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.
Translated title of the contribution | Things arent what they seem to be: innovation through technology inspiration |
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Original language | English |
Title of host publication | Unknown |
Publisher | Association for Computing Machinery (ACM) |
Pages | 1 - 11 |
Number of pages | 10 |
Publication status | Published - Jun 2002 |
Bibliographical note
Conference Proceedings/Title of Journal: Designing Interactive Systems 2002Other identifier: ACM158113290