The second problem area I chose is biosensing wearables or haptic wearables. This also feels like a strong fit, because the
Session 5 slides explicitly mention
toolkits for biosensing wearables as an interesting problem domain.
A lot of wearable technology can measure something, such as movement, stress, pulse, or posture. But the real challenge is not only the sensing itself. The difficult design question is how that information should be translated into feedback that is meaningful, comfortable, and usable. Where on the body should feedback be placed? How strong should it be? What kind of vibration, pressure, or rhythm feels supportive instead of annoying?
This is a good tinkering problem because the important qualities are embodied and material. You cannot fully understand them through diagrams alone. You need to wear something, move with it, test it, compare it, and change it. That makes it a very physical design problem. It also fits the course idea that tinkering supports learning through direct experience and through dialogue with materials.
I also think it fits very well with the way I described tinkering spaces in my earlier assignments. My strongest tinkering moments often happened when it was easy to begin, easy to iterate, and easy to notice what changed. Wearables have that same logic when designed well: try something small, feel it immediately, then adjust.
Type of playground
This could work as either a blocked complexity playground or as a kit-based playground, depending on how open the toolbox becomes. The slides describe kit-based learning as more focused on learning the toolkit itself, while blocked complexity is more focused on exploration and innovation. In this case, I think the blocked complexity version is more interesting.
Sketch and suggestions for tinkering material
Here, the seed could be one simple sensing-feedback module that already works. For example, one sensor plus one vibration output, or one pressure input plus one LED/haptic output. The toolbox could then include straps, elastic bands, clips, foam, fabric sleeves, body maps, small vibration motors, LEDs, texture samples, and scenario cards for different contexts such as navigation, stress regulation, posture awareness, or breathing support. See Figure 2 for the sketch.
Target group
The target group could be Interaction Technology students, wearable designers, health-tech designers, cyclists, athletes, or people who need bodily feedback instead of screen-based feedback.
Onboarding and scaffolding
The onboarding should be very simple. I would begin with one challenge, like: make a "turn left / turn right" navigation signal, or make feedback for breathing rhythm. After that, participants can compare placements on the wrist, upper arm, shoulder, chest, or waist. Scaffolding could include placement templates, reflection prompts, body maps, and example mappings between signal and feedback.
This would also fit the slides on low threshold, high ceiling, and wide walls. The entry should be small and approachable, but the system should still allow many different outcomes and applications.
Suitable goal
A suitable goal would be: explore how bodily feedback can become interpretable, comfortable, and context-appropriate.
Suitable assignments
Examples of assignments could be: design a wearable for walking navigation; redesign it for cycling; compare three different placements on the body; make one very subtle version and one very noticeable version; or design a wearable that helps someone notice stress before it becomes overwhelming.