Understanding computers and cognition
Understanding computers and cognition
CSCW '88 Proceedings of the 1988 ACM conference on Computer-supported cooperative work
How to write parallel programs: a first course
How to write parallel programs: a first course
Structure and support in cooperative Environments: the Amsterdam Conversation environment
International Journal of Man-Machine Studies - Computer-supported cooperative work and groupware. part 2
Flexible, active support for collaborative work with ConversationBuilder
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
The interdisciplinary study of coordination
ACM Computing Surveys (CSUR)
Designing engineers
interactions
Hitting the distributed computing sweet spot with TSpaces
Computer Networks: The International Journal of Computer and Telecommunications Networking - pervasive computing
Extending tuplespaces for coordination in interactive workspaces
Journal of Systems and Software - Special issue: Ubiquitous computing
Handheld Tools that "Informate" Assessment of Student Learning in Science: A Requirements Analysis
WMTE '04 Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'04)
IBM Systems Journal
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
The role of the author in topical blogs
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Atomic actions -- molecular experience: theory of pervasive gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Work-Oriented Design of Computer Artifacts
Work-Oriented Design of Computer Artifacts
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Mock games: a new genre of pervasive play
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
European Journal of Information Systems - Special issue: Action in language, organisations and information systems
ICLS '04 Proceedings of the 6th international conference on Learning sciences
PoliticWiki: exploring communal politics
Proceedings of the 2006 international symposium on Wikis
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Creating conditions for participation: conflicts and resources in systems development
Human-Computer Interaction
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
PLATO: a coordination framework for designers of multi-player real-time digital games
Proceedings of the International Conference on the Foundations of Digital Games
Processlessness: staying open to interactional possibilities
Proceedings of the Designing Interactive Systems Conference
Framespaces: framing of frameworks
Proceedings of the Designing Interactive Systems Conference
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From a design point of view, coordination is radically undertheorized and under-explored. Arguably, playground games are the universal, cross-cultural venue in which people learn about and explore coordination between one another, and between the worlds of articulated rules and the worlds of experience and action. They can therefore (1) teach us about the processes inherent in human coordination, (2) provide a model of desirable coordinative possibilities, and (3) act as a design framework from which to explore the relationship between game and game play---or, to put it in terms of an inherent tension in human-computer interaction, between plans and situated actions. When brought together with a computer language for coordination that helps us pare down coordinative complexity to essential components, we can create systems that have highly distributed control structures. In this paper, we present the design of four such student-created collaborative, distributed, interactive systems for face-to-face use. These take their inspiration from playground games with respect to who can play (plurality), how (appropriability) and to what ends (acompetitiveness). As it happens, our sample systems are themselves games; however, taking playground games as our model helps us create systems that support game play featuring not enforcement of plans but emergence of rules, roles, and turn taking.