Sketching the Polyphonic Design Space of Theme Parks

[1]  Deanna Petherbridge The Primacy of Drawing: Histories and Theories of Practice , 1991 .

[2]  Antti Oulasvirta,et al.  Collective creation and sense-making of mobile media , 2006, CHI.

[3]  Mark Blythe,et al.  Research through design fiction: narrative in real and imaginary abstracts , 2014, CHI.

[4]  Julia Harrison Thinking About Tourists , 2001 .

[5]  Donald A. Schön,et al.  Kinds of seeing and their functions in designing , 1992 .

[6]  Steven D. Brown,et al.  The Social Psychology of Experience: Studies in Remembering and Forgetting , 2005 .

[7]  Duncan Rowland,et al.  Exploring a digital economy design space in theme parks , 2011 .

[8]  Eli Blevis,et al.  Sharing the hidden treasure in pictorials , 2015, Interactions.

[9]  Antti Oulasvirta,et al.  Active construction of experience through mobile media: a field study with implications for recording and sharing , 2006, Personal and Ubiquitous Computing.

[10]  Peter C. Wright,et al.  Pastiche scenarios: Fiction as a resource for user centred design , 2006, Interact. Comput..

[11]  Diego Trujillo-Pisanty,et al.  On presenting a rich picture for stakeholder dialogue , 2016 .

[12]  Maria Roussou,et al.  Families and Mobile Devices in Museums , 2016, ACM Journal on Computing and Cultural Heritage.

[13]  David A. Kirby,et al.  The Future is Now , 2010 .

[14]  David S. Kirk,et al.  Designing Documentary Informatics , 2017, Conference on Designing Interactive Systems.

[15]  Mark Blythe,et al.  Paper Street View: A Guided Tour of Design and Making Using Comics , 2016, Conference on Designing Interactive Systems.

[16]  John M. Carroll,et al.  Making use: scenarios and scenario-based design , 2000, DIS '00.

[17]  John M. Carroll,et al.  Making Use: Scenario-Based Design of Human-Computer Interactions , 2000 .

[18]  Andrew Morrison,et al.  Design notes on a lonely drone , 2013, Digit. Creativity.

[19]  Matthew Chalmers,et al.  Tourism and Mobile Technology , 2003, ECSCW.

[20]  G. Cross,et al.  The Playful Crowd: Pleasure Places in the Twentieth Century , 2005 .

[21]  Ellen Yi-Luen Do,et al.  Three R’s of Drawing and Design Computation , 2004 .

[22]  Michael Tovey,et al.  Drawing and CAD in industrial design , 1989 .

[23]  Bill Buxton,et al.  Sketching User Experiences: Getting the Design Right and the Right Design , 2007 .

[24]  Daniel Fallman,et al.  Design-oriented human-computer interaction , 2003, CHI '03.

[25]  Anthony Dunne,et al.  Speculative Everything: Design, Fiction, and Social Dreaming , 2013 .

[26]  Maria Nikolajeva,et al.  How Picturebooks Work , 2000 .

[27]  Mark Blythe,et al.  RtD Comics: A Medium for Representing Research Through Design , 2016, Conference on Designing Interactive Systems.

[28]  Stan Allen Points + lines : diagrams and projects for the city , 1999 .

[29]  Alexander Moore,et al.  Walt Disney World: bounded ritual space and the playful pilgrimage centers. , 1980 .

[30]  Juan Pablo Hourcade,et al.  HCI for peace: beyond tie dye , 2012, INTR.

[31]  Judith A. Adams,et al.  The American Amusement Park Industry: A History of Technology and Thrills , 1991 .

[32]  John C. McCarthy,et al.  The value of the novel in designing for experience , 2005 .

[33]  Judith Good,et al.  Sequential art for science and CHI , 2010, CHI Extended Abstracts.

[34]  Risto Sarvas,et al.  From Snapshots to Social Media - The Changing Picture of Domestic Photography , 2011, Computer Supported Cooperative Work.

[35]  Abigail Sellen,et al.  Getting the right design and the design right , 2006, CHI.

[36]  William W. Gaver Making spaces: how design workbooks work , 2011, CHI.

[37]  Terry Winograd,et al.  Bringing Design to Software , 1996 .

[38]  John C. McCarthy,et al.  Taking [A]part: The Politics and Aesthetics of Participation in Experience-Centered Design , 2015 .

[39]  Jonathan Hook,et al.  Volvelles, domes and wristbands: embedding digital fabrication within a visitor's trajectory of engagement , 2014, Conference on Designing Interactive Systems.

[40]  John C. McCarthy,et al.  Technology as experience , 2004, INTR.

[41]  David Beer,et al.  Popular Culture, Digital Archives and the New Social Life of Data , 2013 .

[42]  Antti Oulasvirta,et al.  Comedia: mobile group media for active spectatorship , 2007, CHI.

[43]  Michael Golembewski,et al.  Ideation decks: a card-based design ideation tool , 2010, Conference on Designing Interactive Systems.

[44]  Jonathan Stephen Fish,et al.  Amplifying the Mind’s Eye: Sketching and Visual Cognition , 1990 .

[45]  Lene Nielsen,et al.  From user to character: an investigation into user-descriptions in scenarios , 2002, DIS '02.

[46]  Steve Benford,et al.  Pursuing Leisure: Reflections on Theme Park Visiting , 2012, Computer Supported Cooperative Work (CSCW).

[47]  W. Eisner Comics and Sequential Art , 1985 .

[48]  Bill Moggridge,et al.  Designing interactions , 2006 .

[49]  Duncan Rowland,et al.  Automics: souvenir generating photoware for theme parks , 2011, CHI.

[50]  Steve Benford,et al.  Performing Mixed Reality , 2011 .

[51]  William W. Gaver What should we expect from research through design? , 2012, CHI.