Evolutionary experience design – the case of Otopia

    Publikation: KonferencebidragPaperForskning


    The design of experiences is a complicated challenge. It might not even be possible to design such a “thing”, but only to design for it. If this is the case it could seem appropriate with an evolutionary approach. This paper introduces such an approach to the design of new public oriented experiences with the case of “Otopia”. “Otopia” is a large scale, new media experiment, which combines the areas of computer games, sports and performance in to a spectator oriented concept; it was premiered in a dome tent at the Roskilde Festival in Denmark the summer 2005. This paper presents and discusses the overall development and design of the concept. First, the project is introduced and a model of the concept is outlined. Then the basic design objects are presented and a discussion of their various forms is initiated. Special attention is given here to the way the evolutionary design of rules has been used as a means of specifying the basic immaterial design form. This discussion leads to the suggestion of a rule-based evolutionary model for the design of situations as a practical option for designers of new spectator oriented experiences in the future The project of Otopia was supported by the Musicon Valley Innovation Centre in the region of Roskilde, Denmark. This includes The Roskilde Festival, Roskilde Technical College, Roskilde Business College and Seelite Light design. The project was managed by Kenneth Hansen (creative director), Kim Sandholt (production manager) and Rune Dittmer (art director), all from The University of Roskilde. Project website: otopia.ruc.dk
    Antal sider24
    StatusUdgivet - 2006
    BegivenhedProduktion, forbrug og kultur i oplevelsesøkonomien - Roskilde, Danmark
    Varighed: 2 jun. 20032 jun. 2004


    KonferenceProduktion, forbrug og kultur i oplevelsesøkonomien

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