Information and communication technologies in the last decade have become widespread in all areas of daily life. We are now get used to manipulate electronic/informatics small devices more and more portable with features that are beginning to replace some of the functions previously delegated to the personal computer. During the 80s and 90s first examples of wearable technology were tested (Olson, 2012). Since then, the web revolution and the electronic technologies development in their different declinations (computing, communications, sensors, visualization...) led to both a decrease in prices and an increasingly wide spread of mobile products as mobile phones, smartphones and tablets, but not only. A wide range of products that interface directly to our body (Pakhchyan, 2008) has been developed. Goggles, gloves, watches, shoes, jackets, just not to list everything that can be worn, allow to detect and return the most diverse functions related to our body. In the last years, some important developments have been focused on the accessibility and dissemination of the technology knowledge. In this context, many experiences have been developed in fields, not typically related with ICT, as Fashion and Arts aiming to increase creativity. In contemporary art, Wearable Computing Art(ifacts) represent a way of expression and communication with unlimited development potential. The idea of incorporating technological elements into the creative processes has altered our perception of the project. Emerging artistic trends merge art, science and technology. Today, thanks to this technology development, traditional concept of Artistic work has been transformed. Related with statics objects, today, artists and designers are able to manage complex interactive experiences. They propose the design of devices and systems able to transmit emotions, experiences and meanings. In this context, to insert ICT knowledge in Fashion Design and Art curriculum is becoming trending field. In the meanwhile, according with European Comission research of 2016 about Erasmus Program Impact, exchanging teaching staff is a powerful tool to improve quality of education in design field. (EU, 2016) Present paper describes in detail the experience in the Design School of Politecnico di Milano during a short workshop “Introduction to Wearable Technology”, during “Erasmus+ Staff Mobility for Teaching” program. The workshop took place in the Lab Moda of Politecnico di Milano in April 2016. It is an example of how University Design Centres can provide new directions, methods and solutions for design and art education. The paper will focus on the description of the experience, the way it was managed, projected and disseminated. The main goal is to analyse the results and to present the conclusions that can be useful to encourage future inter-institutional relationships.

The art(ifacts) experience at Polimi. Teaching wearable computing in design schools.

Romero, Maximiliano
Writing – Original Draft Preparation
;
2016-01-01

Abstract

Information and communication technologies in the last decade have become widespread in all areas of daily life. We are now get used to manipulate electronic/informatics small devices more and more portable with features that are beginning to replace some of the functions previously delegated to the personal computer. During the 80s and 90s first examples of wearable technology were tested (Olson, 2012). Since then, the web revolution and the electronic technologies development in their different declinations (computing, communications, sensors, visualization...) led to both a decrease in prices and an increasingly wide spread of mobile products as mobile phones, smartphones and tablets, but not only. A wide range of products that interface directly to our body (Pakhchyan, 2008) has been developed. Goggles, gloves, watches, shoes, jackets, just not to list everything that can be worn, allow to detect and return the most diverse functions related to our body. In the last years, some important developments have been focused on the accessibility and dissemination of the technology knowledge. In this context, many experiences have been developed in fields, not typically related with ICT, as Fashion and Arts aiming to increase creativity. In contemporary art, Wearable Computing Art(ifacts) represent a way of expression and communication with unlimited development potential. The idea of incorporating technological elements into the creative processes has altered our perception of the project. Emerging artistic trends merge art, science and technology. Today, thanks to this technology development, traditional concept of Artistic work has been transformed. Related with statics objects, today, artists and designers are able to manage complex interactive experiences. They propose the design of devices and systems able to transmit emotions, experiences and meanings. In this context, to insert ICT knowledge in Fashion Design and Art curriculum is becoming trending field. In the meanwhile, according with European Comission research of 2016 about Erasmus Program Impact, exchanging teaching staff is a powerful tool to improve quality of education in design field. (EU, 2016) Present paper describes in detail the experience in the Design School of Politecnico di Milano during a short workshop “Introduction to Wearable Technology”, during “Erasmus+ Staff Mobility for Teaching” program. The workshop took place in the Lab Moda of Politecnico di Milano in April 2016. It is an example of how University Design Centres can provide new directions, methods and solutions for design and art education. The paper will focus on the description of the experience, the way it was managed, projected and disseminated. The main goal is to analyse the results and to present the conclusions that can be useful to encourage future inter-institutional relationships.
2016
9788461758951
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11578/276038
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