Things aren't what they seem to be: innovation through technology inspiration

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 9781581135152

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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.

Item Type: Book Section
Schools and Departments: School of Engineering and Informatics > Informatics
Subjects: Q Science > QA Mathematics > QA0075 Electronic computers. Computer science
Depositing User: Hilary Smith
Date Deposited: 14 Nov 2006
Last Modified: 08 Oct 2019 10:55
URI: http://sro.sussex.ac.uk/id/eprint/470
Google Scholar:57 Citations
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