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

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

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摘要
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.
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关键词
blue-sky research,tangibles,wearables,conceptual development,design inspiration,pervasive technology,novel experience,virtual creature,large interactive environment,imaginative experience,mixed reality adventure game,playful vision,technology inspiration,adventure game,large multi-disciplinary group,untried technology,physical/virtual integration,innovation,novel user experiences,mixed reality,user experience
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