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

  • Authors:
  • Yvonne Rogers;Mike Scaife;Eric Harris;Ted Phelps;Sara Price;Hilary Smith;Henk Muller;Cliff Randell;Andrew Moss;Ian Taylor;Danae Stanton;Claire O'Malley;Greta Corke;Silvia Gabrielli

  • Affiliations:
  • University of Sussex, Brighton;University of Sussex, Brighton;University of Sussex, Brighton;University of Sussex, Brighton;University of Sussex, Brighton;University of Sussex, Brighton;Bristol University, Bristol;Bristol University, Bristol;Bristol University, Bristol;Nottingham University Jubilee Campus, Nottingham;Nottingham University Jubilee Campus, Nottingham;Nottingham University Jubilee Campus, Nottingham;Royal College Art, London;Interaction Design Institute, Ivrea (To), Italy

  • Venue:
  • DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
  • Year:
  • 2002

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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.