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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

Y. Rogers

M. Scaife

E. Harris

T. Phelps

S. Price

H. Smith

H. Muller

C. Randell

A. Moss

I. Taylor

D. Stanton

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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