what the f…?
fil is a collaborative project that aims to develop wearable electronic artfifacts.
Emphasizing both: technology and fashion.
fil conceives what we call wearable fashion.
fil develops everyday items merging our dedication to style and ideas raised by breakthrough research. fil represents the collaborative work of students from the University of the Arts Bremen and people affiliated with institutions such as antÉ Institute for Research in Anticipatory Systems (Dallas/Texas), Bremen University (Bremen/Germany), K3 – School of Arts and Communication (Malmö/Sweden).
Picking up the topic of profile intermedia 8 – dangerous ideas at work, we presented our approach to collaborative work and a small selection of tangible sketches. The design studies we showed at profile intermedia 8 introduced examples of fashion objects that create a new space of possibilities for urban social interaction. For now, our prototypes are mainly made from cheap off-the-shelf garments enhanced with cheap off-the-shelf microcontrollers, to allow for quick development and rapid changes.
Surplus and innovation are being derived from a pragmatic concept rather than from an obsession with technology.
For late 2007, fil is planning to launch a first, small series of wearables that are both reasonable and fancy.
what’s (a) wearable?
To date, personal fashion has not lived up to its name. Most fashion sits in the closet and interacts with its owner only for a small fraction of the day. Smaller and faster fashion items have made wearability less of an issue, but the same staid user paradigm persists. Wearable fashion hopes to shatter this myth of how fashion should be used. A persona’s fashion should be worn, much as eyeglasses or clothing are worn, and interact with the user based on the context of the situation. With textile displays, unobtrusive input devices, personal wireless local area networks, and a host of other context sensing and communication tools, the wearable fashion item can act as an intelligent assistant, whether it be through a Remembrance Agent, augmented reality, or intellectual collectives.
(Based on Wearable Computing project description, MIT Human Dynamics Group)