Reach: Dynamic Textile Patterns for Communication and Social Expression
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1 Reach: Dynamic Textile Patterns for Communication and Social Expression Margot Jacobs and Linda Worbin Interactive Institute, PLAY studio Hugo Grauers Gata 3b Göteborg, Sweden ABSTRACT In the research project Reach, we investigate the potential for new forms of communication and expression to be incorporated dynamically and interactively into the things we wear everyday. Through a series of iterative prototypes, we have explored both dynamic textile materials and the interactive behaviors for of clothing and accessories, which change pattern through direct physical interaction as well as through context-sensing. We have developed a series of working prototypes, where dynamic textile patterns are incorporated into wearable items and to reflect and make visible social and contextual behaviors, such as person-toperson communication, proximity, and local weather conditions. Ultimately, we aim to develop a new dynamic language of wearable expression integrating aesthetics, pattern, and computation into everyday articles with increased personal and cultural meaning. Author Keywords Smart Textiles, Interaction Design, Ubiquitous Computing, Ambient displays, Wearable Computing INTRODUCTION Ultimately some of the richest experiences we have occur when we can interact with one another. We are inspired by conversations and actions that we come across on a daily basis. Today new digital means provide us with opportunities for supporting new forms of expression and communication. Fashion, textile and interior design have deep traditions in reflecting and expanding the range of social and cultural expression. Both computer technology and textile patterns should, and thus can be, used in more alternative ways to further new forms of social communication. Within IT+Textiles [6], an ongoing research platform at the Play Studio of the Interactive Institute, experiments are made combining textiles with computation. Reach, a project within the IT+Textiles platform, takes a step further and not only investigates the material aspects of textile, but also the placement of that textile within a certain context, namely on the body and its movement through space and place. In order to better reveal the structure of the relationships in public space while building upon increasing awareness on a more local level, we began to focus on creating aesthetic objects with aesthetic displays. Society has quickened its pace in the last decades, and, with these objects we wanted promote moments of reflection and concentration [9] as opposed to increased efficiency. In addition we believe that the use of more aesthetical ambient displays may reduce information overload while reflections of the environment may change how people relate to their surroundings and to one another. Reach objects capitalize on these factors and on the self as an information display, to promote increased local interactions, communication and social awareness and reflection. Our starting point is the creation of a series of wearable sketches prototypes concepts surrounding these ideas. RELATED WORK New technologies have dramatically expanded communication possibilities. Ubiquitous, mobile, and ambient intelligence technologies have been developed both in research and on the market [f.ex.10] combining advanced communication technologies, smart textiles, and fashion. Within mobile technologies and context-aware computing, design understanding of the electronic device held in one s hand has expanded to encompass aspects from the local environment and biometric factors [f.ex.2, 5], supporting new modes of personal and social communication encompassing gesture, movement, and proximity. In the 1
2 area of wearable computing, smart textiles and wearables have been developed to reveal and express layers of an individual s history [1] or utilize reactive garments to influence and change perceptions of one's surroundings [8]. Such developments present a new range of opportunities for design as well as use, encompassing not only human factors but social, cultural, and lifestyle factors. DYNAMIC TEXTILE PATTERNS Within the IT+Textiles platform, we have explored the use of dynamic patterns, where decorative textile patterns can involve more than merely static decoration. They can integrate an informative aspect into a decorative object/pattern and be used for communication [9]. In the IT+Textiles project Fabrication [7], information and computer technology take active roles in the creation of dynamic patterns, and textiles display complex information in an aesthetic manner. The dynamic pattern is integrated in objects like an apron and a handbag. In Reach, we investigate how dynamic patterns in smart textiles can be further developed and applied, with a focus not only on the aesthetics of the pattern, but how these patterns can convey new meanings and extend a palette of expression and communication for users in local, social situations. WEARABLE SKETCHES In our investigation of new forms for wearable communication and expression, our aim was to create wearable sketches or a series of working, electronic prototypes that test both material and interactive qualities in parallel. Through an iterative design and development process, our goal is to incorporate qualities of aesthetics and social interactions into new 'smart' clothing or textiles. Examples of wearable sketches include every day items such as hats, bags, scarves, and skirts made from textiles that react or interact with the environment or persons within the environment. Both additive and subtractive patterns have been developed in the fabric, where patterns grow or are revealed in response to changes in one s personal, social or environmental space. Materials include cottons, woven linens, conductive materials, UV-sensitive textiles, thermochromic materials, and electro-luminescent wire. The outcome of an iterative process, is a line of interactive wearable artifacts designed for intrapersonal communication as well as reflecting personal expression, environmental change, and social constructs demonstrating a new vocabulary of dynamic expression. Local Interaction: Expressing social connections One of the initial goals of the Reach project was to increase local interaction, namely communication, in public space using playful mechanisms as well as to enhance the senses and increase awareness on a local level. This began as an exploration into how to share sound experiences with others Figure 1. Reach Out hats - aesthetic explorations in the public realm. However it has resulted in several different ideas based on human-to-human interaction and in particular, proximity. Reach Out: Hats The Reach Out Hats (see Figure 1)explore textile patterns in relation to how close two or more people wearing the garments are to one another. The closer one gets to another, the more the visual patterns bleed, or are shared between objects that both people are wearing. In other words, aesthetic pattern changes in relation to distance between people. Our intention with these hats was to blur boundaries that are generally kept between people in public space [4] in order to redraw the distances between people, promote contact, and investigate human perceptions of space, pattern, and sound in relation to others in the environment. With this pair of hats, we promote playful interaction through changing patterns, stimulating new interactions between people. In addition, the hats provide for active and passive participation. For example, the hats can accommodate both active and passive pattern generation and experiences. Each hat is screen-printed with its own pattern using thermo-chromic ink. The pattern on each hat was made to visualize meetings between people in public space. One pattern is made using dots and the other is made in the shape of a flower. When the pattern is shared, or two people wearing the hats come into contact with one another, the hat with the dot pattern grows flowers, whereas the hat with the pattern of a flower receives a dot. This is done using an under-layer of conductive thread that is heated when two persons are within range of one another. This is just a simple way of showing how an aesthetic pattern can be shared. Reach In: Torch Bag Another goal we had with the wearable sketches was to experiment with an increased awareness and heightening of the senses on a local level. In response to this we created a 2
3 handbag, the torch bag, part of the Reach In Bags, that creates light in the dark. The purpose with this bag was to work on two levels, creating a light for the wearer to see what was around them and to create a light that reveals the contents of what is inside the bag. The bag is intended to work either simply by lighting its interior when the bag is opened and turning off when the bag is closed. In addition the bag s exterior lights turn on in a dark surrounding reacting to a light sensor, or photo-resistor, and turning itself off again in a well-lit area. The torch bag is also simply a sketch that illustrates how light can be used on the body in different ways to increase awareness and add light to personal space. At this moment we are investigating means to power this bag using solar cells so that it can run independently of batteries, gathering energy in well-lit areas and dispensing this light in darker areas. Local Interactions: context expressions Two of the Reach wearable sketches were created in order to reveal underlying relationships in outdoors public space, a bag and a series of scarves. With one of the Reach In Bags, entitled environmental patterns, we concentrated both on what computation could bring to already existing interaction patterns associated with bags as well as layering new information within the bag to reveal changing patterns based on surroundings. The Reach Around Scarves reveal or create patterns and even hidden messages based on environmental conditions (sunlight, temperature, wind). In both cases, we were interested in seeing how personal identity and connecting with the environment might stimulate reflection and awareness and spur new conversations. Reach Around: Revealing and Creating Patterns The Reach Around Scarves (see figure 2) provide warmth in addition to changing the pattern of the scarf based on environmental temperature. With these scarves we were interested in the use qualities associated with warmth as well as how patterns could be realized and worn in a public manner that are both created and revealed by heating elements. When it gets cold outside, the scarves heat up and changing the pattern on the surface of the scarf. A temperature sensor triggers the heating of conductive thread sandwiched between two layers of the scarves. Figure 2. Revealing patterns One scarf takes an additive approach, creating a pattern where there was none before. In this case conductive thread heats thermo-chromic ink, changing the color of the fabric and creating a pattern. With the other scarf, messages are revealed to both the wearer and others as the scarf heats up. Here both thermo-chromic and pigmented ink work together, so that when the conductive thread is heated, part of the pattern simply disappears, revealing an underlying pattern. In addition to temperature changing scarves we are researching possibilities for creating a scarf for all seasons that generates different patterns based on what time of year it is. Reach In: Environment Patterns Inspired by the plug-and-play aspect of the Sonic City project [3], the Environment Patterns bag is intended for use with several sensors that react to and reflect upon the environment. Sensors measure sound level, light, temperature. A BX-24 chip processes the incoming data form the external sensors and translates the levels into a dynamic textile pattern using a combination of electroluminescent film and synthetic fabric. In addition we amplify the amperage and voltage so that the bag can remain wireless, operating from two nine-volt batteries. Dynamic patterns of light are created by turning on and off 3
4 different pieces of the electroluminescent film that is woven in a grid-like pattern. The pattern changes its speed and or duration depending upon which sensor is plugged into the microcontroller (see figure 3). DISCUSSION AND FUTURE WORK The next phase of Reach will include new sketches based on outcomes from user studies with existing sketches, addressing practical and social issues as well as combining lessons learned about both the making of patterns and the interaction qualities. For example, we would like to examine issues and concerns surrounding security and or privacy as well further investigate energy usage and power supply for the objects themselves. Future sketches will incorporate sensors and methods for using alternative energy sources or require less power for heating elements. From a textile perspective, we would like to merge heating elements and other sensors with the fabric so that creating the pattern would not be a separate process from making of the fabric. This can be done by, for example, weaving the heat elements into the construction of the fabric. In addition we want to further our exploration of how dynamic patterns can be incorporated into textiles, making more aesthetic examples. Figure 3. Reflecting local sonic conditions as patterns. CONCLUSION The Reach wearable sketches have been and continue to be a useful tool for investigating how information technology can be integrated and expressed in personal garments. The wearable sketches have not been made in order to prescribe what it is that the people express. Instead, it is our hope that the patterns and experiences of people who use these devices will help define the language of expression themselves, an open one in which people are able to exchange ideas and relationships to their environment in a new and personal ways. New forms of wearable communication can reshape our understanding of public spaces and expand our customs for interconnecting. In turn, the way that vocal language reveals the culture and the state of the society, perhaps a wearable language could add to this conversation. ACKNOWLEDGEMENTS Reach is funded by VINNOVA (the Swedish Agency for Innovation Systems) through the IT+Textiles project, which is a collaboration among Chalmers University, the Interactive Institute, Ludvig Svensson, Newmad Technologies, and the Swedish School of Textiles at the University College of Borås. We are grateful for the participation of Anders Ernevi for his help in constructing some of the electronic prototypes and Ramia Mazé for her feedback. REFERENCES 1. Bersowska, J. Electric Plaid and Soft Computation Crowley, D and Rainert, A. (2004). Dodgeball Gaye, L., Mazé, R. and Holmquist, L.E. Sonic City: The Urban Environment as a Musical Interface. In: Proc. of New Interfaces for Musical Expression (NIME) McGill University, University of Montréal, May Hall, Edward T. (1966). The Hidden Dimension. New York:Doubleday 5. Iwatini, Y. (1998) Love:Japanese Style. In Wired News, 11, June IT+Textiles Project Landin, H. and Worbin, L. Fabrication: By Creating Dynamic Patterns. In: Proc. of PixelRaiders Sheffield Hallam University UK, April Moriwaki, K. (2003) Urban Chameleon Redström, J., Skog, T., & Hallnäs. (2000). Informative Art: Using Amplified Artworks as Information Displays. In: Mackay, W (ed.); Proceedings of DARE 2000 (Designing Augmented Reality Environments), pp ACM Press. 10.Vision of the Future, Philips Design and V+K Publishing, the Netherlands,
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