Information systems and the stimulation of creativity
Journal of Information Science
Affordance, conventions, and design
interactions
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Why We Buy: The Science of Shopping
Why We Buy: The Science of Shopping
A Systematic Framework for Designing and Evaluating Persuasive Systems
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Design with Intent: Persuasive Technology in a Wider Context
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Persuasive design: fringes and foundations
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Towards visualising people's ecology of hybrid personal learning environments
Proceedings of the 4th Media Architecture Biennale Conference: Participation
Gelatine: making coworking places gel for better collaboration and social learning
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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What design dimensions across physical, digital, and social library interfaces may enable and trigger users to find more information resources than planned or known in advance? The paper outlines a conceptual framework with libraries as integrative interfaces across physical, digital, and social affordances and users that mix convergent (goal-directed) and divergent (exploratory) information behaviour. Ten design dimensions that enable and trigger divergent behaviour are outlined. Implications for persuasive design are discussed.