Wearable technology: combining design, art and technology

Authors

  • Oriol Boix Universitat Politècnica de Catalunya
  • Íngrid Munné Universitat Politècnica de Catalunya

Keywords:

microcontrollers, programming, wearable technology, STEM, STEAM, secondary education, arts, engineering.

Abstract

We define wearable technology or e-textiles as the integration of microcontrollers and technological elements into clothing. Wearable technology allows us to bring technology closer to people who are not attracted by robotics or programming.
To start working on wearable technology projects, one may begin with those that do not require programming and then move on to more complex applications. Such applications could include other elements, such as color-changing LEDs, as well as sensors and other items. Until recently, the programming language used for microcontrollers (typically C++ for Arduino) was an added difficulty. Now, however, coding based on other programming languages or interfaces like MakeCode (a graphic language) or CircuitPython (a more intuitive and accessible programming language) shorten the learning curve for students and eliminate waiting times while the program is being compiled. In conclusion, wearable technology can be an excellent way to get young people involved in technology, engineering and computer science. Many of the current wearable applications have a visual or artistic slant but others are addressed to solving people’s specific problems, such as detecting falls, monitoring hikers’ paths, showing where the north lies, etc.

Keywords: microcontrollers, programming, wearable technology, STEM, STEAM, secondary education, arts, engineering.

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How to Cite

Boix, O., & Munné, Íngrid. (2020). Wearable technology: combining design, art and technology. Revista De Tecnologia, (8), 23–32. Retrieved from https://revistes.iec.cat/index.php/RTEC/article/view/148402

Issue

Section

Articles