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ACM Transactions on Information Systems (TOIS)
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
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ACM Transactions on Computer-Human Interaction (TOCHI)
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Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Perceptual user interfaces: things that see
Communications of the ACM
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DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
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CVRMed-MRCAS '97 Proceedings of the First Joint Conference on Computer Vision, Virtual Reality and Robotics in Medicine and Medial Robotics and Computer-Assisted Surgery
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EHCI '01 Proceedings of the 8th IFIP International Conference on Engineering for Human-Computer Interaction
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EHCI '01 Proceedings of the 8th IFIP International Conference on Engineering for Human-Computer Interaction
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GREC '01 Selected Papers from the Fourth International Workshop on Graphics Recognition Algorithms and Applications
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Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Towards a dimension space for musical devices
NIME '05 Proceedings of the 2005 conference on New interfaces for musical expression
Responsive environments: User experiences for ambient intelligence
Journal of Ambient Intelligence and Smart Environments
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This paper introduces a Dimension Space describing the entities making up richly interactive systems. The Dimension Space is intended to help designers understand both the physical and virtual entities from which their systems are built, and the tradeoffs involved in both the design of the entities themselves and of the combination of these entities in a physical space. Entities are described from the point of view of a person carrying out a task at a particular time, in terms of their attention received, role, manifestation, input and output capacity and informational density. The Dimension Space is applied to two new systems developed at Grenoble, exposing design tradeoffs and design rules for richly interactive systems.