Past, present, and future of user interface software tools
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
Doom as an interface for process management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing interaction, not interfaces
Proceedings of the working conference on Advanced visual interfaces
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Making by making strange: Defamiliarization and the design of domestic technologies
ACM Transactions on Computer-Human Interaction (TOCHI)
ESP: a driving interface for Expression Synthesis
NIME '05 Proceedings of the 2005 conference on New interfaces for musical expression
When second wave HCI meets third wave challenges
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Everyware: The Dawning Age of Ubiquitous Computing
Everyware: The Dawning Age of Ubiquitous Computing
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
REXplorer: a mobile, pervasive spell-casting game for tourists
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Experiences with Handheld Augmented Reality
ISMAR '07 Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
Fun Inc.: Why Gaming Will Dominate the Twenty-First Century
Understanding gamification mechanisms for software development
Proceedings of the 2013 9th Joint Meeting on Foundations of Software Engineering
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Until recently human-computer interaction has focused on creating efficient tools. However with the rise of ubiquitous computing, the focus is shifting towards applications that provide better user experiences. Persuasive computing has the goal of motivating people to live better lives. In this article, persuasive computing is approached through games and game design. There is an increasing interest in games, both commercially and in research. Applying game design to applications, gamification, and serious games are two different approaches to using games to motivate. This work is particularly interested in creating ubiquitous applications and games. I propose a framework that facilitates creation and evaluation of these systems. The framework provides tools for accessing measurement data, managing avatars and enabling ubiquitous accessibility. This framework is a step towards answering the larger question about creating gamification and serious games design in ubiquitous computing contexts. The feasibility of the framework will be tested as a part of this work by creating applications and games, and also by releasing the framework for third party developers.