09.09.2014 Views

Co-experience: Understanding user experiences in social interaction

Co-experience: Understanding user experiences in social interaction

Co-experience: Understanding user experiences in social interaction

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Tract<strong>in</strong>sky, Noam (1997). Aesthetics and apparent<br />

usability: empirically assess<strong>in</strong>g<br />

cultural and methodological issues. In<br />

proceed<strong>in</strong>gs of the SIGCHI 1997 conference<br />

on Human factors <strong>in</strong> comput<strong>in</strong>g systems<br />

(115–122). New York, NY: ACM Press.<br />

Usabilitynet website. Available at http://www.<br />

usabilitynet.org/management/b_what.<br />

htm accessed 29.9.2004<br />

Wensveen, Stephan (A.G)., Kees (C.J.) Overbeeke,<br />

K. & Tom (J.P.) Djajad<strong>in</strong><strong>in</strong>grat<br />

(2002). Push me, shove me and I show<br />

you how you feel: recognis<strong>in</strong>g mood from<br />

emotionally rich <strong>in</strong>teraction. Symposium<br />

on Design<strong>in</strong>g Interactive Systems 2002,<br />

(335–340). New York, NY: ACM Press.<br />

Wensveen, Stephan A.G. (1999). Prob<strong>in</strong>g <strong>experience</strong>s.<br />

Proceed<strong>in</strong>gs of the conference<br />

Design and Emotion, November 3–5 1999<br />

(23–29). Delft; Delft University of Technology.<br />

Wensveen, Stephan A.G., J.P. (Tom) Djajad<strong>in</strong><strong>in</strong>grat<br />

& C.J. (Kees) Overbeeke, (2004).<br />

Interaction frogger: A design Framework<br />

to couple action and function through<br />

feedback and feedforward. In proceed<strong>in</strong>gs<br />

of DIS2004 (177–184). New York, NY;<br />

ACM Press.<br />

Wensveen, Stephan, Kees (C.J.) Overbeeke, &<br />

Tom (J.P.) Djajad<strong>in</strong><strong>in</strong>grat (2000). Touch<br />

Me, Hit Me and I Know How You Feel: A<br />

Design Approach to Emotionally Rich<br />

Interaction. Symposium on Design<strong>in</strong>g Interactive<br />

Systems 2000 (48–52). New York,<br />

NY; ACM Press.<br />

Vihma, Susann (1995). Products as Representations.<br />

A semiotic and aesthetic study<br />

of design products. Doctoral dissertation,<br />

University of Art and Design Hels<strong>in</strong>ki,<br />

Publication series A14.<br />

Virzi, Robert.A., Jeffrey L. Sokolov & Demetrios<br />

Karis (1996). Usability Problem Identification<br />

Us<strong>in</strong>g Both Low- and High-Fidelity<br />

Prototypes. Proceed<strong>in</strong>gs of the SIGCHI<br />

conference on Human factors <strong>in</strong> comput<strong>in</strong>g<br />

systems: common ground (236–243).<br />

New York, NY; ACM Press.<br />

Wright, Peter, John McCarthy & Lisa Meekison.<br />

Mak<strong>in</strong>g Sense of Experience. (2003) In<br />

M.A. Blythe, K. Overbeeke, A.F. Monk &<br />

P.C. Wright (Eds.) Funology: From Usability<br />

to Enjoyment (43–53). Dordrecht, the<br />

Netherlands: Kluwer Academic Publishers.<br />

REFERENCES: PICARD–WRIGHT 203

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!