Design rationale: concepts, techniques, and use
Design rationale: concepts, techniques, and use
Insight lab: an immersive team environment linking paper, displays, and data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Classroom collaboration in the design of tangible interfaces for storytelling
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Inside Case-Based Reasoning
Presence: Teleoperators and Virtual Environments
How does the design community think about design?
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
interactions - Funology
Supporting configurability in a mixed-media environment for design students
Personal and Ubiquitous Computing
Sustainable interaction design: invention & disposal, renewal & reuse
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting design studio culture in HCI
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Remarkable objects: supporting collaboration in a creative environment
Proceedings of the 12th ACM international conference on Ubiquitous computing
Supporting cooperative design through "living" artefacts
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Visual thinking & digital imagery
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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We report on one of several exploratory, formulative studies that we conducted to help inform the thoughtful use of mixed physical and digital interactivity in a wiki-based system targeted at design collaborations. This study had two parts, both involving bar-coded cards, a bar-code scanner, and a projector. One part emphasized a creative, synthesis-oriented design activity. The other part emphasized a decision-making design activity.We learned that our method of designing the physical cards and the variance in the types of information we included on the cards significantly affected the collaborative behaviors. We also learned that the extension of interactivity from the digital to the physical world and back again successfully scaffolded both creative and decision-making activities in our context, although with some very notable differences in interactive behaviors between the specific activities. This latter point notwithstanding, we learned that allowing high-resolution, small size physical cards to be arrayed and manipulated on a shared surface matters much more for the purposes of scaffolding the collaborative activities than the ability to scan and project large-size, low-resolution facsimiles of the same information, in specific contexts of collaborative story-creation and decision making.