Things aren't what they seem to be

Yvonne Rogers, Ian Taylor, Danae Stanton, Claire O'Malley, Greta Corke, Silvia Gabrielli, Mike Scaife, Eric Harris, Ted Phelps, Sara Price, Hilary Smith, Henk Muller (+2 others)
2002 Proceedings of the conference on Designing interactive systems processes, practices, methods, and techniques - DIS '02  
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,
more » ... emented 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.
doi:10.1145/778712.778766 dblp:conf/ACMdis/RogersSHPPSMRMTSOCG02 fatcat:cdszfcf4b5gfvffealuopn5lhy