Toolkits & Wearables: Developing Toolkits for Exploring
Wearable DesignsÇağlar GençOğuz ’Oz’ Buruk

Lee Jones

Kirill Ragozin

University of Lapland
Rovaniemi, Finland
caglar.genc@ulapland.fCarleton University
Ottawa, Ontario, Canada
lee.jones@carleton.ca

Johanna Virkki

Tampere University
Tampere, Finlandjohanna.virkki@tuni.f

Tampere University
Tampere, Finlandoguz.buruk@tuni.f

Keio University
Yokohama, Japankirill@kmd.keio.ac.jp

Kai Kunze

Keio University
Yokohama, Japan
kai@kmd.keio.ac.jp

Shiva Jabari

Tampere University
Tampere, Finland
shiva.jabari@tuni.f

Kate Hartman

OCAD University
Toronto, Canada
khartman@faculty.ocadu.ca

Oskar Juhlin

Stockholm University
Stockholm, Sweden
oskarj@dsv.su.se

Jonna Häkkilä

University of Lapland
Rovaniemi, Finlandjonna.hakkila@ulapland.f

Figure 1: Example toolkits for wearables. (Left) An e-textile prototpye built with Arduino Lilypad[2]; (middle) Wearable bits,a toolkit for wearable e-textiles[16]; (right) shape changing fabric samples for exploring interactive fashion design [31].

ABSTRACT
Designing wearables is a complex task that includes many layers,
such as wearability, interactivity, functionality, social and culturalconsiderations. For decades now, prototyping toolkits are proposed
to aid diverse types of audiences in exploring the design of smart
accessories and garments. However, the task of designing toolkits
for wearables has not received a comprehensive discussion andsystematic refection. In this workshop, we look into challenges,
opportunities, and lessons learned in using, developing and evaluating wearable toolkits by focusing on their target groups, purposes,
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For all other uses, contact the owner/author(s).
CHI ’22 Extended Abstracts, April 29-May 5, 2022, New Orleans, LA, USA© 2022 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-9156-6/22/04.
https://doi.org/10.1145/3491101.3503715

efects on the fnal designs. By bringing together researchers andpractitioners who are experienced with the design, use and assessment of wearable toolkits, we see a particular opportunity inproviding a broader perspective on defning the future of wearable
toolkit designs.

CCS CONCEPTS• Human-centered computing → Ubiquitous and mobile computing.

KEYWORDS
Wearables, toolkit, design, prototyping, e-textiles, smart jewelry.
ACM Reference Format:Çağlar Genç, Oğuz ’Oz’ Buruk, Shiva Jabari, Lee Jones, Kirill Ragozin, Kate
Hartman, Johanna Virkki, Kai Kunze, Oskar Juhlin, and Jonna Häkkilä.
2022. Toolkits & Wearables: Developing Toolkits for Exploring Wearable
Designs. In CHI Conference on Human Factors in Computing Systems Extended

CHI ’22 Extended Abstracts, April 29-May 5, 2022, New Orleans, LA, USA

Abstracts (CHI ’22 Extended Abstracts), April 29-May 5, 2022, New Orleans, LA,
USA. ACM, New York, NY, USA, 5 pages. https://doi.org/10.1145/3491101.
35037151

BACKGROUND & MOTIVATIONS

Wearable computers have emerged from research and a increasing
number of commercial products, including form factors such as
watches, bracelets, rings and garments have been proposed. While
much of commercial product use cases address wellbeing and health[13], wearables are expanding towards a wider set of functions anddesigns. In contrast to other interactive objects, share the same
design space with traditional clothes and accessories. As a consequence, novel design considerations emerged such as wearables’
social and cultural roles (e.g., in expressing style and/or appropriateness for a context [1, 5, 8]), wearability and body-placement [7, 12].
Apart from these parameters, the inclusion of electronic components on wearables together with traditional materials of appareland accessory design, such as textiles, fbers, chains, and jewels
has created further challenges about how to experiment with thismerger within design processes [8]. Additionally, as the wearable
technologies allows applications of extended reality (XR), it also
became important to design relevant digital services and interfaces
around them [28, 32]. All these new design dimensions introduced
by wearable technologies make the design and prototyping process
a complex task especially for novices [8].
Until now, one way to aid individuals for designing wearables
is to provide toolkits to prototype and experiment with uniquedesign considerations of wearables. An early example for toolkits
is Arduino Lilypad [2]. This toolkit revolutionized the wearable
design processes by introducing sewable electronic componentsthat can be used with textiles, i.e., conductive threads and fabrics.
Toolkits with similar approaches are now available as commercial
products (i.e., [3, 11]) for a wide target group. Naturally, people
are increasingly using them for creating their own wearables asa recreational activity. The results have been contributing to theso-called Maker Movement, a DIY culture focused on sharing ideas
and knowledge [4]. This also has given rise to online (i.e., [21]),
physical communities (i.e., [6]) to be formed and instructive books
to be published (i.e., [9]) in the area of wearable technologies.
On the other hand, researchers also put efort on proposing alternative approaches to wearable toolkits, empowering the diverse
groups of people varying from designers (i.e., [31]) to children(i.e., [19]) and elderly (i.e.,[14]). A branch of work in this area of
research focuses on removing the technical barriers with kits consisting modular components (i.e., [16, 25, 26, 29, 30, 30]). Thesekits usually rely on combining modules together and experimentwearable designs without going through a burdensome processof assembling electronic components. Instead of using a modular
design, kits also allow users to easily adapt rapid fabrication by
providing sets of materials adaptable with easy-to-use techniques.
An example in this domain is Rapid Iron-On User Interfaces [20]which propose a library of functional tapes and patches, such as
conductive fabrics, to apply on textiles by using an iron to create
interactive textiles. In a similar fashion, some recent toolkits proposed techniques and platforms to try out e-textile applications byreusing conductive threads [10, 17]. For example, Jones et al. [17]Genc, et al.

presents Punch Sketching technique that is based on punching conductive threads on a embroidery hoop to build circuits and pullingthem out for iterative rapid prototyping. Furthermore, for production techniques and methods that are not immediately accessibleor challenging for non-expert users (i.e. shape and color changing
fabrics), proposing interactive demonstrators to foster creativity indesign processes is another way explored by academia (i.e. [18, 31]).
Despite the trend of designing and developing wearable toolkits
for varying purposes, technologies and audiences, these lack abroader discussion and refection on designing the toolkits. We
believe that sharing the insights and lessons learned in designingand evaluating various wearable toolkits, we can critically refecton our approaches for revealing the challenges and opportunities
around designing wearable toolkits.

2

WORKSHOP AIM AND THEMESIn this one-day workshop, we aim to provide a venue to discussspecifc challenges, opportunities, and lessons learned around developing and evaluating toolkits for designing wearables. For thispurpose, the workshop gathers together researchers, designers, andpractitioners that have experience in designing, evaluating andusing wearable toolkits. We encourage multi-disciplinary participation with a background in, but not limited to, HCI, design, arts,
fashion, and social sciences. The workshop invites submission oftoolkit implementations, case studies, methodological notes, andposition papers. The submission should highlight the toolkits, theiraudiences and purposes in design process, and share refections on
using and/or evaluating the toolkits for designing wearables.
During the workshop, discussions will be structured into fourmain themes:• Audience of wearable toolkits: We will discuss what kindof specifc challenges there are while designing toolkits fordiferent audiences (e.g., designers, engineers, makers, students). Designing and prototyping wearables require practical skills such as fashion production techniques (i.e. sewing,
garment construction techniques), electronic assembly, andprogramming, as well as an understanding of social andcultural considerations that emerge from designing worn
artifacts. Yet, not all user groups might have all the required
skills. Under this theme, participants will refect on theirexperiences with wearable toolkits for diferent user groups.
We will identify strategies on how toolkits appropriate theirapproach to user groups with diferent skill sets.
• Purposes of wearable toolkits: The diferent toolkits might
aim for diferent purposes, such as introducing basic skills todesign wearables, fostering exploration and creativity while
designing diferent types of wearables (i.e. interactive accessories, garments and wearable XR applications), or focus on
certain technology aspecst such as fexible screens [15]. They
can allow quick try-outs about diferent design parameterslike interactivity, wearability etc., or provide a platform forbuilding fnal design of the wearable. We will discuss participants’ targetted goals while developing wearable toolkits,
as well as identifying what kind of wearable toolkits mightsuit better for diferent purposes.

Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs• Toolkits’ impact on wearable designs: The general incentive of the toolkits is to facilitate the creation of technology
by simplifying and speeding up the process [22, 23]. However, there is often a tension between easy to use wearable
toolkits and enabling wide explorations (i.e. with diferent
materials, interaction possibilities and wearable form factors): For instance, toolkits that are easy to put together
usually have hard PCBs and doesn’t enable individuals to
explore what’s possible with textiles (i.e. soft/fuzzy/stretchy)[27]. We will discuss how wearable toolkits impact what canbe designed, the challenges behind helping users explore awide range of opportunities, and how these are or can beaddressed in wearable toolkits.
• Deployment and evaluation: Researchers have diferent
ways to apply and evaluate wearable toolkits such as conducting co-design workshops [16], or collecting crowdfunding and shipping the kits to a larger audience [24]. The last
theme focuses on the challenges and opportunities of diferent methodologies in evaluating wearable toolkits. Within
the scope of this theme, we will also ask participants to refect on the evaluation results and comment on the broader
impact that the toolkits might create in society.

3

PRE-WORKSHOP PLANS

Prior to the workshop, we will publish a workshop website including detailed information about the workshop call, the organizers,
and the submission process. We will also advertise the call throughrelevant HCI mailing lists, social media, and direct invitations. Submissions will be in the format of 500-word abstract accompaniedwith a poster. The submissions will be peer-reviewed by at least two
reviewers. Prior to the workshop date, the accepted submissions
will be made available through the website.

4

WORKSHOP STRUCTURE & OUTCOME

The workshop will be conducted in a hybrid manner, allowing
both in-person and virtual attendance. It will consist two sessions(morning and afternoon):• Show and Tell. Participants will present and refect on theirown toolkit experience through the lens of four themes. The
presentations will be made in the form of posters streamed
through video conferencing software that will be projected
on a screen in the workshop space. In-person attendees will
be encouraged to bring demos to support their presentations.
The demonstrations will also be streamed to online attendees through a webcam. After and during each presentation,
discussions will be encouraged.
• Group Work - Round Table Discussions. Small groups
will be formed based on participants’ experiences in wearable toolkits (i.e., diferent target audiences and purposes).
While grouping we will also consider online vs in-person
attendance to combine participants with the same type of
attendance in the same groups for convenient discussions.
Groups will discuss four themes based on the similarity anddiferences of each participant’s experiences about designing, implementing and/or evaluating their wearable toolkit.
The discussions and brainstorming sessions will be captured

CHI ’22 Extended Abstracts, April 29-May 5, 2022, New Orleans, LA, USA

through templates prepared in an online whiteboard platform (i.e. Miro), enabling synchronous and asynchronous
contributions. At the end of the session, all participants will
discuss the outcomes together from a broader perspective
identifying wearable toolkit design challenges and opportunities for each theme.

5

POST-WORKSHOP PLANS

An outcome of this workshop will be the distribution of the accepted submissions through the workshop website, as well as anestablished mailing list of the participants for future collaborations.
Additionally, we will put together a visual poster that summarizes
the outcomes of the workshop and use social media channels toshare it with a wide audience. Finally, we will summarize the specifc
challenges and opportunities of design, implementation and evaluation of diferent approaches to wearable toolkits for publishing
an journal article, e.g., the Proceedings of the ACM on Interactive,
Mobile, Wearable and Ubiquitous Technologies.

6

ORGANIZERS

Caglar Genc (main contact) is a Post-doctoral researcher at the
University of Lapland, the faculty of Art and Design. During his
Ph.D., he researched the relationship between fashion and computation materials to design wearable displays. His current works
include prototyping tools for interactive jewelry and sustainable
materials for tangible interaction.
Oguz ’Oz’ Buruk is a Marie Curie Fellow in the Gamifcation
Group at Tampere University, Tampere, Finland. He holds a PhD
in Interaction Design (2017) from Koç University-Arçelik ResearchCenter for Creative Industries (KUAR). His work focuses on designing playful wearables, and he leads two research projects focusing
on integrating wearables to mainstream gaming and extended reality environments.
Shiva Jabari is a Doctoral researcher at the Gamifcation group,
Tampere University. She holds M.Sc. in Design for the Fashion
System from the Polytechnic University of Milan. She has worked
as a Fashion designer, Fashion Consultant and Stylist. Her maininterest areas are the integration of design and technology, playfulsmart clothing design and interaction design.
Lee Jones is a PhD Candidate at Carleton University. In her
research she focuses on e-textile crafting toolkits and learning
scafolds to help support novices as they learn this hybrid craft. Her
recent projects have focused on personal fabrication, sustainability,
and DIY repair.
Kirill Ragozin is a Postdoctoral researcher at Keio University
Graduate School of Media Design with a cross-disciplinary background in design and computer science. His major research contributions are in the felds of mixed reality and embodied interactions.
His work explores immersive media, physiological tracking, digitalart, user interaction and experience design.
Kate Hartman is an Associate Professor at OCAD University,where she is Graduate Program Director of Digital Futures and thefounding Director of Social Body Lab - a research and development
team dedicated to exploring body-centric technologies in the social
context. She is the author of the book Make: Wearable Electronics,

CHI ’22 Extended Abstracts, April 29-May 5, 2022, New Orleans, LA, USA

was an artist-in-residence at Autodesk’s Pier 9, and has work included in the permanent collection of the Museum of Modern Art
in New York.
Johanna Virkki is an Academy Research Fellow at Tampere
University, Faculty of Medicine and Health Technology. She isheading Intelligent Clothing Research Group focusing on design,
fabrication and reliability improvement of clothing-integrated wireless systems. The goal of the Group is to use intelligent clothing toenable the functional capacity of people with special needs.
Oskar Juhlin is a Professor at Stockholm University at the Department of Computing and Systems Sciences. He is also professor
II at the Department of Information Science and Media Studies atBergen University. He has an interdisciplinary background spanning technology and social science. Oskar has conducted research
and managed groups in many design felds such as fashion tech,social media and road trafc, animal computer interaction, andvideo interaction.
Kai Kunze works as a Professor at the Graduate School of Media Design, Keio University, Yokohama, Japan, where he leads theinterdisciplinary research group Geist, exploring the topics of Augmented Humans and applied Wearable Computing research with afocus on eyewear computing and physiological sensing. In addition,
he serves as the co-chair of the International Wearable Computing
Academic Research Community.
Jonna Häkkilä is a Professor for industrial design at the Facultyof Art and Design, University of Lapland, Finland. Her work focuses
on user-centric design of mobile and ubiquitous computing. She iscurrently leading cross-disciplinary research projects addressing
TechFashion, wearable displays, and combining traditional handcraft with HCI.

7

CALL FOR PARTICIPATION

Designing wearables is a complex task that includes many layers,
such as wearability, interactivity, functionality, social and culturalconsiderations. For decades now, toolkits are proposed to aid users
in the design of smart accessories and garments. However, the taskof designing toolkits for wearables has not received a comprehensive discussion and systematic refection.
This one-day workshop gathers researchers and practitioners,
who are experienced with the design, use and evaluation of wearable
toolkits. It aims to provide a venue to discuss specifc challenges,
opportunities, and lessons learned around developing and evaluating toolkits for wearables. What are the challenges while designing
toolkits for particular audiences (i.e., designers, engineers, makers)?
In what ways do the toolkits help individuals in design processes?
How do toolkits impact the outcoming designs? How should we
evaluate them?
We invite candidates to submit a 500-word abstract and a complementing poster. The submission should highlight the toolkits, their audiences and purposes in design process, and sharerefections on using and/or evaluating the toolkits for designing wearables. Submissions (in PDF only) should be sent throughEasy Chair (https://easychair.org/conferences/?conf=towear2022).
They will be reviewed based on the relevance to the workshop

Genc, et al.

theme and potential for contributing to discussions. The accepted submissions will be available online through the workshop
website(http://techfashion.design/wearable-toolkits).
The workshop will be conducted in a hybrid format (both inperson and virtual). At least one author of each accepted submission
must attend the workshop and all participants must register forboth the workshop and for at least one day of the conference.

ACKNOWLEDGMENTS
This workshop has received funding from the Academy of Finland
as a part of the ’TechFashion – Design of Future Wearable Computing’ and from the European Union’s Horizon 2020 research andinnovation programme under the Marie Sklodowska-Curie grant
agreement No 833731, WEARTUAL

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