IxDA London – Wearable Interaction Design

Since moving to London this summer, on the recommendation of friends, I’ve made a strong effort to be proactive in the London MeetUp scene as both an on-going learning experience and opportunity to get to know other designers and technologists. My experiences so far can pretty much be summed up by the regret at only not exploring MeetUp sooner! While I’m a member of quite a handful, my favorite so far have easily been Women Who Code London and IxDA London, both of whom are lead by obviously passionate and motivated individuals, which I believe is what makes their events so coveted.

The most recent IxDA MeetUp was on Wearable Interaction Design, and as one fellow friend and attendee summarized – a mini conference within a single evening. Guest speakers included Melissa Coleman, Kevin McCullagh, Becky Stewart and Duncan Fitzsimons – a diverse range of views regarding wearable technology.

Wearable Interaction Design IxDA MeetUp photo by Karey Helms

While all the speakers had interesting and varied perspectives, I really appreciated Duncan’s broad and inclusive definition of wearable technology (as seen above). As the subject is too often discussed implying the modification of conventional jewelry with an LED, screen or accelerometer as the future, I believe zooming out and taking a diverse perspective is what will allow for true innovation relative to user-centered needs.

Points of discussion and other thoughts that sprang to mind or stuck included:

  • Michio Kaku’s Cave Man Principle in relation to media excitement vs longterm commitment
  • Great point by Melissa (if I remember correctly) about wearables not becoming permanently ingrained in our bodies akin to cyborgs, as with the constant release of new technology and versions become obsolete, we will fear our body becoming a technology wasteland
  • Becky proposed a great list of suggested conversations to have between a designer and engineer when prototpying, including: tech specifications of data, who needs to see what and when, one way or two way communication, and power requirements among others