Abstract
Little literature exists that deals with the quality of
experiences, yet it is an important factor for
determining what experience to aim for as an
experience designer. In this paper I present The
Remediation of Nosferatu, a location-based augmented
reality horror adventure presented at Dis2014.
Focusing on the phenomenological world of 21
participants, we analyse triangulated data by
distinguishing between a range of more ‘ambiguous’
and ‘prescribed’ qualities of experiences. This case
study contributes an example of how considering
ambiguous and prescribed qualities of experience
materials can improve design understandings when
aiming to invent and implement fulfilling, meaningful
and engaging experiences.
experiences, yet it is an important factor for
determining what experience to aim for as an
experience designer. In this paper I present The
Remediation of Nosferatu, a location-based augmented
reality horror adventure presented at Dis2014.
Focusing on the phenomenological world of 21
participants, we analyse triangulated data by
distinguishing between a range of more ‘ambiguous’
and ‘prescribed’ qualities of experiences. This case
study contributes an example of how considering
ambiguous and prescribed qualities of experience
materials can improve design understandings when
aiming to invent and implement fulfilling, meaningful
and engaging experiences.
Original language | English |
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Title of host publication | The Fuzzy Front End of Experience Design : Workshop Proceedings |
Publisher | VTT |
Publication date | 2015 |
Pages | 46-50 |
ISBN (Print) | 978-951-38-8213-6 |
Publication status | Published - 2015 |
Series | V T T Technology |
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Number | 209 |
ISSN | 2242-1211 |
Keywords
- Ambigious
- Prescribed
- Experience Design
- Qualitative Research
- Conceptual Design