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dc.contributor.authorWillcock, Ian
dc.date.accessioned2023-11-29T19:15:01Z
dc.date.available2023-11-29T19:15:01Z
dc.date.issued2017-07-13
dc.identifier.citationWillcock , I 2017 , Tools for Designing Experience : Repurposing Design Resources for the Emerging Experience Economy . in Proceedings of EVA London 2017 . The eWiC Series , British Computing Society (BCS) , London , pp. 219-226 , Electronic Visualisation and the Arts , London , United Kingdom , 10/07/17 . https://doi.org/10.14293/S2199-1006.1.SOR-COMPSCI.CLKLU0H.v1
dc.identifier.citationconference
dc.identifier.isbn9781780173993
dc.identifier.issn1477-9358
dc.identifier.otherORCID: /0009-0009-8382-3582/work/161636831
dc.identifier.urihttp://hdl.handle.net/2299/27237
dc.description© Publ. by BCS, The Chartered Institute for IT, https://doi.org/10.14293/S2199-1006.1.SOR-COMPSCI.CLKLU0H.v1
dc.description.abstractThe creative industries are following the trend exhibited in other fields of economic activity by increasingly focussing on selling ‘experiences’ rather than ‘objects’. Typically, this shift results in immersive products which include elements such as narrative, space, media and/or performance within an overall presentation characterised by audience agency and an aim of sense-making. Experience Design, the planning and production of these experience-centred, immersive productions, is a new and essentially interdisciplinary academic field meaning that almost all current practitioners originally trained in a different (albeit related) single area (e.g. architecture, theatre, UI design etc.) and have developed their interdisciplinary expertise through a process of individual research, experience and reflection. This necessarily limits the availability of suitably skilled practitioners and there is a growing sense that appropriate training needs to be developed to support the continued expansion of the sector. This paper aims to support this pedagogical development process by examining a range of planning processes and tools used the disciplines which contribute to experience design together with recently developed tools from the experience economy. Suggestions of ways existing tools might be extended to accommodate the wider range of media and contexts typically encountered in an experience production are presented. An ‘experience model’ is proposed to support the analysis and identification of key elements of immersive experiences and the paper concludes with a provisional identification of a core set of key design tools and techniques which experience designers might employ across the range of current immersive practice.en
dc.format.extent8
dc.format.extent1170491
dc.language.isoeng
dc.publisherBritish Computing Society (BCS)
dc.relation.ispartofProceedings of EVA London 2017
dc.relation.ispartofseriesThe eWiC Series
dc.subjectdigital media design
dc.subjectexperience design
dc.subjectinterdisciplinary practice
dc.subjectplanning tools
dc.subjectuser-centred design
dc.titleTools for Designing Experience : Repurposing Design Resources for the Emerging Experience Economyen
dc.contributor.institutionCentre for Future Societies Research
dc.contributor.institutionGames and Visual Effects Research Lab (G+VERL)
dc.contributor.institutionMedia Research Group
dc.contributor.institutionArt and Design
dc.contributor.institutionSchool of Creative Arts
dc.contributor.institutionCreative Economy Research Centre
dc.date.embargoedUntil2008-08-13
dc.identifier.urlhttp://ewic.bcs.org/content/ConWebDoc/58073
rioxxterms.versionofrecord10.14293/S2199-1006.1.SOR-COMPSCI.CLKLU0H.v1
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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