Designing for usability: key principles and what designers think
Communications of the ACM
Envisioning information
The media equation: how people treat computers, television, and new media like real people and places
Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Human-computer interaction (2nd ed.)
Human-computer interaction (2nd ed.)
Remediation: understanding new media
Remediation: understanding new media
Affordance, conventions, and design
interactions
E-topia: “urban life, Jim—but not as we know it”
E-topia: “urban life, Jim—but not as we know it”
The Pearly Gates of Cyberspace: A History of Space from Dante to the Internet
The Pearly Gates of Cyberspace: A History of Space from Dante to the Internet
Computers as Theatre
War in the Age of Intelligent Machines
War in the Age of Intelligent Machines
The Medium of the Video Game
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
User Centered System Design; New Perspectives on Human-Computer Interaction
User Centered System Design; New Perspectives on Human-Computer Interaction
Iterative User-Interface Design
Computer
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
The Invention of the First Wearable Computer
ISWC '98 Proceedings of the 2nd IEEE International Symposium on Wearable Computers
Where the footprints lead: tracking down other roles for social navigation
Designing information spaces
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Sweep and point and shoot: phonecam-based interactions for large public displays
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
How bodies matter: five themes for interaction design
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Believable environments: generating interactive storytelling in vast location-based pervasive games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Designing Virtual Worlds
Unit Operations: An Approach to Videogame Criticism
Unit Operations: An Approach to Videogame Criticism
Gamer Theory
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Linked: How Everything Is Connected to Everything Else and What It Means
Linked: How Everything Is Connected to Everything Else and What It Means
Fundamentals of Game Design (Game Design and Development Series)
Fundamentals of Game Design (Game Design and Development Series)
Videogames: In the Beginning
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Flow in games (and everything else)
Communications of the ACM
Architecture, space and gameplay in World of Warcraft and Battle for Middle Earth 2
Proceedings of the 2006 international conference on Game research and development
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Stories in between: narratives and mediums @ play
Stories in between: narratives and mediums @ play
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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