Wearability

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Definition

Wearability is a term coined by wearable computing pioneer Steve Mann to describe "how much free movement an individual has when utilizing a personal technology system. A personal technology system has wearability if it allows independence through freedom of movement (including the ability to 'put on' and 'take off' the technology). A walkman has wearability, as does an artificial heart, but an iron lung or a mainframe computer lack wearability. Wearability, of course, does not automatically mean that the wearer will actually have autonomy in action and thought".[1]

Mann's concept of wearability extends beyond simple comfort or portability to encompass the fundamental relationship between human agency and technological integration. A technology possesses wearability when it enhances rather than constrains human mobility and independence. The ability to voluntarily engage or disengage with the technology - to "put on" and "take off" - becomes a crucial factor in maintaining human autonomy within cyborg relationships.

The distinction Mann draws between high-wearability devices (like walkmans or artificial hearts) and low-wearability systems (like iron lungs or mainframe computers) highlights how physical mobility and voluntary control determine the quality of human-technology integration. However, Mann's caveat that wearability "does not automatically mean that the wearer will actually have autonomy in action and thought" points to deeper questions about how seemingly liberating technologies can still constrain human agency through social, economic, or psychological dependencies.

Core aspects of wearability

Ability to be worn: Wearability is, at its most basic, "the ability to be worn." This means assessing a product's suitability to be placed and kept on the human body.

Constancy of use: A highly wearable device is always on and always accessible. Unlike a portable computer that is retrieved for use, a wearable computer is constantly with the user. It allows for continuous interaction and the execution of commands while the user is engaged in other activities, such as walking.

Holistic design: The concept extends beyond mere functionality. It includes design considerations that prevent "premature doffing"—the early removal of a product due to pain points or discomfort. Good wearability means the device's design features encourage the wearer to keep it on for the target duration.

Integration with the body: Wearability is also defined by the interaction between the human body and the wearable object. The concept of "dynamic wearability" specifically considers the human body in motion, ensuring that the device can rest on the body without interfering with fluid human movement.

Humanistic intelligence: In the context of Steve Mann's work, wearability facilitates "humanistic intelligence." This is a reciprocal relationship where the computer and human are intertwined, with the computer acting as a second brain and the wearer's senses acting as additional input peripherals. The ultimate goal is for the wearable to function as a seamless, integrated prosthetic.

References

Further Reading