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Funology pp 179-187 | Cite as

Designing Engaging Experiences with Children and Artists

  • Richard Hull
  • Jo Reid
Part of the Human-Computer Interaction Series book series (HCIS, volume 3)

Keywords

Consumer Experience Wearable Computing Technical Team Engaging Experience Simple Functionality 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. Druin, A., (2002). The role of children in the design of new technology. Behaviour & Information Technology, 21(1), 1–25.Google Scholar
  2. Explore (2002) Explore@Bristolhttp://www.at-bristol.co.uk/explore
  3. Hull, R. and J. Reid, (2002). Creating Experiences with Wearable Computing. IEEE Pervasive Computing, 1(4), Oct–Dec, 2002.Google Scholar
  4. Kidd, A., (2003). Technology Experiences: What Makes Them Compelling? Hewlett-Packard Laboratories.Google Scholar
  5. Mobile (2002). Mobile Bristol Conferencehttp://www.hpl.hp.com/hosted/mbristol
  6. Nethercott, J., (2002). An Experimental Comparison of Two Soundscapes Based on Two Theories of Motivation: Implications for the Design of Compelling Experiences, MSc Dissertation, Department of Computer Science. University of Bath.Google Scholar
  7. Randell, C. and Muller, H., (2001). Low Cost Indoor Positioning System. in UbiComp 2001. Atlanta: ACM.Google Scholar
  8. Winograd, T. (1996). Bringing Design to Software. ACM Press.Google Scholar

Copyright information

© Kluwer Academic Publishers 2003

Authors and Affiliations

  • Richard Hull
  • Jo Reid

There are no affiliations available

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