Y. Rogers
Things aren't what they seem to be: Innovation through technology inspiration
Rogers, Y.; Scaife, M.; Harris, E.; Phelps, T.; Price, S.; Smith, H.; Muller, H.; Randell, C.; Moss, A.; Taylor, I.; Stanton, D.; O'Malley, C.; Corke, G.; Gabrielli, S.
Authors
M. Scaife
E. Harris
T. Phelps
S. Price
H. Smith
H. Muller
C. Randell
A. Moss
I. Taylor
D. Stanton
Professor Claire Omalley claire.omalley@durham.ac.uk
Pro-Vice-Chancellor (Global)
G. Corke
S. Gabrielli
Abstract
How does designing for novel experiences with largely untried technologies get its inspiration? Here we report on a project whose goal was to promote learning through novel, playful visions of technologies. To this end, we experimented with a diversity of ambient and pervasive technologies to inspire and drive our design. Working as a large multi-disciplinary group of researchers and designers we developed novel and imaginative experiences for children. To crystallise our ideas we designed, implemented and experimented with a mixed reality adventure game, where children had to hunt an elusive, virtual creature called the Snark, in a large interactive environment. We describe our experiences, reflecting on the process of design inspiration in an area where so much remains unknown
Citation
2002 (373-378). https://doi.org/10.1145/778712.778766
Presentation Conference Type | Conference Paper (Published) |
---|---|
Conference Name | 4th Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS '02; London; United Kingdom |
Publication Date | 2002 |
Deposit Date | Aug 15, 2018 |
Pages | 373-378 |
Book Title | Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS 2002 |
DOI | https://doi.org/10.1145/778712.778766 |
Public URL | https://durham-repository.worktribe.com/output/1145891 |
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