WHAT WHY WOW 1.1 WORLDS
2.1 DESIGNING FOR THE
THE REAL THING
OF WONDER
EXPERIENCE ECONOMY
120
15
91 AUGMENTED REALITY 1.0
1.2 EXPERIENCE
2.2 FACILITATING
DESIGN
TRANSFORMATION
27
107
124 UNDER THE HOOD
128 1.3 BEGINNERS' MINDS
37
ARCHITECTURE, SCENOGRAPHY,
1.4 THE WOW MOMENT
MUSEOGRAPHY
51
132
1.5 THE WONDER ZONE
1ST PERSON
61
PERSPECTIVE
138 1.6 EXPERIENTIAL JOURNEYS
A CASE FOR
71
CURIOSITY
142 RELIGION FOR ATHEISTS
146