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SWITCH: case study of an edutainment kit for experience design in everyday life

Published: 19 February 2012 Publication History

Abstract

We introduce a method to stimulate and catalyse the creativity of students and the general public in the field of experience design. The research is centered on a product design called SWITCH: a simple creative prototyping platform for everyday use which can be likened to picture frame containing a picture with two states, an on and an off state. The states are switched by one of three types of adjustable sensors (light, human, sound) and mechanism. The pictures can be easily customized with analogue art materials like pens and brushes. Our core motivation was to design a product that would bypass the inherent complexities of technology as much as possible, and directly engage the student in creating their own experience design concept with SWITCH. In this paper we introduce our motivation, methods, design and workshop strategies, and evaluations from workshops with the general public.

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        cover image ACM Conferences
        TEI '12: Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
        February 2012
        413 pages
        ISBN:9781450311748
        DOI:10.1145/2148131
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Publication History

        Published: 19 February 2012

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        Author Tags

        1. creative catalyst
        2. creativity support tools
        3. design limitations
        4. education
        5. experience design
        6. learning by making

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