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)

    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 contributionThings arent what they seem to be: innovation through technology inspiration
    Original languageEnglish
    Title of host publicationUnknown
    PublisherAssociation for Computing Machinery
    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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