Week 14
Designing the Wearable Around the Person
Researching wearable biosensors has made me realise that choosing the sensing technology is only half of the problem. Even if a device can collect accurate physiological information, it will not be useful to my project if the person finds it distracting, uncomfortable or socially intrusive.
This feels particularly important for autistic users because the wearable itself could become another sensory demand.
The Technology Can Become Part of the Problem
A lot of wearable technology is designed around technical efficiency first. Watches, rings, patches and headsets all create different types of contact with the body, and each one introduces its own material, pressure, temperature and movement.
For this project, I need to question whether a device intended to support regulation could accidentally contribute to dysregulation.
A tight strap may feel secure to one person and unbearable to another. An adhesive patch may be discreet but uncomfortable on the skin. A ring may be visually subtle but unsuitable for somebody who dislikes hard jewellery. A headset may provide immersive support while introducing weight, heat and isolation.
The most technically advanced wearable is not necessarily the most accessible wearable.
Thinking About Summer
This becomes much easier for me to understand when I think about my sister.
Summer would be unlikely to choose something made from a hard material that feels like jewellery, but she would be much more likely to tolerate something soft or fabric-based. That does not mean fabric is automatically the correct solution for autistic users generally, but it immediately exposes a weakness in designing one standard physical form for everybody.
Her preference makes me think more seriously about materiality as part of accessibility.
Instead of only asking what the wearable looks like, I need to ask what touches the body, how long it touches the body for, whether it moves, whether it traps heat, whether it can be felt continuously and whether the user can remove it easily.
Soft and Familiar Forms
This opens up the possibility of moving away from the visual language of conventional medical or fitness wearables.
Fabric bands, soft textiles, clothing-integrated sensors or objects already commonly worn during travel could potentially feel less clinical and less intrusive. The technology might also be able to disappear into something familiar rather than asking the traveller to wear a completely new object.
I am interested in the idea that the best wearable may be one that does not constantly remind the user that they are wearing technology.
This also links back to discretion. Some travellers may want the system to remain invisible to other people, while others may not care about visibility at all. That should be a choice rather than something decided for them.
Placement Matters
Where the technology sits on the body will also affect both sensing and experience.
The wrist is familiar and easy to access, but it may interfere with watches, sleeves or other objects. Skin patches can be visually discreet but create direct skin contact. Head-worn devices could combine sensing and audio feedback, but they may be too physically or sensorially demanding for some users.
This suggests that the form may need to be adaptable rather than universal.
I do not yet know whether the final concept should offer several wearable options or whether I will choose one form for the purpose of the prototype. Either way, the design rationale should come from sensory acceptability and user control, not simply from where a sensor is easiest to place.
Designing for Removal as Well as Use
Another important consideration is that accessibility includes being able to stop using the system.
If somebody becomes uncomfortable with the material, does not want feedback at that moment or simply changes their mind, the wearable should be easy to remove, pause or disengage from. This links directly to the autonomy that has appeared throughout my research.
A responsive system should not become something the traveller feels trapped inside.
What This Changes in My Project
This page has moved the physical form of the wearable much higher up my list of design questions.
My next prototypes should not only explore interfaces or feedback. I need to explore materials, placement, softness, visibility and how the object sits against the body. Even simple material experiments could help me compare how different forms feel before I begin making the concept look finished.
The wearable needs to be designed around the person before it is designed around the sensor.
Key Terminology
Materiality — the physical qualities of the materials used within a design and how those qualities affect the experience of using it.
Sensory tolerance — how acceptable or manageable a particular sensory input is for an individual.
Wearability — the practical and experiential qualities that determine whether a device can comfortably and realistically be worn.
Discretion — the ability for the technology to remain unobtrusive or private when the user wants it to.
User control — the ability to choose, alter, pause or stop the system rather than having the technology determine the experience automatically.
