A “disruptive event” is, in futurology terms, an innovation or activity that transforms some aspect of people’s lifestyles so much that it will never be the same again. The past decade has seen a few such game-changers but, according to some, wearable technology is fast approaching a disruptive moment that may trump all of those.

Wearables are sensors and computing devices that are literally woven into the fabric of people’s lives in the form of clothing, jewellery and other everyday accessories.

Many offer the same functionality as existing devices, but in a more convenient, hands-free way. At the other end of the scale, wearables bring with them an entirely new range of possibilities, like intelligent fabric that can help paralysed patients move their limbs.

Presently pricey

Wearable technology has been around for a while and it still has a somewhat geeky image. But as the technology becomes less obtrusive and more fashion-sensitive, the market is expected to take off, with global shipments of wearables forecast to double by 2018.

Wearables have undeniable potential for museums and galleries. Possible uses could include:

  • translating live tours.
  • improving access for people with disabilities.
  • enriching content and interpretation.
  • monitoring crowds and visitor behaviour.

Cost might prove to be a barrier for now. Some devices remain prohibitively expensive; Google Glass, the current icon of the wearable movement, retails at £1,000. Smart watches are more affordable, but it may be that most museums will develop content for wearables on a 'bring your own device' basis until the prices come down.

Future applications

Several museums are engaged in projects to trial the use of Google Glass. For the uninitiated, the futuristic-looking eyewear features an audio-stream and a small screen that displays images, accesses the internet and records photos and video.

In Italy, the Museo Egizio (Egyptian Museum) in Turin is developing a Google Glass app that uses a virtual avatar to translate speech and text into Italian Sign Language for deaf and hearing-impaired people, for whom spoken Italian is often a second language.

In the UK, Manchester Art Gallery has been working with a research team from Manchester Metropolitan University (MMU) to explore how Google Glass can be used to turn the gallery into an augmented-reality environment, where the real-world space is supplemented with interactive, personalised digital content.

The team has enabled Google Glass to 'recognise' several paintings and provide the wearer with additional text and audio feedback about them.

“The possibilities to utilise these technologies to provide highly personalised tours or information sets for individual visitors is bound to increase as visitors demand more refined information provision based on their preferences,” says Timothy Jung, the director of the Creative Augmented Realities Hub at MMU, who is leading the Google Glass project.

Wearable tech also has the potential to inspire new forms of art, fashion and design. The Barbican in London is running an immersive exhibition, Digital Revolution, exploring how wearables and other digital technologies might push new boundaries in the creative industries.

The public is yet to be fully convinced on wearables – but if the predictions are correct, it won’t be long before everyone gets suited up.


Disruptive events, anyone?

“Wearable” as a term will probably become dated faster than the technology takes off in society.

Perhaps what we are really talking about is how our digital connections will become ubiquitous in our environment. It may be better to see the future not as even wearable, but as “ambient” or “everywhere” digital.

Whatever we call wearables, for things to take off they have to meet a need and not have significant barriers.

For museums and galleries, the key to wearable digital as a useful service will probably come when its component parts become dirt cheap and allow something to happen.

Let’s hope that we don’t just offer “wearable curated information”, but instead test random stuff like communicating badges that turn crowds into socially driven artworks. New ideas come from this type of playful prototyping.

Andrew Lewis is the digital content delivery manager at the Victoria and Albert Museum, London