Abstract
This paper discusses the use of digital and analog tools, respectively, in a creative industry. The research was done within the EU-funded research project IdeaGarden, which explores digital platforms for creative collaboration.
The findings in a case study of LEGO® Future Lab, one of LEGO Group’s largest innovation departments, show a preference for analog tools over digital in the creative process. This points towards a general need for tangible tools in the creative work process, a need that has consequences for the development of new digital tools for creative collaboration.
The findings in a case study of LEGO® Future Lab, one of LEGO Group’s largest innovation departments, show a preference for analog tools over digital in the creative process. This points towards a general need for tangible tools in the creative work process, a need that has consequences for the development of new digital tools for creative collaboration.
Originalsprog | Engelsk |
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Titel | Human-Computer Interaction. Theories, Methods, and Tools |
Redaktører | M. Kurosu |
Vol/bind | 8510 |
Forlag | Springer Publishing Company |
Publikationsdato | 2014 |
Sider | 23-34 |
Kapitel | 3 |
ISBN (Trykt) | 978-3-319-07232-6 |
ISBN (Elektronisk) | 978-3-319-07233-3 |
DOI | |
Status | Udgivet - 2014 |
Begivenhed | HCII 2014: Human Computer Interaction - Crete, Creta Maris, Heraklion, Grækenland Varighed: 22 jun. 2014 → 27 jun. 2014 |
Konference
Konference | HCII 2014 |
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Lokation | Crete |
Land/Område | Grækenland |
By | Creta Maris, Heraklion |
Periode | 22/06/2014 → 27/06/2014 |
Navn | Lecture Notes in Computer Science |
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ISSN | 0302-9743 |