Things arent what they seem to be: innovation through technology inspiration

Y Rogers, S Scaife, E Harris, Ted Phelps, S Price, h Smith, HL Muller, C Randell, A Moss, I Taylor, D Stanton, C O'Malley, G Corke, S Gabrielli

Research output: Chapter in Book/Report/Conference proceedingConference Contribution (Conference Proceeding)


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.
Original languageEnglish
Title of host publicationUnknown
PublisherAssociation for Computing Machinery (ACM)
Pages1 - 11
Number of pages10
Publication statusPublished - Jun 2002

Bibliographical note

Conference Proceedings/Title of Journal: Designing Interactive Systems 2002
Other identifier: ACM158113290

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  • Cite this

    Rogers, Y., Scaife, S., Harris, E., Phelps, T., Price, S., Smith, H., Muller, HL., Randell, C., Moss, A., Taylor, I., Stanton, D., O'Malley, C., Corke, G., & Gabrielli, S. (2002). Things arent what they seem to be: innovation through technology inspiration. In Unknown (pp. 1 - 11). Association for Computing Machinery (ACM).