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Batteryless wearables use energy harvested from the environment, eliminating the burden of charging or replacing batteries. This makes them convenient and environmentally friendly. However, these benefits come at a price. Batteryless wearables operate intermittently (based on energy availability), which adds complexity to their design and introduces usability limitations not present in their battery-powered counterparts. In this paper, we conduct a scenario-based study with 400 wearable users to explore how users perceive the inherent trade-offs of batteryless wearable devices. Our results reveal users’ concerns, expectations, and preferences when transitioning from battery-powered to batteryless wearable use. We discuss how the findings of this study can inform the design of usable batteryless wearables.more » « lessFree, publicly-accessible full text available December 1, 2025
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Mamish, John; Guo, Amy; Cohen, Thomas; Richey, Julian; Zhang, Yang; Hester, Josiah (, Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies)Whenever a user interacts with a device, mechanical work is performed to actuate the user interface elements; the resulting energy is typically wasted, dissipated as sound and heat. Previous work has shown that many devices can be powered entirely from this otherwise wasted user interface energy. For these devices, wires and batteries, along with the related hassles of replacement and charging, become unnecessary and onerous. So far, these works have been restricted to proof-of-concept demonstrations; a specific bespoke harvesting and sensing circuit is constructed for the application at hand. The challenge of harvesting energy while simultaneously sensing fine-grained input signals from diverse modalities makes prototyping new devices difficult. To fill this gap, we present a hardware toolkit which provides a common electrical interface for harvesting energy from user interface elements. This facilitates exploring the composability, utility, and breadth of enabled applications of interaction-powered smart devices. We design a set of energy as input harvesting circuits, a standard connective interface with 3D printed enclosures, and software libraries to enable the exploration of devices where the user action generates the energy needed to perform the device's primary function. This exploration culminated in a demonstration campaign where we prototype several exemplar popular toys and gadgets, including battery-free Bop-It--- a popular 90s rhythm game, an electronic Etch-a-sketch, a Simon-Says-style memory game, and a service rating device. We run exploratory user studies to understand how generativity, creativity, and composability are hampered or facilitated by these devices. These demonstrations, user study takeaways, and the toolkit itself provide a foundation for building interactive and user-focused gadgets whose usability is not affected by battery charge and whose service lifetime is not limited by battery wear.more » « less
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Cohen, Thomas D.; Lamm, Henry; Lebed, Richard F. (, Physical Review D)
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