8. Reality
• Staging the richest of experiences
• Really fully engages the five senses
– Enraptures the whole body
– Captivates the mind
– Involves the physical world
– Bonds with fellow members
12. Augmented Reality
• Enhancing the world around us
• Overlaying our experience with digital
information constructed to enhance, extend,
edit or amend the way we experience the real
world
14. Augmented Virtuality
• Bringing the material into the virtual
• We are able to alter, control, enhance or
amend how we experience the virtual world
16. Alternate Reality
• Creating an alternate view of the real world
• Uses reality as a digital playground via a
superimposed, virtual narrative feed
– ARG (alternate reality games)
– GPS games
– Geocaching
18. Physical Virtuality
• Takes an experience in a virtual place and then
realizes it in the real world
• Online design experience (3D-printing)
• First you dream it, then you build it (or
execute it)
22. Mirorred Virtuality
• Absorbing the real world into the virtual
• Creates a virtual expression of reality as it
actually happens.
• Providing a particular bird’s eye view
30. Wrap-up: Present new insight
Your High Impact Touchpoints
Intervention / Consolidation via Time-Space-Matter
Added Mechanics to optimize emotional response
31. Literature
• Innovation
101 Design Methods – Vijay Kumar isbn 9781118083468
• Customer journey/touchpoints
De conversation manager – S.van Belleghem isbn 9789081516327
• Touchpoints
Building the brand driven business – S. Davis & M. Dunn isbn 9780787962555
• Digital realms
Infinite possibility – B.J. Pine & K. Korn isbn 9781605095639
• Games
Reality is broken – J. McGonigal isbn 9780099540281
• Why ILove Bees:Acase, Study in Collective Intelligence Gaming, Jane McGonigal -> PDF
• Motivations for Play in Online Games, Nick Yee -> PDF