Paola Tognazzi artist and physical interaction designer studied industrial design at the IED of Milan, Philosophy at the University of Bologna. In 2001 graduated from Art University in Amsterdam specializing in Direction of theater within interactive audio visual installations. Worked as assistant of Sasha Waltz in Nobody, with Min Tanaka in Japan, Executive Producer of interactive operas at Studio Azzurro Milan. In 2008 founded Wearable_Dynamics research. Her work explores the sensuality of interactive wearable designs and how to use sound and visuals to navigate and create personal voyeristic and intimate environments using the data of the dynamics of wearer. It creates enjoyable and artistic experiences in collective games that physically and emotionally engage the audience and foment them to develop physical awareness. She has been researching artistic structures and cheap accessible DIY technology to develop interactive physical games for persons with movement disabilities. Within the platform Conexiones Improbables, directed and designed the project “Humanising the Software” with the I+D department of the Software company I68. Currently she has been hired to research 3D printed systems that react to physical dynamics at the Wearable Senses department of the Tu/e University of Eindhoven in collaboration with the dutch companies Xsens and Freadom of creation (3D Sstems). Her interactive audio visual installation like Autopsy, W_Space; Wearable_SuperNow, “Por que tenemos organos pares y solo un corazon?” have been shown and supported at STEIM, Melkweg, Sophiensaele, Bek, Medialab-prado, Festival TRANSMEDIALE Berlin, Matadero, La Casa Encendida, La Noche en Blanco Madrid, Monty, Festival Evolution Milano In Digitale, University Complutense, Feria RetroMadrid, Camon, Arte Beijing, Instituto Cervantes, Teatro Pradillo, CSA la Tabacalera, Casa de las Conchas Salamanca, Festival Avlab, ExperimentaClub, La Laboral Gijon, San Telmo Museum. Since 2009 has been giving Wearable_dynamics workshops: Applying creativity/Defying interactivity” in Asia and Europe.