Computers as theatre
Communications of the ACM
curlybot: designing a new class of computational toys
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Novice programming comes of age
Your wish is my command
Machine in Me: An Anthropologist Sits among Computer Engineers
Machine in Me: An Anthropologist Sits among Computer Engineers
Understanding contexts by being there: case studies in bodystorming
Personal and Ubiquitous Computing
From Cards to Code: How ExtremeProgramming Re-Embodies Programming as aCollective Practice
Computer Supported Cooperative Work
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An Ethnographic Study of XP Practice
Empirical Software Engineering
From turtles to Tangible Programming Bricks: explorations in physical language design
Personal and Ubiquitous Computing
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Finding design qualities in a tangible programming space
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Prosopopeia: experiences from a pervasive Larp
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Designing for programming as joint performances among groups of children
Interacting with Computers
The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces
Proceedings of the 1st international conference on Tangible and embedded interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tangible programming in the classroom with tern
CHI '07 Extended Abstracts on Human Factors in Computing Systems
The Social Dynamics of Pair Programming
ICSE '07 Proceedings of the 29th international conference on Software Engineering
The Cooperative Work of Gaming: Orchestrating a Mobile SMS Game
Computer Supported Cooperative Work
Users as contextual features of software product development and testing
Proceedings of the 2007 international ACM conference on Supporting group work
Robotany and Lichtung: a contribution to phenomenological dialogue
Proceedings of the 2nd international conference on Tangible and embedded interaction
Where all the interaction is: sketching in interaction design as an embodied practice
Proceedings of the 7th ACM conference on Designing interactive systems
Comics, robots, fashion and programming: outlining the concept of actDresses
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
The material move how materials matter in interaction design research
Proceedings of the Designing Interactive Systems Conference
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In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed.