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CHI
1995
ACM
15 years 5 months ago
SYNERGIES: a vision of information products working together
SYNERGIES is a vision of how information products designed for everyday use will serve people in extraordinary
Steve Anderson, Shiz Kobara, Barry Mathis, Dustin ...
CHI
2010
ACM
15 years 2 months ago
Critical gameplay: software studies in computer gameplay
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeav...
Lindsay Grace
118
Voted
CHI
1998
ACM
15 years 5 months ago
National Geographic Unplugged: Classroom-Centered Design of Interactive Nature Films
Designing computer-based learning environments must account for the context in which activity occurs, the tasks that students perform, and the tools that facilitate these tasks. W...
Brian K. Smith, Brian J. Reiser
ACMDIS
2000
ACM
15 years 6 months ago
Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally Rich Interaction
In this paper we propose a 3-step method for designing emotionally rich interactions, illustrated by the design of an alarm clock. By emotionally rich interaction we understand in...
Stephan Wensveen, Kees Overbeeke, J. P. Djajadinin...
83
Voted
ACMDIS
2000
ACM
15 years 6 months ago
A Dimension Space for the Design of Interactive Systems within their Physical Environments
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 physica...
T. C. Nicholas Graham, Leon Watts, Gaëlle Cal...