The participants worked according to a rather traditional master and student model, although as the workshop was focused on the students’ design process and the realisation of their concepts, it was sometimes hard to identify who was the instructor and who was the student, as these processes still reveal new areas of learning for all involved. The ‘~worn~’ project was intended to develop new conjunctions of technologies and not to develop new technology per se. These conjunctions and the finding of new means to motivate and evaluate them drove the project. ‘~worn~’ was conducted as a series of workshops and hands-on sessions aimed at experimenting with various boundary objects as the participants were asked to move through a design exploration, from artistic desire through to technologically sophisticated development and realisation. The methods of exploration varied from hacking and re-appropriating existing technological objects to quick and dirty prototyping, and formal writing and drawing. They employed ready-mades and low-tech devices as tools for improvisation and easy collaboration among participants and technologists with very different backgrounds. From a teaching point of view, ‘~worn~’ was designed as an immersive experience inspired by performance and gaming.