|
|
References used in other pages
- Anderson, K., Jacobs, M. and Polazzi, P. (2003) Playing games in the
emotional space. Pp. 151- 164. In Blythe et al., Funology. Kluwer.
- Bayliss, A., Lock, S., Sheridan, J.G. (2004) Augmenting expectation
in playful arena performances with ubiquitous intimate technologies.
In proceedings of PixelRaiders 2, April 6-8 2004.
- Bolter, J.D. and Gromala, D. (2003) Windows and Mirrors: Interaction
design, digital art and the myth of transparency. MIT Press.
- Brin, D. (1998) The transparent society. Perseus Press.
- Coyne, R. (1999). Technoromanticism: Digital Narrative, Holism, and
the Romance of the Real. Cambridge, Mass.: MIT Press.
- Gaver, W., Beaver, J. and Benford, S. (2003) Designing Design: Ambiguity
as a resource for design. Proceedings of the Conference on human factors
in computing systems CHI 2003. ACM Press. pp. 233-240
- Höök, K., Sengers, P. and Anderson, G. (2003) Designing
design: Sense and sensibility: evaluation and interactive art. In Proceedings
of the ACM CHI Conference. NY: ACM Press. pp. 241-248.
- Jordan, P. (2002) Designing Pleasurable Products. Taylor Francis.
- Light, A. and Wakeman, I. (2001) Beyond the Interface: Users'
Perceptions of Interaction and Audience on Websites. In: Interacting
with Computers Vol. 13 3. pp325-352.
- McCarthy, J. and Wright, P.C. (2004) Technology as Experience. MIT
Press.
- Norman, D. (2004). Emotional design: Why we love or hate (everyday)
things. Basic Books.
- O'Neil, S., Benyon, D. and Turner S, (2002) Semiotics and interaction
analysis. In proceedings of the 11th European Conference of Cognitive
ergonomics- ECCE11.
- Wilson, S. (2002) Information arts: Intersections of arts, science
and technology. MIT Press.
- Wright, P.C., McCarthy, J.C., and Meekison, L. (2003) Making sense
of experience. In M. Blythe, A. Monk, C. Overbeeke and P.C. Wright.
(eds), Funology: From Usability to User Enjoyment, p.43-53. Dordrecht:
Kluwer.?
|