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Wunderkammers: Powerful metaphors for ‘tangible’ experiential knowledge building

  • Patricia Charlton
  • , Adamantios Koumpis
  • , Christos Kouroupetroglou
  • , Muriel Grenon
  • Creative Digital Solutions
  • University of Passau
  • UX4ALL

Research output: Contribution to a Journal (Peer & Non Peer)Articlepeer-review

1 Citation (Scopus)

Abstract

Research problem: The paper identifies the need to support powerful metaphors that capture innovations of new emerging human computer interaction (HCI) technologies and innovative question and answering (Q&A) systems in the context of spatial learning and inquiry-based learning in education. Aim/goals of the research: Explore the potential of ‘Wunderkammer’ (curiosity cabinet) as a powerful metaphor to design new types of learning experiences catering for an ecology of artefacts (real of virtual objects) to provide a holistic context for educators to share and extend learning in action. Conclusions: We provide insight into the emergence of smart interactive objects with different types of sensors that can potentially support everyday life and the increasing access to new visual experiences through augment reality and virtual reality, for new types of tangible knowledge building that can be personalised and shared. This reshaping of human centred design and creating new experiences through tangible creations that externalize in real time and through new materials, the creative power of the ‘imaginations of movement’ provides new user experience design thinking through the concept of powerful metaphors, to provide core design requirements where the blending of worlds is common place.

Original languageEnglish
Article number34
JournalMultimodal Technologies and Interaction
Volume2
Issue number3
DOIs
Publication statusPublished - Sept 2018

Keywords

  • Arts
  • Augmented
  • Curiosity cabinet interaction metaphor
  • Experiential learning
  • Learning artefacts
  • Mixed and virtual reality
  • STEM (Science Technology Engineering Mathematics)

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