Using video to prototype user interfaces
ACM SIGCHI Bulletin
Organizational obstacles to interface design and development: two participant-observer studies
ACM Transactions on Computer-Human Interaction (TOCHI)
Video artifacts for design: bridging the Gap between abstraction and detail
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Post-hoc worknotes: a concept demo of video content management
Proceedings of the tenth ACM international conference on Multimedia
Participatory video prototyping
CHI '92 Posters and Short Talks of the 1992 SIGCHI Conference on Human Factors in Computing Systems
Picture scenarios for representing use context in design
CHINZ '05 Proceedings of the 6th ACM SIGCHI New Zealand chapter's international conference on Computer-human interaction: making CHI natural
Visualizing use context with picture scenarios in the design process
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Video Sketches: Exploring Pervasive Computing Interaction Designs
IEEE Pervasive Computing
Where all the interaction is: sketching in interaction design as an embodied practice
Proceedings of the 7th ACM conference on Designing interactive systems
Scenario-based design as an approach to enhance user involvement and innovation
UAHCI'07 Proceedings of the 4th international conference on Universal access in human computer interaction: coping with diversity
Scenario-Based design of ambient intelligence
UCS'06 Proceedings of the Third international conference on Ubiquitous Computing Systems
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Interaction design requires many forms of externalization. At certain points in the process, there is a need for design representations that (1) explore the intended use situation in some detail, and still (2) appear tentative enough to afford participation and engagement by intended users and other stakeholders. The designer's task is often to create ideas on the not-yet-existing. The envisioned use situations increasingly involve complicated technology, mobile use and demanding physical environments. Under these conditions, a third requirement on the representation technique is that it (3) allows for expression of ideas and use situations that would be impractical or impossible to create in conventional prototyping techniques. (An obvious example is the observation that lo-fi paper prototypes are of limited use for virtual reality design.)