Introduction: a new agenda for computer-aided design
The electronic design studio
Creativity: interacting with computers (panel session)
CHI '95 Conference Companion on Human Factors in Computing Systems
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Emergence: from chaos to order
Emergence: from chaos to order
Alternatives: exploring information appliances through conceptual design proposals
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding the experience of interactive art: Iamascope in Beta_space
Proceedings of the second Australasian conference on Interactive entertainment
Exploration and reflection in interactive art: glass pond
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Open in art, nature and emergence
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
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Emergence has the potential to effect complex, creative or open-ended interactions and novel game-play. We report on research into an emergent interactive system. This investigates emergent user behaviors and experience through the creation and evaluation of an interactive system. The system is +-NOW, an augmented reality, tangible, interactive art system. The paper briefly describes the qualities of emergence and +-NOW before focusing on its evaluation. This was a qualitative study with 30 participants conducted in context. Data analysis followed Grounded Theory Methods. Coding schemes, induced from data and external literature are presented. Findings show that emergence occurred in over half of the participants. The nature of these emergent behaviors is discussed along with examples from the data. Other findings indicate that participants found interaction with the work satisfactory. Design strategies for facilitating satisfactory experience despite the often unpredictable character of emergence, are briefly reviewed and potential application areas for emergence are discussed.