Learning by doing with simulated intelligent help
Communications of the ACM
A field study of exploratory learning strategies
ACM Transactions on Computer-Human Interaction (TOCHI)
Designing for or designing with? Informant design for interactive learning environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Smart Mobs: The Next Social Revolution
Smart Mobs: The Next Social Revolution
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What we talk about when we talk about context
Personal and Ubiquitous Computing
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Design for coincidence: incorporating real world artifacts in location based games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
An Embodied Approach for Engaged Interaction in Ubiquitous Computing
Proceedings of the 13th International Conference on Human-Computer Interaction. Part III: Ubiquitous and Intelligent Interaction
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This paper investigates a research process focusing on the unpredictable collective and individual user behaviours which can emerge in ubiquitous social games. The fundamental premise of our research is that emergent interactions can both enrich the user experience and inform the design process of ubiquitous social applications, revealing creative opportunities. Rather than a side effect from the deployment of an innovative technology, emergence becomes the focal point of investigation of the paper. In light of the proposed design research process, we present the emergent phenomena observed in three mixed reality game applications and reflect on what we learned.