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Leather is a material used for the making of artifacts ever since early human history, and which can be used also in contemporary design for various types of interactive and electronic products. In this paper, we present a series of small scale explorations of leather, first as skin close interfaces for physical engagement, and secondly in terms of crafting using hand tools and a laser cutter. We reflect on our experiences along these two strands and discuss future possibilities of leather as a rich material for providing new types of interactive experiences. By discussing emerging topics related to traditional crafting processes and contemporary rapid fabrication with this material, we find a great potential of merging such processes and tools for future interaction design settings.
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... This informed new attempts on tangible interaction design that emphasize material entanglements [17,60] as the field of hybrid craft emerged under various names within this space [6,33,45]. Hybrid craft projects cover materials, practices, and digital interventions across many domains including pottery [3,50,63], textiles [41,43], paper [29,51], or leather [58], among many others. These invoke very different material encounters [45] that can be captured differently. ...
... Mycelium skin and SCOBY leather have been used as scaffolding for embedding electronics, offering unique interactivity by changing texture and appearance over time [3,21,22]. Material traces resulting from these changes can enhance traditional forms of interactivity [17,19], while the biodegradable nature of these materials allows for the reharvesting of electronic components at the end of the wearables' life [2,10]. Besides sustainability benefits, bio-based materials also possess other less explored qualities such as their ability to dissolve in water or be shaped in ways apart from molding and layering [2,10]. ...
... These materials provide additional interactivity by changing texture and appearance over time, beyond electronic circuitry. Material traces created by the changes in the materials can further serve as inputs and enhancements to other, more traditional, forms of interactivity [16,18]. Due to their properties of biodegradability, such materials can also allow the reuse or reharvesting of electronic components at the end of the life of such wearables or electronic devices. ...
Preprint
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Motivated by the growing use and incorporation of bio-based materials in textiles and wearables, we explore one of these materials' quality, dissolving, as an intentional affordance to design ephemeral wearables for fashion. We developed techniques to make biofoam strings, resembling yarns, and used them to weave, crochet, or knit three wearables: seasonal footwear, a revealing bralette, and an unfolding lace top. While being comfortable to wear and providing a unique tactile experience, the wearables dissolve in water, thus adapting to the user’s needs. The three wearables were designed with short-term use in mind from a seasonal look to a one-time reveal. These three use cases enable a new design space where revealing and ephemeral fashion can be intentional affordances when designing dissolving wearables.
... Buechley and Perner-Wilson, 2012;Zoran, 2015;Tsaknaki, 2017;Nitsche and Weisling, 2019). Thus creative processes that are based on craft and craftsmanship include, for example, HCI work around weaving, silversmithing practice, bookbinding, knitting, leather craft and timber framing, among others Maestri and Wakkary, 2011;Rosner and Ryokai, 2008;Rosner and Taylor, 2011;Tsaknaki et al., 2014Tsaknaki et al., , 2017Dew and Rosner, 2018). Here, scholars are exploring craft practices and craft history to map out experiences from within and expand design research by drawing on the rich legacy of craft work, thereby resulting in reflections on how these in return can inform and contribute to HCI, as well as by combining craft and computational materials in co-creation. ...
Thesis
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This doctoral thesis explores interaction between humans, materials, and machines, in the context of makerspaces. The concept of making describes a practice that deals with new technologies in combination with craft to create artifacts in physical, digital and hybrid forms. Despite substantial research, there is still a need to examine what practices of making have to offer to Human-Computer Interaction (HCI) research. This particularly concerns investigations of the close relations between the multitudes of different activities, materials, machines and things in such shared spaces. Making is discussed as a practice of importance for interaction design and conceptualised as involving a particular mindset when engaging with materials and machines. Based on this, my work argues that the phenomenon calls for a deeper reflection on recent movements on material interaction and materiality on the one hand, and perspectives on machine interactions on the other. I explore how situated and embodied practices can be revealed in investigations of makerspace activities. Further, my work describes how makers experience and make sense of the materials and machines that populate makerspaces. Finally, I map out how insights on experience and practice with machines and materials can be conceptualised in a way that become useful for contemporary interaction design practices. The presented research builds on four qualitative studies, in which I draw on investigations in the makerspace and combine an ethnographic approach with participant observation, design methods and contextual inquiry. The resulting five collaboratively written papers frame making as an experience in itself and discover particular ways of making sense of materials. Further, we study embodied and situated dimensions of 3D printing, as well as practices concerning modding and the maintenance of machines and explore how practitioners may develop a maker mindset. The papers contribute with a set of conceptualisations such as “material literacy” when taking artifacts apart, “machine sensibility”, which practitioners show in their interaction with 3D printing, and the “pliable machine” that emerged from studying modding of a laser cutter. These conceptualizations highlight new aspects and perspectives of maker activities and interactions previously less accounted for.
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