Eric Charles Harris

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Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and(More)
How do we conceptualise and design mixed reality environments (MREs)? Here we describe a first pass at a conceptual framework and use it to inform the design of different kinds of activities for children to experiment with. Our aim was to investigate how different MRE setups affected children's exploratory behaviour and their understanding of them. The(More)
How does designing for novel experiences with largely untried technologies get its inspiration? Here we report on a project whose goal was to promote learning through novel, playful visions of technologies. To this end, we experimented with a diversity of ambient and pervasive technologies to inspire and drive our design. Working as a large(More)
" Fast and bulbous "-In memory of Mike Scaife who was the inspiration and the instigator of the project Abstract Information Technology (IT) has become an ubiquitous part of education, with a wide range of software being developed and used nowadays to support children in their learning. A dominant model has been to provide information and learning material,(More)
How do we conceptualise and design mixed reality environments (MREs) to support creative play? Here we describe a first pass at a conceptual framework and use it do design a MRE for young children to explore in, focussing on the familiar activity of colour mixing. Different setups were provided, where paint or light colours could be mixed, using either(More)
This paper describes an interactive device, the Periscope, designed to be used as an educational tool featured during a children's digitally enhanced field trip in a woodland setting. The Periscope assembly, including a display and RFID equipped tangibles, is controlled using handles that enable it to be raised and rotated. The display is controlled by(More)
How to motivate and support behaviour change through design is becoming of increasing interest to the CHI community. In this paper, we present our experiences of building systems that motivate people to engage in upper limb rehabilitation exercise after stroke. We report on participatory design work with four stroke survivors to develop a holistic(More)
The Ambient Horn is a handheld audio device designed to support a novel learning experience for children learning about habitat distributions and interdependencies in an outdoor woodland environment. Children use the horn to listen to non-speech audio sounds that represent ecological processes. The sounds are triggered according to the children's location(More)
A projection screen in the shape of a tent provides children with a shared immersive experience of a virtual world based on the metaphor of camping. RFID aerials at its entrances sense tagged children and objects as they enter and leave. Video tracking allows multiple flashlights to be used as pointing devices. The tent is an example of a traversable(More)
The importance of values in design work is gaining increasing attention. However, some of the work to date takes an approach which starts with generic values, or assumes values are constant. Through discussion of three accounts of value discovery and value evolution in projects focused on exploring novel uses of ubiquitous computing, we complement current(More)