When a person who usually wears a watch forgets to put it on one day, it is common for them to look at their wrist anyway
expecting the watch to be there. Without looking or touching to check, they are not aware of the watch’s presence or lack
thereof. The watch becomes a part of their expected experience due to its comfort and continuous utility. It satisfies Thad
Starner’s definition of a wearable system as “always with you, always on, and always accessible” [22]. At another end of the
ambient intelligence spectrum the design vision of Stefano Marzano is one where the “ ‘relationship’ between us and the technology
around us will be of utmost importance. This relationship will no longer be one of user towards machine but of person towards
‘object-become-subject’, thus towards something that is capable of reacting, of being educated and responding [18].” Amongst
the myriads of applications envisioned in an “ambient culture” by Stefano’s team are the person, their clothing, their home
and furniture, and an amenable outside world [17].