Case 09 — AR and Location-Based Experiences and Spatial Literacy
Overview
| Item | Content |
|---|---|
| Period | Mid-to-late 2010s (Pokémon GO 2016, AR app spread) |
| Technology | Augmented reality, GPS and location-based services, smartphone cameras |
| Literacy | Spatial information, maps and coordinates, on-site exploration, gamification |
Transition Point
From the method of looking at a laptop map and memorizing it to standing on site and reading the location the screen tells you. A sense emerged of education and experience connecting to space like a game.
Literacy Improvement Mechanisms
- Rebirth of map reading: Matching on-screen arrows to real distances
- On-site observation: Comparing AR guidance with the actual scene
- Route design: Linking courses and missions into a sequence
- Safety and etiquette: Real-world spatial rules — roads, private property, traffic
Field Operation Tips
- Instead of Pokémon GO, reproduce the same structure with village mission cards + a map app
- Plant QR codes and mission spots along the experience course
- Output: a mini course map with three spots
Implications for Paju Activist Training
- A design method for converting local experience courses into smartphone mission formats
- A 2010s model for tourism–education convergence programs
- Naturally embedding safety rules inside the missions
Notes
- Spatial UX born in games extended into education and experience operations