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Exploring Future Experiences
This 3-week project explores the future of childhood play through speculative design. We first observed children's current play behaviors at Kolding Library playrooms, followed by research into trends in libraries, technology, AI and play. From these insights, we created three future scenarios, presented in the form of a video, envisioning how technology might redefine play experiences in the future.


As digital tools become increasingly embedded in everyday life, we ask: How might children's play evolve in the future? How can technology foster more active and immersive play experiences? Through this project, we challenged conventional notions of play and imagined innovative ways technology could change children's creativity, social interaction, and exploration in the future. From our research, we created three future scenarios, presented in the form of a video and a poster, and tested it out in a public Library in Kolding, Denmark.


FINDINGS
Our testing revealed both the potential and pitfalls of tech-integrated play. While it enhances engagement and convenience, it risks diminishing creativity, social interaction, and personal agency. Issues like security, algorithmic control, and the loss of tactile experiences highlight the need for a balanced approach, one that fosters imagination without outsourcing it.
TIME
3 weeks
METHODS
Comparative analysis, user testing, low-fidelity prototyping and high-fidelity prototyping.
TOOLS
Adobe Suite, Miro, Sticky Notes
SKILLS
Speculative Design, Interaction Design, Experience Design, Research Through Design

THE PROCESS
The project happened in three phases: research, design, and testing.
In the first week, we focused on fieldwork and research, exploring topics such as technology trends, social media, play, and digitalization. We observed how kids behave and interviewed parents about their children's play habits.
The second week was dedicated to ideation, design, and testing, where we refined and developed our concept.
In the third week, we tested the concept in a public space and then analyzed the results.


PIXEL PLAYMATES
This idea emerged from our observations of how play fosters socialization and friendship among children. Inspired by the growing influence of online avatars, we envisioned a future where every child has a digital presence in their play environment.
While offering a digital space for interaction, Pixel Playmates risks isolating children rather than connecting them. By replacing real-world play with virtual experiences, it diminishes creativity, discourages socialization, and lacks the physical touch essential for meaningful human connections.
CURATED EXPERIENCES
Curated Experiences emerged from observing the growing digitalization of libraries and the spontaneity of book selection during play. We then explored trends in personalization and biometric identification, imagining a future where a child’s library experience is entirely pre-selected for them.
While seen as a time-saving and convenient solution, concerns arose about privacy, algorithm reliability, and the loss of personal choice.
FLOATING IMAGINATION
Floating Imagination emerged from observing children’s preference for digital games over traditional drawing in the library, despite the availability of both. This led us to explore the growing role of technology in early childhood and AI-assisted creativity.
While the experience was engaging and fostered group interaction, it also raised concerns about outsourcing creativity, lack of control over outcomes, and the potential loss of essential artistic skills.
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