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

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.

[1]  Alekseĭ Nikolaevich Leontʹev Problems of the development of the mind , 1981 .

[2]  S. Izadi,et al.  The EQUIP Platform : Bringing Together Physical and Virtual Worlds , 2001 .

[3]  Tony P. Pridmore,et al.  Classroom collaboration in the design of tangible interfaces for storytelling , 2001, CHI.

[4]  Scott L. Minneman,et al.  Listen reader: an electronically augmented paper-based book , 2001, CHI.

[5]  E. M. Adams,et al.  On Knowing that , 1958 .

[6]  Yvonne Rogers,et al.  Informing the design of a virtual environment to support learning in children , 2001, Int. J. Hum. Comput. Stud..

[7]  Mitchel Resnick,et al.  Participatory simulations: using computational objects to learn about dynamic systems , 1998, CHI Conference Summary.

[8]  Yasmin B. Kafai,et al.  The implications of a theory of play for the design of computer toys (panel) , 1997, SIGGRAPH.

[9]  Steve Benford,et al.  Traversable interfaces between real and virtual worlds , 2000, CHI.

[10]  Andrew F. Monk User-Centred Design , 2000 .

[11]  John Thackara,et al.  The design challenge of pervasive computing , 2001, INTR.

[12]  Mitchel Resnick,et al.  Digital manipulatives: new toys to think with , 1998, CHI.

[13]  Andrew F. Monk,et al.  User-Centred Design , 2000, HOIT.

[14]  Justine Cassell,et al.  Making Space for Voice: Technologies to Support Children’s Fantasy and Storytelling , 2001, Personal and Ubiquitous Computing.

[15]  Henk L. Muller,et al.  Low Cost Indoor Positioning System , 2001, UbiComp.

[16]  Paul Milgram,et al.  Perceptual issues in augmented reality , 1996, Electronic Imaging.

[17]  Steve Benford,et al.  Orchestrating a mixed reality performance , 2001, CHI.