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1. 詩性智慧與非理性哲學:對維柯《新科學》的教育學探究,吳靖國/
著,五南,2004
2. Gaver, W. (2009). Designing for Homo Ludens, Still. In (Re)searching
the Digital Bauhaus. Binder, T., Löwgren, J., and Malmborg, L. (eds.).
London: Springer, pp. 163-178.
3. William W. Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity
as a resource for design. In Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems (CHI '03).
4. Phoebe Sengers, Kirsten Boehner, Shay David, and Joseph 'Jofish'
Kaye. 2005. Reflective design. In Proceedings of the 4th decennial
conference on Critical computing: between sense and sensibility (CC
'05), Olav W. Bertelsen, Niels Olof Bouvin, Peter G. Krogh, and Morten
Kyng (Eds.). ACM, New York, NY, USA, 49-58.
5. William W. Gaver, John Bowers, Andrew Boucher, Hans Gellerson,
Sarah Pennington, Albrecht Schmidt, Anthony Steed, Nicholas Villars,
and Brendan Walker. 2004. The drift table: designing for ludic
engagement. In CHI '04 Extended Abstracts on Human Factors in
Computing Systems(CHI EA '04). ACM, New York, NY, USA, 885-900.
6. Kristina Höök and Jonas Löwgren. 2012. Strong concepts:
Intermediate-level knowledge in interaction design research. ACM
Trans. Comput.-Hum. Interact. 19, 3, Article 23 (October 2012), 18
pages.
7. Hiroshi Ishii and Brygg Ullmer. 1997. Tangible bits: towards seamless
interfaces between people, bits and atoms. In Proceedings of the ACM
SIGCHI Conference on Human factors in computing systems (CHI '97).
ACM, New York, NY, USA, 234-241.
8. Joshua Tanenbaum, Karen Tanenbaum, and Ron Wakkary. 2012.
Steampunk as design fiction. In Proceedings of the 2012 ACM annual
conference on Human Factors in Computing Systems(CHI '12). ACM,
New York, NY, USA, 1583-1592.
9. Joshua Tanenbaum, Audrey Desjardins, and Karen Tanenbaum. 2013.
Steampunking interaction design: principles for envisioning through
imaginative practice. interactions 20, 3 (May 2013), 28-33.
10. James Auger: Speculative design: crafting the speculation. Digital
Creativity, Vol. 24, No. 1, 2013, pp. 11-35.
11. Jonas Fritsch, Morten Breinbjerg, Ditte Amund Basballe: Ekkomaten -
exploring the echo as a design fiction concept. Digital Creativity,
Vol. 24, No. 1, 2013, pp. 60-74.
12. Paul Dourish , Genevieve Bell, “Resistance is Futile”: Reading Science
Fiction Alongside Ubiquitous Computing, Personal and Ubiquitous
Computing, May, 2013.
13. Julian Bleecker, Design Fiction: A short essay on design, science, fact
and fiction, March 2009.
14. Kirby, D.A. (2009) "The Future is Now: Hollywood Science Consultants,
Diegetic Prototypes and the Role of Cinematic Narratives in Generating
Real-World Technological Development,"Social Studies of Science,
40(1): 41-70.
15. Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman,
and John Antanitis. 2012. Critical design and critical theory: the
challenge of designing for provocation. In Proceedings of the
Designing Interactive Systems Conference (DIS '12). ACM, New York,
NY, USA, 288-297.
16. Jeffrey Bardzell and Shaowen Bardzell. 2013. What is "critical" about
critical design?. InProceedings of the 2013 ACM annual conference on
Human factors in computing systems (CHI '13). ACM, New York, NY,
USA, 3297-3306.
17. http://speculativedesign.com/
18. http://discursivedesign.com/
19. http://www.nearfield.org/
20. http://dephoneproject.com/
21. http://www.spatialmedia.org/tid/intouch.html
22. http://www.buzzfeed.com/kmallikarjuna/the-underground-library-is-the-
best-idea-youll-hear-today
23. Anne Balsamo, Designing Culture: The Technological Imagination at
Work, 2011.
24. Science Poem Manifesto - OK Do

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Open hci 2013 書單

  • 1. 1. 詩性智慧與非理性哲學:對維柯《新科學》的教育學探究,吳靖國/ 著,五南,2004 2. Gaver, W. (2009). Designing for Homo Ludens, Still. In (Re)searching the Digital Bauhaus. Binder, T., Löwgren, J., and Malmborg, L. (eds.). London: Springer, pp. 163-178. 3. William W. Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity as a resource for design. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '03). 4. Phoebe Sengers, Kirsten Boehner, Shay David, and Joseph 'Jofish' Kaye. 2005. Reflective design. In Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility (CC '05), Olav W. Bertelsen, Niels Olof Bouvin, Peter G. Krogh, and Morten Kyng (Eds.). ACM, New York, NY, USA, 49-58. 5. William W. Gaver, John Bowers, Andrew Boucher, Hans Gellerson, Sarah Pennington, Albrecht Schmidt, Anthony Steed, Nicholas Villars, and Brendan Walker. 2004. The drift table: designing for ludic engagement. In CHI '04 Extended Abstracts on Human Factors in Computing Systems(CHI EA '04). ACM, New York, NY, USA, 885-900. 6. Kristina Höök and Jonas Löwgren. 2012. Strong concepts: Intermediate-level knowledge in interaction design research. ACM Trans. Comput.-Hum. Interact. 19, 3, Article 23 (October 2012), 18 pages. 7. Hiroshi Ishii and Brygg Ullmer. 1997. Tangible bits: towards seamless interfaces between people, bits and atoms. In Proceedings of the ACM SIGCHI Conference on Human factors in computing systems (CHI '97). ACM, New York, NY, USA, 234-241. 8. Joshua Tanenbaum, Karen Tanenbaum, and Ron Wakkary. 2012. Steampunk as design fiction. In Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems(CHI '12). ACM, New York, NY, USA, 1583-1592. 9. Joshua Tanenbaum, Audrey Desjardins, and Karen Tanenbaum. 2013. Steampunking interaction design: principles for envisioning through imaginative practice. interactions 20, 3 (May 2013), 28-33. 10. James Auger: Speculative design: crafting the speculation. Digital Creativity, Vol. 24, No. 1, 2013, pp. 11-35. 11. Jonas Fritsch, Morten Breinbjerg, Ditte Amund Basballe: Ekkomaten - exploring the echo as a design fiction concept. Digital Creativity, Vol. 24, No. 1, 2013, pp. 60-74. 12. Paul Dourish , Genevieve Bell, “Resistance is Futile”: Reading Science Fiction Alongside Ubiquitous Computing, Personal and Ubiquitous Computing, May, 2013. 13. Julian Bleecker, Design Fiction: A short essay on design, science, fact and fiction, March 2009. 14. Kirby, D.A. (2009) "The Future is Now: Hollywood Science Consultants, Diegetic Prototypes and the Role of Cinematic Narratives in Generating Real-World Technological Development,"Social Studies of Science, 40(1): 41-70. 15. Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John Antanitis. 2012. Critical design and critical theory: the
  • 2. challenge of designing for provocation. In Proceedings of the Designing Interactive Systems Conference (DIS '12). ACM, New York, NY, USA, 288-297. 16. Jeffrey Bardzell and Shaowen Bardzell. 2013. What is "critical" about critical design?. InProceedings of the 2013 ACM annual conference on Human factors in computing systems (CHI '13). ACM, New York, NY, USA, 3297-3306. 17. http://speculativedesign.com/ 18. http://discursivedesign.com/ 19. http://www.nearfield.org/ 20. http://dephoneproject.com/ 21. http://www.spatialmedia.org/tid/intouch.html 22. http://www.buzzfeed.com/kmallikarjuna/the-underground-library-is-the- best-idea-youll-hear-today 23. Anne Balsamo, Designing Culture: The Technological Imagination at Work, 2011. 24. Science Poem Manifesto - OK Do