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Things aren't what they seem to be: innovation through technology inspiration
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Source Designing Interactive Systems archive
Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques table of contents
London, England
SESSION: Exhibits table of contents
Pages: 373 - 378  
Year of Publication: 2002
ISBN:1-58113-515-7
Authors
Yvonne Rogers  University of Sussex, Brighton
Mike Scaife  University of Sussex, Brighton
Eric Harris  University of Sussex, Brighton
Ted Phelps  University of Sussex, Brighton
Sara Price  University of Sussex, Brighton
Hilary Smith  University of Sussex, Brighton
Henk Muller  Bristol University, Bristol
Cliff Randell  Bristol University, Bristol
Andrew Moss  Bristol University, Bristol
Ian Taylor  Nottingham University Jubilee Campus, Nottingham
Danae Stanton  Nottingham University Jubilee Campus, Nottingham
Claire O'Malley  Nottingham University Jubilee Campus, Nottingham
Greta Corke  Royal College Art, London
Silvia Gabrielli  Interaction Design Institute, Ivrea (To), Italy
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 2,   Downloads (12 Months): 47,   Citation Count: 19
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Philips Vision of the Future: www.design.philips.com/vof/vofsite3/vof3main.htm
 
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HP Cooltown: www.cooltown.hp.com
 
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IBM User Sciences and Experience Research (USER) lab, IBM's Almaden Research Center (San José, CA). www.almaden.ibm.com/cs/user.html
 
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MIT Media Lab: www.media.mit.edu/
 
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RED, Xerox PARC: www.parc.xerox.com/red/
 
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The Equator Project www.equator.ac.uk/
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Bruner, J. S. (1979) On knowing. Cambridge, Mass.: Belknap Press of Harvard University Press.
 
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Drascic, D. & Milgram, P. (1996) Perceptual Issues in Augmented Reality. In Bolas, M.T., Fisher S.S. and Merritt, J.O. (Eds.) SPIE Volume 2653: Stereoscopic Displays and Virtual Reality Systems Ill. San Jose, California, USA, 123--134.
 
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Greenhalgh, C. Izadi, S., Rodden, T. and Benford, S. (2001) The EQUIP Platform: Bringing Together Physical and Virtual Worlds Submitted. www.dcs.gla.ac.uk/~matthew/lectures/HCl4/greenhalghEquip.pdf
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Leont'ev, A.N. (1981) Problems of the development of mind. Progress Press, Moscow.
 
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Segall, B. and Arnold, D. Elvin has left the building: A publish/subscribe notification service with quenching. In Proc AUUG Technical Conference (AUUG'97), pp. 243--255.
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Vygotsky, L.S. (1978) Mind in Society. MIT Press, Cambridge MA.

CITED BY  19

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