Ambiguity as a resource for interactive systems is gaining momentum within HCI. In this paper we describe a spatial system designed at the intersection of architecture and computing; using ludic ambiguity as its theoretical construct. Through description of the system and an examination of the ambiguous nature of the representations we will explore how such mediations could lead to richer interpretations of information.
CITATION STYLE
Mathew, A. P., & Taylor, J. (2008). AuralScapes: Engaging ludic ambiguity in the design of a spatial system. In Conference on Human Factors in Computing Systems - Proceedings (pp. 2533–2542). https://doi.org/10.1145/1358628.1358710
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