interactions
Creating the invisible interface: (invited talk)
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
A hybrid cultural ecology: world of warcraft in China
Proceedings of the 2008 ACM conference on Computer supported cooperative work
OutRun: perversive games and designing the de-simulation of eight-bit driving
Proceedings of the Fifth International Conference on the Foundations of Digital Games
IDGD'11 Proceedings of the 4th international conference on Internationalization, design and global development
Providing generic context for mobile games on phones
CONTEXT'11 Proceedings of the 7th international and interdisciplinary conference on Modeling and using context
Using deliberate ambiguity of the information economy in the design of a mobile location based games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Designing blended reality space: conceptual foundations and applications
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
A ubiquitous solution for location-aware games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Mobile interaction does not exist
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Seamful design is a new approach to reveal and exploit inevitable technical limitations in Ubiquitous Computing technology rather than hiding them. In this paper we want to introduce its general ideas and apply them to the design of location-aware games for mobile phones. We introduce our own seamful trading-game called “Tycoon” to explore seams on this platform and show how to incorporate them into the design of mobile games. We want to evaluate how applications for the mobile phone platform which use cell-positioning can exploit seams for better interaction, gameplay and usability.