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
Full text not available from this repository.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 |
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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 |