Don’t Mind Me Touching My Wrist: A Case Study of
Interacting with On-Body Technology in Public
Halley Profita1,2, James Clawson3, Scott Gilliland3, Clint Zeagler2,3,
Thad Starner3, Jim Budd2, Ellen Yi-Luen Do2,3
1
2
Department of Computer Science
Industrial Design, 3Interactive Computing
University of Colorado – Boulder
Georgia Institute of Technology
halley.profita@colorado.edu
{jamer, scott.gilliland, clintzeagler, thad,
jbudd, ellendo}@gatech.edu
ABSTRACT
Wearable technology, specifically e-textiles, offers the
potential for interacting with electronic devices in a whole
new manner. However, some may find the operation of a
system that employs non-traditional on-body interactions
uncomfortable to perform in a public setting, impacting
how readily a new form of mobile technology may be
received. Thus, it is important for interaction designers to
take into consideration the implications of on-body gesture
interactions when designing wearable interfaces. In this
study, we explore the third-party perceptions of a user’s
interactions with a wearable e-textile interface. This twoprong evaluation examines the societal perceptions of a user
interacting with the textile interface at different on-body
locations, as well as the observer’s attitudes toward onbody controller placement. We performed the study in the
United States and South Korea to gain cultural insights into
the perceptions of on-body technology usage.
Author Keywords
Wearable technology; fashion; electronic textiles; gesture
interactions.
ACM Classification Keywords
H.5.2. Information interfaces and presentation: User
Interfaces – Input devices and strategies.
INTRODUCTION
The past decade has witnessed the emergence of electronic
textile-based wearable computing systems that combine
technology and fashion. This innovative advancement
enables a plethora of opportunities for mobile computing as
electronic textiles (e-textiles) allow for a seamless
integration of technology into clothing. Potential
applications of e-textiles include interacting with one’s
clothing to interface with a mobile phone or any number of
portable electronic devices carried on-body. Implementing
such wearable systems poses a number of challenges as
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these systems need to be not only usable but actually
designed to be worn and used in public. Two challenges
designers face when coming up with e-textile interfaces are
where to put the interface and how to design an interface
that can be manipulated easily. To that end, designers of etextile wearable systems need to focus on designing
interfaces that are both usable and socially appropriate.
Social conventions play a role in the acceptability of such
novel interaction methods, as willingness to perform these
gestures will largely be dictated by how appropriate those
actions look and feel when performed in public. Previous
studies have explored novel gesture-control techniques
[23], hands-free device operation [4, 5, 6], and the selfperceived level of acceptability of novel gesture input
methods for mobile devices [23, 24]. However,
understanding the external perceptions of an individual’s
interactions with a wearable system has little precedent [7].
To explore this question, we developed an e-textile
interface dubbed the “Jogwheel” (Figure 1a), which we
used to conduct two evaluations: the first explored attitudes
toward on-body interface placement, while the second
assessed attitudes toward gesture interaction at a given onbody location (Figure 2). These research questions were
selected to understand acceptable locations for prolonged
“wear” of a system, and because wearable interface
operation requires manipulation to occur on the body. This
makes the touch interaction a socially sensitive issue. While
hand-holding couples might be a common sight in
American culture, in many Asian countries married people
do not demonstrate affection or hold hands in public. An
on-body touch interaction (based on location and
interaction gesture) may be perceived differently in
different cultural settings, thus, we decided to run the study
in the United States of America (USA) and South Korea to
gain cultural insights to on-body e-textile system usage.
BACKGROUND
Social Acceptability
Social acceptability involves the social skills and the
presentation in which one comports oneself so as to interact
comfortably within society or to not embarrass or call
attention to oneself [13]. Clothing falls naturally into this
category as, within cultural settings, there are outfits
deemed ‘appropriate’ or ‘inappropriate’ for particular social
situations. One such example of situational-based
inappropriate attire could entail wearing a bathing suit to a
corporate meeting. The adoption of wearable technology
may be subject to such societal conventions as integrating
electronics into clothing may result in new designs, take on
new shapes, and principally entail novel interactions for
operation that are unfamiliar to the general public. As
clothing, aesthetics, presentability, and gestures are all
societally prescribed [12], consideration of these aspects
within the bounds of social suitability may help inform
designs and potentially contribute to overall system success.
Historically, social acceptability has played a prominent
role in the adoption and usage of worn forms of technology.
Prior to World War I, wristwatches were donned only by
females until their function and placement proved vital for
coordination of soldiers in the trenches [20]. Additionally,
some of the first hearing aid devices were embedded in the
frames of glasses to disguise the apparatus. Perhaps one of
the most notable wearable consumer electronic devices is
the Sony Walkman, which debuted in 1979 as the first
portable music player. It revolutionized the way we listened
to music; however, the developers knew that the most
challenging obstacle would be convincing individuals to
wear this foreign device conspicuously on one’s head. To
address this challenge, marketers launched a clever ad
campaign that entailed displaying young, attractive models
donning the device. This strategy helped generate a cultural
phenomenon that made this device fashionable to wear [8].
As elucidated by the previous examples and academic
research [7, 21], wearable technology usage can be heavily
influenced by its perceived level of social acceptability. The
development of novel wearable forms of technology can
benefit society by offering new product functionalities;
however, these wearables may present themselves in new
form factors and may be accompanied by a set of gesture
interactions that individuals may or may not be comfortable
performing in a private or public setting. Wearable
technology will likely face some of the same barriers to
entry as exhibited by the Sony Walkman. By investigating
societal perceptions preemptively, we can make informed
decisions regarding the design of on-body technology.
RELATED WORK
Social Acceptability of Wearable Technology
Malhotra and Galletta ascertained that social influences will
have a large impact on system usage and acceptance of new
technologies [18]. While societal perceptions of wearable
technology usage have remained relatively unexplored,
many studies investigating wearable systems acknowledge
the importance of social acceptability for overall
technology adoption [16, 17, 20, 26]. Karrer et al. explored
on-body usage of The Pinstripe, a wearable e-textile input
device, and found that on-body placement of the wearable
system was accepted or rejected with respect to the social or
personal reasons of the user [17]. In Toney et al., it was
recognized that the social weight of context could greatly
impact the acceptability of interacting with a technologyoutfitted suit in the workplace. Thus, actions for operating a
piece of masked wearable technology should align with
what is considered appropriate behavior to an outside
observer: a user should appear to be interacting with
“conventional technology” (a watch) or no technology at all
[26]. Feiner acknowledged the importance of appearance in
terms of receptiveness to wearing an item such as a headworn display [9]. Bodine et al. also determined that
desirability to don a wearable computer will be dependent
on the comfort and overall functionality of the wearable [2].
While social conventions may dictate adoption and use of
new technology, it is also important to note that social
acceptability is culture- and time-dependent. While
attitudes toward novel technology can appear severe at first,
continued exposure to the technology can result in higher
overall acceptance over time. This effect has been exhibited
with the Bluetooth headset, which at first caused users to
appear as though they were talking to themselves. However,
through continued use, Bluetooth headsets have become
more readily accepted within society [24].
Social Acceptability
Interactions
of
Mobile
Device
Gesture
Rico et al. explored the social acceptability of novel full
motion gesture types to control a mobile phone [23] and the
social acceptability of gesture-based interactions in specific
contexts (public, home, workplace, etc.) [24]. The results
indicated a significant relationship between audience/
location and the willingness to perform a particular gesture.
This relationship indicates that gesture techniques (as a
byproduct of the challenges of overall interface design)
require a higher level of scrutiny if they are to be acceptable
for use within a public context. In examining how to design
mobile device control gestures that would have the
possibility of false triggering, Ashbrook [1] explicitly
instructed study participants to create socially acceptable
gestures. The resulting gestures were often surprisingly
inappropriate, suggesting that his gesture designers had
difficulty with the task. While current research has looked
at the user perceptions of gesture-based mobile control
techniques [23] as well as the feasibility of hands-free
mobile control techniques (e.g. head-tilting [6], foot tapping
[5], EMG controllers [4], and wrist-tilting [22]), to our
knowledge, limited research has been conducted to assess
third-party attitudes toward e-textile system interaction.
For wearable technology, novelty of interface operation
(due to on-body manipulation) may supersede existing
acceptable practices for mobile device interaction. As such,
one can exploit common clothing interactions (e.g.,
adjusting a shirt collar) in order to establish a baseline for
acceptable gestures. Karrer et al. gleaned that negligible
rubbing of one’s front pant pocket to control a wearable
device was rated as highly acceptable by the user [17].
Since our study used an exposed interface, conspicuous
(a)
(b)
Figure 1: a) The Jogwheel, b) Gesture interactions.
Figure 2: Body locations for controller placement.
gestures were chosen to adhere to the notion that interaction
techniques should visually communicate intent [26].
Furthermore, this study has drawn from current mobile
technology interactions, common to a touchscreen and iPod
interface, and mapped these gestures onto a textile medium
for participant interpretation and assessment.
sense that a wearable piece of technology would be used in
conjunction with another mobile electronic device. We
were interested in exploring a concise use case (silencing a
mobile phone call) as wearable technology would best be
suited to support such swift and succinct interactions [1].
Participants served as the third-party viewers that watched
video footage of a user with the Jogwheel. The videos were
recorded using a native born male and female actor of each
represented country speaking in the primary language of
each respective culture, English and Korean.
Cultural Perceptions of Public Technology Use
To date, few studies have looked at the cross-cultural
perceptions of public mobile technology use. Public
technology usage and perceptions may be driven largely by
culture, “as norms for social behavior vary according to
culture” [3]. Understanding these characteristics beforehand
may reveal significant design implications when developing
mobile technologies for different countries. Campbell
studied attitudes of mobile phone use in different settings
(theaters, restaurants, sidewalks, buses, classrooms, and
stores) in America, Sweden, Taiwan, and Japan. The study
found that cultural differences arose. In most cultures,
confined public spaces (theaters, classrooms, etc.) were the
least socially acceptable for mobile phone use. However, in
Japan the use of a mobile phone on a bus or a sidewalk was
less socially acceptable than in a restaurant or a grocery
store [3]. A number of other studies have recognized the
importance of culture with respect to website design,
looking at country-specific online content differentiation
[14, 19]. These studies shed light on cultural differences
toward technology usage and highlight an interesting area
to be explored with respect to wearable technology.
EVALUATION
This study assessed the societal perceptions of interacting
with an e-textile wearable interface. To capture attitudes
toward usage behavior and system placement, participants
were asked to view a series of videos of users interacting
with the Jogwheel at six on-body locations (Figure 2). The
study was deployed in survey format in the USA and South
Korea to ascertain country-specific attitudes of gesturebased on-body technology usage. We chose to present the
videos in an online survey as it allowed the scenarios to be
depicted within a controlled, public context and supported
widespread dissemination. An elevator was selected for the
controlled environment as it visually communicated a
public setting. We decided to portray the Jogwheel as an
input device that paired with one’s mobile phone as it made
The advantage of the Jogwheel is its ability to support
multiple types of one-handed gesture interactions. Tapping
and sliding (Figure 1b) gesture commands were proposed
for this study based on their current familiarity (i.e.,
mapping to an iPhone or iPod) within society. An initial
pilot study revealed an American preference for the sliding
gesture command versus a South Korean preference for the
tapping gesture command. Thus, the preferred gesture was
used when deploying the survey in each respective country.
Hardware
For this study we constructed an e-textile interface similar
to the research prototypes developed by Gilliland et al.
[11]. Embroidering the pattern with conductive thread
created a raised surface topography (Figure 1a) that helped
guide one’s finger along the embroidered path. The
Jogwheel is twice the diameter of an iPod click wheel
(~3.81 centimeters). This larger size allowed for greater
operational accuracy and increased functionality. The
Jogwheel was attached to the various body positions with
adhesive backing for easy relocation. The incoming phone
call in the video was simulated using sound effects.
Body Placement of the Jogwheel
We considered a significant number of body locations for
the Jogwheel to capture a range of emotional responses.
Drawing from previous studies of feasible wearable
technology body placement [10, 15, 17] and discussions
with our research group, six on-body positions (wrist,
forearm, collarbone, torso, waist, and front pant pocket)
were selected for system evaluation (Figure 2). Locations
were chosen based on current areas of wearable technology
usage and storage (watch worn on one’s wrist , or an mp3
player attached to one’s forearm, clipped to one’s sports bra
or belt, or stored in one’s pocket). Locations on the lower
bothers me, embarrassing, awkward, weird, easy to
perform, impolite, tiring) and placement (Does the
placement look: normal, silly, natural, cool, bothers me,
embarrassing, awkward, weird, easy to access, annoying to
access, comfortable to access). We selected roughly an
equal number of words with positive and negative
connotations to collect a range of perspectives.
Figure 3: Distance (left) and close-up (right) views of
interaction with Jogwheel on female forearm (USA).
extremities were not considered as the system had to be
within one arm’s length of comfortable reaching distance.
Furthermore, it was important to evaluate a large number of
on-body locations to ensure that the societal reaction was a
result of the actual body placement as opposed to the
novelty of the e-textile wearable controller. For the actors’
apparel, blue jeans and a long-sleeved, navy blue
shirt/sweater were chosen. The long-sleeved shirt permitted
easy interface placement on both the wrist and forearm and
was conservative in nature. Navy blue was selected as it
had a neutral association across cultures, confirmed by
international members of the research team.
Study Parameters
The survey consisted of a study introduction, a
demographic questionnaire, the wearable technology
acceptability assessment, and a follow-up questionnaire.
Participants were required to be of legal consenting age: 18
in America and 19 in South Korea, and were screened
based on self-reported nationality to ensure attitude
correspondence with country-specific values. To establish
full participant comprehension of the e-textile system, a
qualifying question, “Do you understand what a wearable
controller is?” was administered after the introduction.
The Wearable Technology Acceptability Assessment
This survey featured videos of Jogwheel interaction
followed by questions asking participants to rate each
interaction. The videos depicted two individuals (actors)
chatting inside of an elevator when their conversation is
interrupted by a mobile phone call. The actor outfitted with
the Jogwheel uses it to silence the incoming call.
Participants were then asked a series of questions assessing
the actor’s interaction with the Jogwheel. Participants first
watched a video (Figure 3) of the interaction at a distance
and were prompted to answer a series of eleven, 5-point
Likert-scale questions ranging from “Strongly Agree” to
“Strongly Disagree” regarding Jogwheel placement.
Participants were then shown the same video cropped to
focus on the gesture interaction and were asked to rate it
according to a similar set of questions. Due to the fact that
there is no established social acceptability metric for
wearable technology, questions were devised based on Rico
et al. [24]. Additional attitudinal questions were asked to
convey varying perspectives regarding system interaction
(Does the interaction look: normal, silly, natural, cool,
Overall, the study depicted both a male and a female actor
interacting with the system at six different on-body
locations (wrist, forearm, collarbone, torso, waist, and
pocket) filmed at 2 views: distance (~1.2-1.5 meters) and
close-up (~30-45 centimeters). A button press with a
BlackBerry Curve 8320 was also rated by the participants
to establish a baseline score of what is currently considered
a socially acceptable interaction with a mobile device. This
combination of areas (6x2x2), plus the BlackBerry
interactions, resulted in a total of 28 video-captured
interactions. Each video sequence at the distance view
ranged from 6 to 20 seconds. Each close-up video sequence
lasted 1-2 seconds and was looped five times. The video
sequences were randomized using a partially-balanced
Latin Square algorithm to reduce an ordering effect. We
were wary that response trends toward the “Awkward’ and
“Normal” rating would be the result of a question order
bias. Thus, after the first dataset for the American study (n
=56) was received, we changed the order of the questions in
the surveys for both countries using a random number
generator. A t-test (unequal variances) conducted on a
random sample of responses on pre and post randomized
questions determined that there was no statistically
significant effect of question order on attitudes.
The Follow-Up Questionnaire
Due to the fact that social acceptability is time- and culturedependent, we wanted to collect substantive data to gain
post-assessment cultural insights into the current participant
attitudes toward the Jogwheel system. Participants were
asked to provide open-ended responses on their two most
preferred locations for Jogwheel placement, two least
preferred locations for Jogwheel placement, and concerns
with the system. Participants were also asked if they found
such a system useful, their willingness to use the system, as
well as the two most important system features.
RESULTS AND OBSERVATIONS
In total, 125 participants (96 from the USA and 29 from
South Korea) were recruited for this study. Results from the
wearable technology acceptability assessment and the
follow-up questionnaire yielded key insights into attitudes
toward e-textile wearable interface usage.
General Perceptions of Jogwheel Placement by Country
Figures 4a, 4b, and 4c depict the overall median scores for
attitude ratings toward system body placement. Two of the
most definitive descriptors for capturing participant
perceptions were the terms “Normal” and “Awkward”. For
these descriptors, the BlackBerry received the highest and
Gesture Interaction Attitudes
Attitudes toward Jogwheel interaction on the torso were
significantly less awkward (0.005), less silly (0.0), less
bothering (0.0), less embarrassing (0.0), less weird (0.0),
and less impolite (0.0) on a male actor. This corresponds to
the fact that torso interactions also appeared less natural
(0.02), less normal (0.001), and less cool (0.004) when
performed on a female actor. However, attitudes toward
interaction on the pocket were less awkward (0.0), less silly
(0.0), less impolite (0.0), less weird (0.001), less
embarrassing (0.001), and less bothering (0.008) when
performed on a female. The pocket interaction was rated as
less natural (0.0), less cool (0.002), and less normal (0.0)
when performed by a male actor. The results also revealed
that interaction at the collarbone looked more embarrassing
(0.047), more impolite (0.002), less natural (0.012), and less
cool (0.007) when performed by a female actor versus a
male actor. Wrist interaction looked less embarrassing
(0.04), less silly (0.012), and less bothering (0.04) when
performed by a male. Finally, waist interactions looked
significantly less easy to perform (0.025) by a male actor.
Controller Placement Attitudes
Figure 4a, b, c: Country comparison of median ratings for
Jogwheel body placement.
lowest ratings, respectively, indicating the current accepted
behavior of interacting with a mobile device. This was
considered an acceptable baseline by which to compare the
ratings of “Normal” and “Awkward” attitudes for the onbody Jogwheel interactions. As one can see, the perceptions
toward the placement of the Jogwheel received rather
comparable ratings between countries (most “Normal”:
wrist and forearm locations (Figure 4a)). The most
awkwardly rated locations for controller placement were
consistently opposite to the most normally rated body
locations. This indicates that the words “Normal” and
“Awkward” serve as serviceable terms to bound the range
of attitudes toward interaction with wearable technology.
From the ratings, we garner the acceptable body locations
with which to introduce a wearable interface such as the
Jogwheel. Garnering information on whether or not a
location was “easy to access” helped contextualize attitudes
toward Jogwheel placement. While an on-body location for
the Jogwheel may have elicited a response of “Easy to
Access,” it does not necessarily indicate that the particular
location looks “Normal” to an external viewer.
United States of America
Fifty-five females and 41 males, ages 18-76, were recruited.
Since participants were asked to evaluate the Jogwheel
interactions on a male and a female actor, we looked to see
if there were significant differences in attitudes of interface
interaction and placement when viewed across genders. We
used a Wilcoxon signed-ranked test for data analysis given
that we were working with non-parametric data. Only the
statistically significant (p < .05) results have been included.
Placement of the Jogwheel on the torso looked significantly
easier to access (0.006), comfortable to access (0.007),
normal (0.001), natural (0.002), and cool (0.005) on a male
actor. Correspondingly, Jogwheel torso placement looked
more embarrassing (0.0), weird (0.0), awkward (0.0), silly
(0.004), bothering (0.0), and annoying to access (0.042) on
a female. Waist placement was rated as less normal (0.011)
and more annoying to access (0.015) on a male, and pocket
placement looked less comfortable to access (0.045) and
more embarrassing (0.019) on a male. The forearm location
looked less cool (0.004) and more embarrassing (0.022) on
a female. Finally, the collarbone location looked less
natural (0.013) and less cool (0.007) on the female actor.
South Korea
Fifteen females and 14 males, ages 25-41, were recruited
for this study. Akin to the American study, we examined if
differences existed in attitudes toward input gestures and
controller placement based on actor gender.
Gesture Interaction Attitudes
Interaction with the Jogwheel located at the collarbone
(0.022), the wrist (0.046), the torso (0.012), and the waist
(0.027) looked less embarrassing when performed by a
male. Interaction occurring at the waist looked less impolite
(0.013) and less weird (0.007) when executed by a male.
Interaction taking place on the pocket also appeared to
bother participants less when performed by a male (0.017).
Controller Placement Attitudes
South Koreans rated the Jogwheel collarbone placement as
less embarrassing (0.003) and less weird (0.002) on a male
actor, while placement on the wrist looked more natural
(0.038) on a female. Attitudes regarding the waist location
appeared more awkward (0.017), more embarrassing
(0.008), less easy to access (0.021), and less normal (0.046)
on a female. Finally, the torso location looked easier to
access (0.032), more comfortable to access (0.018), less
embarrassing (0.012), and less weird (0.034) on a male.
Follow-Up Findings
This questionnaire captured additional participant attitudes
toward the Jogwheel. Participants were asked to discuss the
reasons for their two most preferred on-body controller
placements. In both countries, the wrist (USA: 75%, South
Korea: 96.6%) and the forearm (USA: 54.17%, South
Korea: 65.5%) locations were the most popular. Americans
indicated the ease with which those areas could be
accessed, their unobtrusive location, and that those
placements appeared the least “awkward” or the most
“normal” for donning technology. Many South Koreans
also emphasized the ease with which these locations could
be accessed. One must consider that these preferences may
be due to the fact that current forms of wearable technology
are already used at these locations - influencing overall
acceptability ratings. This tendency was reflected by both
countries. Nevertheless, these locations depict a feasible
starting point for designing future wearables.
Participants were also asked to discuss the reasons behind
their two least preferred on-body Jogwheel locations. The
Americans and South Koreans displayed a similar distaste
for the collarbone (USA: 56.25%, South Korea: 65.5%) and
the torso (USA: 63.54%, South Korea 58.6%). South
Koreans stated that the collarbone and torso were
unaesthetic, inconvenient to access, and uncomfortable to
view. There was also a large emphasis on the awkward and
uncomfortable position of the placement, with participants
indicating that they were “shy”, that interaction at that
specific area bothered them, or that the interaction might be
distracting to others. Americans also stated that such areas
were “awkward” (both aesthetically and to interact with),
uncomfortable, noticeable, at an awkward line of sight, and
might result in an embarrassing movement and call too
much attention to private areas, especially on a female.
The findings also yielded pertinent concerns and desired
system attributes regarding our wearable interface. For
Americans, the most common concern was accidental
triggering. Many other concerns revolved around system
robustness, questioning its stability, attachment, and
breakage, as well as its durability with respect to sweat,
weather, and washing. A number of participants indicated
the importance of pure aesthetics, specifying that they
found the system useful so long as it did not unfavorably
draw attention to a person. One user described not wanting
“to explain something unusual to people.” Participants felt
that the system should be smaller and less conspicuous so
as not to interfere with clothing or activities. A few
participants indicated optimal system features, highlighting
comfort, speed, and an easy connection to electronics.
Mention of the overall safety of the system was also present
Figure 5: Country comparison of perceived level of usefulness
of a wearable system like the Jogwheel.
as a few participants were concerned about the hazards of
electrical waves. Over half (55.7%) of the South Korean
participants also indicated concern with the interface,
expressing the same sentiment about hardware malfunctions
and accidental triggering. Statements about moisture, price,
and side effects from electro-magnetic waves were also
listed, showing consistency with the American study.
Reported product usefulness (somewhat or very useful) was
relatively high for both countries (USA: 83%, South Korea:
83%, (Figure 5)). Over 65% of South Koreans stated that
they would be “Very Willing” or “Somewhat Willing” to
use this device. No one stated that they would be “Not At
All Willing” to use the device. Similarly, 64.5% of
Americans indicated that they would be “Very Willing” or
“Somewhat Willing” to use this device. Only 5.2% of
participants stated that they would be “Not At All Willing”
to use the device. Participants were also asked to report the
two most important features of a wearable system from the
following options: easy to access, easy to operate, doesn’t
interfere with movement, doesn’t interfere with items worn
on-body, can use without looking, is not very noticeable to
others, can be moved between different pieces of clothing,
doesn’t make me look weird or awkward, or other. South
Koreans indicated desirability for a system that was “easy
to access” (48.3%) and “doesn’t make me look weird or
awkward,” (41.4%). Americans preferred a wearable
system that was “easy to access” (35.4%) and “easy to
operate” (34.3%). These responses reinforce accessibility
[25] as a prevailing heuristic for wearable systems.
DISCUSSION
Unlike many previous studies which have focused on the
self-perception of gestures performed using a mobile
device, this study specifically explores third-party attitudes
toward interaction with a wearable device. The data
revealed a number of insights regarding cultural distinctions
of on-body gesture interactions.
The results reveal the existence of a gender effect with
respect to controller placement and gesture interaction. In
both the USA and especially South Korea, overall on-body
interactions and Jogwheel placement appeared to be more
acceptable by/on a male. However, in the USA, interactions
and Jogwheel placement at the pocket and waistline were
considered less acceptable when performed by a male,
revealing a socially sensitive sentiment toward interactions
occurring on or around a male’s waist area. In the USA,
interactions and interface placement at the collarbone and
torso were less acceptable by/on a female, suggesting
unease with watching a female user performing touch
gestures on socially sensitive areas of the upper body. In
South Korea, the placement of the Jogwheel was rated less
positively on the collarbone, torso, and waist areas of a
female, and interactions occurring on the collarbone, torso,
waist, and pocket were also rated less positively on a
female, suggesting on-body touch gestures as being less
socially acceptable on the waist and upper body areas on
women. The consistency of the forearm and the wrist as
being the areas with the most positive interaction and
controller placement ratings suggest an overall neutrality of
these locations as sites for on-body gesture interactions and
interface placement across cultures. This may be due to the
fact that these locations are already being used for donning
wearable technology, and that these areas are removed from
private/sensitive regions of the body.
Furthermore, it is important to treat system location and
interaction at said location as two different dimensions for
evaluation. While the collarbone location might yield an
acceptable response with respect to location (as the
collarbone area is a common location for embroidering
logos on t-shirts), actually interacting with an interface at
that location might be considered entirely unacceptable in a
social setting. From the results, we can also extract a
number of relevant design implications for consideration
when developing wearable technologies. Mention of
accidental triggering, material/system robustness, and
safety highlight existing barriers to entry for wearable
technologies. These concerns were present amongst both
Americans and South Koreans and yield immediate insight
into system quality necessities.
There were also a number of insights gained from the
follow-up questionnaire. Interesting points included the
South Korean preference for a system that avoided making
the user look weird or awkward. This may be attributed to
the modest culture of South Korea with its propensity to
minimize impoliteness or embarrassing situations.
Americans preferred a system that was “easy to operate,”
while only 6.9% of South Koreans reported that the system
should be “easy to operate.” This variability in frequency
might suggest a strong American bias toward userfriendliness. Possible explanations could include an
American preference for a system that is more intuitive,
versus South Koreans’ confidence in their ability to learn a
novel interface. This might be explained by the South
Korean affinity for new technology adoption.
Reflection
This case study yields insight into the societal perceptions
of a wearable, e-textile interface. While this study has
generated pertinent criteria for consideration in the design
and implementation of wearable systems, some points must
be made with respect to the overall results. These results are
specific to the e-textile controller, body locations, and
gestures used in this study and therefore cannot be
generalized for all types of wearable interface interactions.
As such, this research cannot speak to the societal
perceptions of system usage on attire not used in this study,
even if it covered the same area of the body, e.g. a skirt.
However, our methods for system evaluation are
transferable to future e-textile interfaces and can be applied
for other mobile systems to produce a set of more
generalizable conclusions. As true with many forms of
technology usage, what is considered socially acceptable
today may not be common practice in 5 to 10 years. While
socially acceptable practices are constantly changing, our
research sought to capture a snapshot of the current societal
perceptions regarding wearable technology placement and
usage. In light of this, social acceptability research should
be continued with respect to novel wearable interface
designs and body placements for a broad range of
classifiable elements to serve as a design aid for wearables.
FUTURE WORK
Future work involves expanding our research to include
other types of e-textile interfaces and gesture techniques.
Doing so has the potential to broaden our understanding of
socially acceptable perceptions toward wearable technology
usage. As such, we hope to evolve both our methodology
and our platform to enable more rapid deployment of video
surveys. Long-term deployment and evaluations of these
technologies would be another interesting avenue to explore
as there is little research on longitudinal investigations into
the daily use of e-textile interfaces. One of the most suitable
conditions for conducting such a study is in a constrained
contextually-defined wearable technology space. Such
applications can support activities that can greatly benefit
from an on-body system while avoiding the underlying
problems that result in an attempt to create a more
generalized system. An example would be to evaluate a
profession-specific use of a textile input system such as for
law enforcement officers, emergency medical technicians,
or other first-responders.
We are still very interested in exploring societal perceptions
with respect to interface/gesture/location combinations. A
challenge arises to design e-textile wearables that can either
clearly communicate interaction intent to a third party
observer or can fully enable subtle, inconspicuous
interactions. Assessing the attitudes for different
interface/gesture/location combinations will help organize
appropriate wearable technology applications and their
corresponding usage criteria.
CONCLUSION
In this paper, we present a cross-cultural examination of the
societal perceptions of gesture interactions with, and onbody placement of, a wearable e-textile interface. Our
research suggests aligned attitudes in both countries toward
interface on-body placement (wrist and forearm). We
discerned a bias toward important wearable system
features: “ease of operation” in America versus a limited
awkward appearance in South Korea. Encouragingly, a
majority of participants deemed the Jogwheel interface
tested in the study as “useful” and indicated a “willingness
to use” it, suggesting that electronic textile interfaces may
be accepted by consumers.
ACKNOWLEDGEMENTS
The research team would like to extend a special thank you
to the actors who participated in the survey videos, as well
as the statistical acumen of Vlad Pop and Dana Habeeb. We
would also like to express our appreciation to Dr. Young
Mi Choi, Seunghyun Tina Lee, and Dr. Seungyon Claire
Lee for their help with South Korean cultural insights and
translations.
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