This document discusses using mobile devices to enhance cultural experiences through location-based information and augmented reality. It explores designing mobile apps that add social, personal, material, or immaterial value. Experience design is presented as an event-based approach to designing for experiences that consider individual senses and emotions, social and cultural factors, the physical environment, and conceptual meaning. Groups are assigned to develop ideas for a mobile app that creates value in one of the four experience design quadrants.
23. Social factor Our cultural background and the influence of people with whom we undergo an experience Empowering existing relations Meeting new people
24. Material factor The physical (or virtual) environment Cost, weather, time of day (or duration)
25. Immaterial factor The educational or conceptual (for example religion) value of an experience Educational The meaning of life
30. Contextual information: The average visitor will, when visiting a museum, spend more time reading the small note with information then looking at the actual artwork itself. 5 different artist approaches in dealing with the real world