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What if your clothing could change color to complement your skin tone, respond to your racing heartbeat, or connect you with a loved one from afar? Welcome to the world of shoes that can dynamically shift your height, jackets that display when the next bus is coming, and neckties that can nudge your business partner from across the room. Whether it be for fashion, function, or human connectedness, wearable electronics can be used to design interactive systems that are intimate and engaging. Make: Wearable Electronics is intended for those with an interest in physical computing who are looking to create interfaces or systems that live on the body. Perfect for makers new to wearable tech, this book introduces you to the tools, materials, and techniques for creating interactive electronic circuits and embedding them in clothing and other things you can wear. Each chapter features experiments to get you comfortable with the technology and then invites you to build upon that knowledge with your own projects. Fully illustrated with step-by-step instructions and images of amazing creations made by artists and professional designers, this book offers a concrete understanding of electronic circuits and how you can use them to bring your wearable projects from concept to prototype.
Engage teens and ‘tweens with library programs that nurture developmental and social needs—and keep young patrons entertained. • Includes complete plans for more than a dozen educational and entertaining programs • Makes connections to STEAM and maker programming • Provides library programming guidance from the perspective of a library play specialist with nearly a decade's experience
This book is a guide for makers who want to revolutionize their sewing game. It explores the difference between mechanical, electronic, and digital sewing machines and how these machines work in conjunction with other machines in a Fab Lab. It covers careers available to digital sewing machine operators and about what education and projects can help them gain the necessary skills.
This book constitutes the thoroughly refereed post-conference proceedings of the 5th IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2018, held in Espoo, Finland, in August 2018. The 19 revised and extended full papers presented were carefully selected for inclusion in this volume. The papers deal with the analysis and interaction design of a variety of complex work and life contexts found in different business and application domains. They focus on interaction design for work engagement taking usability of interactive systems to the next level by providing employees pleasurable and meaningful experiences via the tools used at work. The papers are organized in two sections: the first section presents cases of HWID in practice, while the second one focuses on methodological discussion.
The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human-Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,425 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

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