Body, on the Body

Abstract
Designing for the body can be challenging with today’s digital tools. 3D-modeling environments tend to be empty virtual spaces that give no reference to the human body.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Fashion and Product

Frontmatter

Chapter 11. Wearable Wellness

Abstract
3D printers and laser cutters are opening doors for democratizing the design and manufacturing process. Digitized sewing and knitting machines are translating computer code into embroidery and stitch patterns.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 12. Beauty Tech

Abstract
These interactions are not disruptive to the wearer’s everyday routine; on the contrary, they are designed to integrate into natural tendencies and actions such as blinking or waving.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 13. Superhumans and Cyborgs

Abstract
Although these are indeed the cyborgs people are familiar with, there are many other cyborgs living among us, some with less obviously unusual features, and some who could be spotted a mile a way. You may be surprised to find out how little it takes to be known as a cyborg.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 14. Activated Garments

Abstract
You have seen several wearable devices that match different styles and trends, but mostly from a functionality perspective of the wearable, rather than an aesthetic perspective.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 15. Wearable Costumes

Abstract
A range of performing artists have explored wearables, including Troika Ranch, Johannes Birringer and Michele Danjoux, Julie Bokoweic and Mark Bokowiec, Palindrome Intermedia Group, Amanda Parkes, Imogen Heap, Stelarc, Georg Hobmeier, Camille Baker, and others. This chapter aims to explore what kind of wearable technology is found in performance and costumes, which artists have used these types of devices in their work, and ways to incorporate wearables into interactive performances.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Chapter 16. Speculations on Wearable Futures

Abstract
From health trackers to digital makeup, this section of the book has explored many different practices that are embracing wearables in creative ways. There are certainly others that I have not touched on, but hopefully this has been a diverse and informative sampling of how different schools of thought are adapting to the rise of wearable technology.
Sibel Deren Guler, Madeline Gannon, Kate Sicchio

Backmatter

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