The human factors of computer graphics interaction techniques
IEEE Computer Graphics and Applications
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
An interpreted demonstration of computer game design
CHI 98 Cconference Summary on Human Factors in Computing Systems
A software model and specification language for non-WIMP user interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Edge effects: the design challenge of the pervasive interface
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
The human-computer interaction handbook
Things aren't what they seem to be: innovation through technology inspiration
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Children designing software for children: what can we learn?
Proceedings of the 2003 conference on Interaction design and children
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Making tea: iterative design through analogy
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
On tangible user interfaces, humans and spatiality
Personal and Ubiquitous Computing
The TAC paradigm: specifying tangible user interfaces
Personal and Ubiquitous Computing
Minimalism in ubiquitous interface design
Personal and Ubiquitous Computing
Mediating Group Dynamics through Tabletop Interface Design
IEEE Computer Graphics and Applications
Digital Game-Based Learning
Designing for diversity: developing complex adaptive tangible products
Proceedings of the 1st international conference on Tangible and embedded interaction
The CTI framework: informing the design of tangible systems for children
Proceedings of the 1st international conference on Tangible and embedded interaction
Tangible user interfaces in context and theory
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
rfid in pervasive computing: State-of-the-art and outlook
Pervasive and Mobile Computing
W41K: digitally augmenting traditional game environments
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Sniff: designing characterful interaction in a tangible toy
Proceedings of the 8th International Conference on Interaction Design and Children
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
In my own words: configuration of tangibles, object interaction and children with autism
Proceedings of the 9th International Conference on Interaction Design and Children
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
Proceedings of the Designing Interactive Systems Conference
Providing both physical and perceived affordances using physical games pieces on touch based tablets
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
RoyoBlocks: an exploration in tangible literacy learning
Proceedings of the 12th International Conference on Interaction Design and Children
Playing for the planet: designing toys that foster sustainable values
Proceedings of the 31st European Conference on Cognitive Ergonomics
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Combining interactive technology with traditional toys promises to significantly enhance the educational value of children's play. Designing such augmented toy environments, however, requires designers to take both the traditional, technology-less nature of the toy, and the novel interactive aspects of the newly accessible virtual environment into account. This article attempts to present a unified set of guidelines for the design and implementation of augmented toy environments, drawing upon existing literature in traditional and educational toy and game design, as well as our own experiences in building mixed reality game environments. We also offer practical advice on the use of these guidelines by reporting on our own augmented toy environment for young children, called the Augmented Knight's Castle, which encourages learning about the Middle Ages in a playful way.