High-Low Tech
How to engage diverse audiences in creating their own technology by situating computation in new contexts and building tools to democratize engineering.
The High-Low Tech group integrates high and low technological materials, processes, and cultures. Our primary aim is to engage diverse audiences in designing and building their own technologies by situating computation in new cultural and material contexts, and by developing tools that democratize engineering. We believe that the future of technology will be largely determined by end-users who will design, build, and hack their own devices, and our goal is to inspire, shape, support, and study these communities. To this end, we explore the intersection of computation, physical materials, manufacturing processes, traditional crafts, and design.

Research Projects

  • aireForm

    Henry Holtzman, Hiroshi Ishii, Leah Buechley, Jennifer Jacobs, Philippa Mothersill, Ryuma Niiyama and Xiao Xiao

    aireForm is a dress of many forms that fluidly morph from one to another, animated by air, reflecting the shifting of our own personas. Pneumatic pillows transform the shape of sections of the dress, revealing new forms and evoking classic feminine silhouettes, from sleek to supple to striking.

  • Circuit Sketchbook

    Leah Buechley and Jie Qi

    The Circuit Sketchbook is a primer on creating expressive electronics using paper-based circuits. Inside are explanations of useful components with example circuits, as well as methods for crafting DIY switches and sensors from paper. There are also circuit templates for building functional electronics directly on the pages of the book.

  • Codeable Objects

    Jennifer Jacobs and Leah Buechley

    Codeable Objects is a library for processing that allows people to design and build objects using geometry and programing. Geometric computation offers a host of powerful design techniques, but its use is limited to individuals with a significant amount of programming experience or access to complex design software. In contrast, Codeable Objects allows a range of people, including novice coders, designers, and artists to rapidly design, customize, and construct an artifact using geometric computation and digital fabrication. The programming methods provided by the library allow the user to program a wide range of structures and designs with simple code and geometry. When users compile their code, the software outputs tool paths based on their specifications, which can be used in conjunction with digital fabrication tools to build their objects.

  • Computational Textiles Curriculum

    Leah Buechley and Kanjun Qiu

    The Computational Textiles Curriculum is a collection of projects that leverage the creativity and beauty inherent in e-textiles to create an introductory computer-science curriculum for middle- and high-school students. The curriculum is taught through a sequence of hands-on project explorations of increasing difficulty, with each new project introducing new concepts in computer science, ranging from basic control flow and abstraction to more complex ideas such as networking, data processing, and algorithms. Additionally, the curriculum introduces unique methods of working with the LilyPad Arduino, creating non-traditional projects such as a game controller, a networked fabric piano, an activity monitor, and a gesture recognition glove. The projects are validated, calibrated, and evaluated through a series of workshops with middle- and high-school youth in the Boston area.

  • DIY Cellphone

    David A. Mellis and Leah Buechley

    An exploration into the possibilities for individual construction and customization of the most ubiquitous of electronic devices, the cellphone. By creating and sharing open-source designs for the phone's circuit board and case, we hope to encourage a proliferation of personalized and diverse mobile phones. Freed from the constraints of mass production, we plan to explore diverse materials, shapes, and functions. We hope that the project will help us explore and expand the limits of do-it-yourself (DIY) practice. How close can a homemade project come to the design of a cutting-edge device? What are the economics of building a high-tech device in small quantities? Which parts are even available to individual consumers? What's required for people to customize and build their own devices?

  • DressCode

    Leah Buechley and Jennifer Jacobs

    DressCode is design software that allows novice programmers to produce clothing and fashion accessories through computational design and digital fabrication. The program creates an integrated visual fabrication environment that features a two-panel display showing simultaneously a designer’s programming code and resulting design. The environment supports real-time changes in the design based on changes made in the code, as well as a limited set of graphical selection tools designed to work in conjunction with the process of writing code. The software is designed to work with fabrication machines that function on an x-y axis (also known as two-axis devices), such as laser and vinyl cutters, computer-controlled embroidery machines, inkjet printers, and CNC milling machines–but not 3D printers. The two-axis machines are often cheaper to acquire and more widely available than 3D printers. In addition, two-axis machines correspond well with garment creation.

  • Exploring Artisanal Technology

    Leah Buechley, Sam Jacoby and David A. Mellis

    We are exploring the methods by which traditional artisans construct new electronic technologies using contextually novel materials and processes, incorporating wood, textiles, reclaimed and recycled products, as well as conventional circuitry. Such artisanal technologies often address different needs, and are radically different in form and function than conventionally designed and produced products.

  • LilyPad Arduino

    Leah Buechley
    The LilyPad Arduino is a set of tools that empowers people to build soft, flexible, fabric-based computers. A set of sewable electronic modules enables users to blend textile craft, electrical engineering, and programming in surprising and beautiful ways. A series of workshops that employed the LilyPad have demonstrated that tools such as these, which introduce engineering from new perspectives, are capable of involving unusual and diverse groups in technology development. Ongoing research will explore how the LilyPad and similar devices can engage under-represented groups in engineering, change popular assumptions about the look and feel of technology, and spark hybrid communities that combine rich crafting traditions with high-tech materials and processes.
  • LilyTiny

    Leah Buechley and Emily Marie Lovell

    The LilyTiny is a small sewable breakout board for ATtiny85 microcontrollers–devices which may be integrated into circuits to enable pre-determined interactions such as lights that flash or areas that can sense touch. The circuit board can be pre-loaded with a program, enabling students to incorporate dynamic behaviors into e-textile projects without having to know how to program microcontrollers.

  • Microcontrollers As Material

    Leah Buechley, Sam Jacoby, David A. Mellis, Hannah Perner-Wilson and Jie Qi

    We’ve developed a set of tools and techniques that make it easy to use microcontrollers as an art or craft material, embedding them directly into drawings or other artifacts. We use the ATtiny45 from Atmel, a small and cheap (~$1) microcontroller that can be glued directly to paper or other objects. We then construct circuits using conductive silver ink, dispensed from squeeze bottles with needle tips. This makes it possible to draw a circuit, adding lights, speakers, and other electronic components.

  • Open Source Consumer Electronics

    David A. Mellis and Leah Buechley

    We offer case studies in the ways that digital fabrication allows us to treat the designs of products as a kind of source code: files that can be freely shared, modified, and produced. In particular, the case studies combine traditional electronic circuit boards and components (a mature digital fabrication process) with laser-cut or 3D printed materials. They demonstrate numerous possibilities for individual customizations both pre- and post-fabrication, as well as a variety of potential production and distribution processes and scales.

  • Programmable Paintings

    Leah Buechley and Jie Qi

    Programmable Paintings are a series of artworks that use electronic elements such as LED lights and microphone sensors as "pigments" in paintings. The goal is to blend traditional elements of painting–color, texture, composition–with these electronic components to create a new genre of time-based and interactive art.

  • Sticky Circuits

    Joseph A. Paradiso, Leah Buechley, Jie Qi and Nan-wei Gong

    Sticky Circuits is toolkit for creating electronics using circuit board stickers. Circuit stickers are created by printing traces on flexible substrates and adding conductive adhesive. These lightweight, flexible, and sticky circuit boards allow us to begin sticking interactivity onto new spaces and interfaces such as clothing, instruments, buildings, and even our bodies.

  • StoryClip

    Leah Buechley and Sam Jacoby

    Exploring conductive inks as an expressive medium for narrative storytelling, StoryClip synthesizes electrical functionality, aesthetics, and creativity, to turn a drawing into a multimedia interface that promotes rich engagement with children.