Current computer involvement in adolescent social networks (youth between the ages of 11 and 17) provides new opportunities to study group dynamics, interactions amongst peers, an...
Juan Fernando Mancilla-Caceres, Wen Pu, Eyal Amir,...
Interaction design patterns are a proven way to communicate good design. However, current pattern collections are not sufficiently powerful and generative to be used as a guide fo...
We present the design of the Snackbot, a robot that will deliver snacks in our university buildings. The robot is intended to provide a useful, continuing service and to serve as ...
Min Kyung Lee, Jodi Forlizzi, Paul E. Rybski, Fred...
In tangible learning systems, the facility to promote physically active engagement highlights the need to understand how different designs impact on action and interaction, and th...
Sara Price, Jennifer G. Sheridan, Taciana Pontual ...