Making Fashion Playable at Eyebeam!

This is a guest post by the creators of Playable Fashion, a Hive Fashion project. Kaho Abe is a Computational Fashion Fellow at Eyebeam Art & Technology Center and Sarah Schoemann is the producer of the HEY GIRL (GAMER) speaker series and the creator and co-organizer of Different Games Conference 2013. The Playable Fashion afterschool workshop kicks off this month at Eyebeam. Teens in NYC between the ages of 14-18 can sign up to participate here.

Eyebeam’s Hive Fashion youth program kicked off to an amazing start the weekend of January 5th! Youth from all over the city, including an intrepid crew of teens from Ralph McKee HS on Staten Island, who arrived with their Game Design Club instructor Kristana Textor (who was kind enough to share many of the pictures below), as well one student from New Jersey traveled to Chelsea to take part in our two-day workshop on wearable game controllers.

Offered as a preview of the semester-long Playable Fashion after-school program that we’ll be leading this spring from February 12th to May 22nd, games and fashion designer and Eyebeam Computational Fashion Fellow Kaho Abe and myself were excited to see a great mix of teens, both in terms of abilities/interests and gender, with the breakdown among participants at approximately 50:50, male/female.

Working with the assumption that it was better to plan more and do less, Kaho and I had put together a jam-packed, two-day crash course (7 hours each day) on DIY electronics, gaming and fashion design. While Sunday was set aside for the participants to delve into the design side of their wearables, Saturday was devoted to preparing the hardware for our wearable controllers, which included creating the working soft circuitry and cracking open mice to harvest the circuit boards inside.

After kicking things off with a getting-to-know you session of “Two Truths and a Lie: Fashion Edition” (where we divulged our wackiest fashion faux pas) youth got right to work on creating their first “soft” buttons out of simple wearable materials like felt, polyfil stuffing and conductive fabric tape using worksheets and templates Kaho had written.
By allowing each student to work at their own pace using the worksheets, we were able to observe a lot of variation in the student’s skills and comfort with sewing and improvising with fabric. Some appeared to be completely new to working with a needle and thread while others began immediately to take on more challenging forms for their buttons (like the circle and cube pictured). The worksheets also freed us up to walk around the space, giving more personal attention to tables or to individuals who needed it.

Another cool trend that emerged was the way that horizontally sharing our instructions with the participants encouraged peer mentoring and collaboration, with the teens chatting and helping each other around their tables.

After building and testing their buttons, the teens spent the rest of the day cracking open and hacking their mini USB powered mice, prepping them to be integrated into wearables by deconstructing and re-soldering their circuit boards into plastic enclosures outfitted with conductive velcro. Connecting the mice with velcro circuitry made them not only easy to then attach to fabric but also allowed them to remain removable both for washing the garment, but also to give youth a reusable hardware element for interfacing between their soft, physically interactive electronics and their work on the screen. By making the mouse element detachable and portable, the youth could also conceivably continue to build new projects around the USB connection by simply adding conductive velcro to other garments. In other words, by providing the USB mouse as a reuseable bridge between software and hardware, we were hoping that the youth would have the chance to continue to explore Playable Fashion on their own, after the workshop ended.



Unfortunately, a drawback of having the youth hack an existing consumer technology was that the flimsy quality of the materials yielded little room for error. Unlike more robust teaching platforms like the Arduino or the the wearable Flora microcontroller (which we will be to using for our long-term afterschool program), which are tools designed to withstand some rough treatment, the mice didn’t hold up well to mistakes. For the many youth at the workshop who were learning to solder for the first time (including our three intern instructors) this proved to be a tough introduction, with the boards snapping, melting and failing on many of them. Impressively, everyone seemed to take it in stride and I was thankful for the reminder of how exciting and empowering a skill like soldering can be to those being introduced to it for the first time. Although we weren’t able to complete the hacking unit in our first day we returned to it the next morning and got everyone up to speed by Sunday afternoon.

Despite the delays for some, everyone who attended on Sunday seemed happy with the results and the teens were able to come up with surprisingly resourceful and interesting project ideas with or without screen-based components. Continuing to work mostly independently while Kaho and I circulated to give one-on-one advice and suggestions, the teens built out projects like light up gloves and hand sewn LED-emblazoned pillows, in addition to finishing their controllers and beginning to integrate them into wearables.

Given the freedom to pick their materials and direct their own projects, the teens came up with incredibly diverse and often quite ambitious projects. It was great to see them integrate their existing knowledge and strengths into the process and leverage those skills to get the most out of the new tools they were mastering. Without staying relatively hands off and allowing the youth the space to make these kinds of choices, I don’t think we would have seen nearly as much creativity or variety in what they made on day two.

One of the most fully developed (and hilarious) creations was a collaboration between three teens who pooled their resources to create a “poking game.” Lead by a student that was already experienced at game programming and another who was able to jump on our spare sewing machine, the three of them attached their soft buttons to their t-shirts and coded a score-keeping program in the open-source development environment, Processing. Inspired in part by Kaho’s game Hit Me where players try to press each other’s game buttons on helmets in order to trigger snapshots of each other from embedded web-cams, the poking game in which two contestants tried to poke and prod each other competitively was a silly and fantastic finale to a great weekend-long exploration of wearable games and tech-enriched fashion.

Kaho and I can’t wait to get started on our upcoming Playable Fashion after-school program, which begins February 12th. and I think we are both especially excited to incorporate what we learned from our two-day workshop as we build out the semester long course. It was a great testament to the wealth of creativity that teens are capable of showcasing when given the resources, support and trust to work independently and collaborate with each other. Not only were the Hive youth in Playable Fashion able to further their existing interests in fashion, gaming and tech but they were able to delve deeper into the role of being indie “producers” in these three areas of popular culture where youth are often only seen as “consumers.” Their excitement in exploring this kind of active and creative engagement with design and technology was fun to see and be a part of.

Looking forward to working with another group of talented, creative teens in our afterschool program, beginning February 12th. So stay tuned for Playable Fashion, the extended remix, coming this spring!

- Sarah Schoemann & Kaho Abe

Interested in exploring some of the tech we used in our weekend workshop?
Here are some resources to check out:

  • Kaho was kind enough to share the worksheets she created for the weekend workshop.
  • Some of the tech-craft techniques used were inspired by Hannah Perner-Wilson’s wonderfully detailed soft circuitry Instructables.
  • Also, if you’re interested in hacking a USB 3 button mouse, like we did in the pictures above, here is a Processing Sketch we used to test our re-furbished mice when they were attached to our soft buttons. It will help you make sure that all 3 mouse buttons work when plugged into your computer. Happy Hacking!

Art Meets the Open Web – Mozilla Eyebeam Open(Art) Fellows

This is re-posted from Matt Thompson’s blog, to announce the 2013 Open(Art) Fellows – an exciting collaboration between Mozilla and Hive member Eyebeam that explores where art meets the open web.

Stefan Hechenberger and Addie Wagenknecht, Toby Schachman and Forrest Oliphant

Today, Mozilla and the Eyebeam Art + Technology Center are pleased to announce the recipients of the first-ever Open(Art) Fellowships. Together, these creative technologists will be exploring the frontier of art and the open web as part of our new Open(Art) program.

Pushing the boundaries of creative code
Supported in part by an award from the National Endowment for the Arts, the Open(Art) initiative is all about supporting projects that facilitate artistic expression and learning on the open web, using code to enable cutting-edge art, media and hardware production.

Over the next six months, the fellows will create open source tools and works that enable creative production and open participation. They’ll document their progress online, seek to grow communities of artists, developers and users around their projects, and publish their resulting code under an open license.

And the fellows are…

Forrest Oliphant: Meemoo

Meemoo brings the power of app development to everyone. It’s an HTML5 data flow programming environment with an emphasis on realtime audio-visual manipulation. Using an intuitive visual interface that lets users connect modules together using colorful “wires,” Meemoo lets anyone remix and build their own creative apps right in the browser.

“I often see kids playing with touch screen apps that only do what the developer designs it to do,” Forrest says. “I want to blur that line between developer and user, and allow more people to create different kinds of media.”

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Toby Schachman: Pixel Shaders

Pixel Shaders is an interactive book, platform and community focused on harnessing the graphics processor (GPU) for artistic purposes. It aims to make GPU programming accessible to artists in the same way that tools like Processing made CPU programming more accessible to digital creators.

Toby wants to get people thinking about programming in a new way. “This is one of the key areas where the artistic community can contribute to the computer science communities,” he says.

Nortd Labs> (Addie Wagenknecht and Stefan Hechenberger)- BOMFU

Bomfu is a collaborative web repository for open hardware projects. It aims to increase the ease of use and quality for the “bill of materials” or “BOM,” a list of the raw materials required to build a finished product. The goal: open up new and more complex forms of open hardware creation.

“Making all of the tools better pushes up what can be built,” says Addie and Stefan. “The better the tools are, the more complex the projects.”

These three projects will be awarded a production budget and resources to develop their work. Eyebeam will also host workshops and public events at its New York City location to support their process, and Mozilla is inviting our global community to get involved.

Get involved

Surface Tension: New York-The Future of Water

Hive NYC member Eyebeam Art & Technology Centre is currently hosting Surface Tension: New York-The Future of Water, a traveling exhibition that originated at the Science Gallery at Trinity College Dublin. The show examines water through several lenses–health, resources, commodity and spiritual. Wired magazine describes the show as follows:

Surface Tension brings together artists, engineers and scientists who submitted their pieces to an open call from the Science Gallery. The result of this crowdsourcing method is a wide range of artworks, prototypes and ways to interpret and visualize the water crisis. The chosen works don’t just look at water as a resource — for instance, there’s a piece focused on Irish holy wells that are said to have healing powers.  

As I toured the exhibit I couldn’t help but think that this show embodies similar themes and interests of Hive Learning Network. It uses a combination of art, technology and design to raise issues of social justice and environmental stewardship, while also having been curated in a crowd-sourced/networked fashion. Throughout the show’s run (until August 11th) they have a full-time educator doing tours/workshops and other outreach. Her name is Sarah Quinn and she would love to hear from Hive NYC educators, youth and other constituents who might want to interact with the show. Please reach out to her directly if interested (sarah.quinn “at” sciencegallery “dot” com)

Sarah asked me to highlight Mary Coble’s provocative piece, SOURCE, that deals with various levels of water quality around the globe and is also participatory in concept. The basic idea is that visitors bring a sample of drinking water from their locale and answer a brief questionnaire to help Mary gain a sense of participants’ general knowledge about water source. The samples should be delivered to Eyebeam before the 25th of July for her performance piece on the 28th of July. It’s a great way for youth to be introduced through participation to the various issues surrounding the future of water. More about the piece here:

In a one-day performance that mimes the near Sysyphean acts of daily water collection in the developing world, Coble will lift and pour these samples into a fountain that continuously filters the water. At the end of the performance, water from all over the city, now in this central source, will be available to gallery visitors to drink for the rest of the exhbition period. Source (New York) is the continuation of a project, first run in Washington DC in 2010, then in Dublin in 2011, which aims to raise social awareness about water quality and availability in local and global communities. Through the process of water collection, Coble engages communities in conversation that address economic, ecological and health issues related to the commercialization and commoditisation of water.

Here are some additional resources regarding this exciting exhibit:

We’d love to hear from anyone who is able to participate! Please share your feedback and experiences in comments.