Rogers, Yvonne, Scaife, Mike, Harris, Eric, Phelps, Ted, Price, Sara, Smith, Hilary, Muller, Henk, Randell, Cliff, Moss, Andrew, Taylor, Ian, Stanton, Danae, O'Malley, Claire, Corke, Greta and Gabrielli, Silvia (2002) Things aren't what they seem to be: Innovation through technology inspiration. In: Proceedings of the Conference on Designing Interactive Systems, 2002., Serious reflection on designing interactive systems., DIS 2002. ACM Press, New York, NY, USA, pp. 373-378. ISBN 9781581135152Full text not available from this repository.
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.
|Item Type:||Book Section|
|Schools and Departments:||School of Engineering and Informatics > Informatics|
|Subjects:||Q Science > QA Mathematics > QA0075 Electronic computers. Computer science
Q Science > QA Mathematics > QA0076 Computer software
|Depositing User:||Hilary Smith|
|Date Deposited:||14 Nov 2006|
|Last Modified:||30 Nov 2012 16:50|
|Google Scholar:||57 Citations|