Abstract
This paper describes the design process and lessons learned from creating Schminky, a café-based digital experience. Schminky was developed as an experimental field trial to explore the role of pervasive computing. The game will be played by the general public for one week in the Watershed café in Bristol. The Schminky system and the experience design process is described and three key findings, creative tension, context and content are discussed.
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Acknowledgments.
We would like to thank Gill Haworth and the staff of the Watershed for their support, encouragement and participation throughout the project. We would also like to acknolwedge the significant contribution of the wider team from HP, the Universtiy of Bristol and The Appliance Studio. They are Ben Clayton, Hans Daanen, Constance Fleuriot, Erik Geelhoed, John Honniball, Jennifer Hyams, Mathew Lipson, Rachael Murphy, Paul Marsh, Stuart Martin, Kate Shaw and Phil Stenton.
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Reid, J., Hull, R., Melamed, T. et al. Schminky: The design of a café based digital experience. Pers Ubiquit Comput 7, 197–202 (2003). https://doi.org/10.1007/s00779-003-0224-0
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DOI: https://doi.org/10.1007/s00779-003-0224-0