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Designing the Interactions in the Museum
11 references·3 citing·41 second hop
Designing the Interactions in the Museum (2012)Designing the Interactions in the MuseumStrategies of Innovation and Imitation of Product Languages* (2007)Strategies of Innovation and …Flow in games (and everything else) (2007)Flow in games (and everything…Collective Storytelling and Social Creativity in the Virtual Museum: A Case Study (2006)Collective Storytelling and S…Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)Open Innovation: The New Impe…Leaving a Trace (2003)Leaving a TraceCreating assemblies: (2002)Creating assemblies:Changing Values in the Art Museum: rethinking communication and learning (2000)Changing Values in the Art Mu…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Case Study Research: Design and Methods (1984)Case Study Research: Design a…Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Hedonic Consumption: Emerging…Symbolic Interactionism: Perspective and Method. (1971)Symbolic Interactionism: Pers…Enhancing the role of Egyptian Museums through the usage of dynamic visual identities (2023)Enhancing the role of Egyptia…Designing for Interpersonal Museum Experiences (2020)Designing for Interpersonal M…Enabling social interaction in the museum through the Social Display Environment (2015)Enabling social interaction i…The Computer for the 21st Century (1991)Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)The Tacit Order of Teamwork: Collaboration and Embodied Conduct in Anesthesia (2002)CSCW at play (2004)Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation (2007)Reflections on 25 Years of Ethnography in CSCW (2013)Heritage interpretation and human rights: documenting diversity, expressing identity, or establishing universal principles? (2012)Articulating Growth and Cultural Innovation in Art Museums (2014)Intangible Heritage as Metacultural Production (2014)Materializing Memory in Art and Popular Culture (2016)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)Science in action : how to follow scientists and engineers through society (1987)Science in Action: How to Follow Scientists and Engineers through Society (1988)Absorptive Capacity: A New Perspective on Learning and Innovation (1990)Collaborative Strategies in Design-intensive Industries: Knowledge Diversity and Innovation (2009)The impact of intellectual capital on innovation generation and adoption (2016)On the multiple effects of packaging colour on consumer behaviour and product experience in the ‘food and beverage’ and ‘home and personal care’ categories (2018)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)An Information Processing Theory of Consumer Choice (1979)Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Understanding Customer Experience Throughout the Customer Journey (2016)Advances in Consumer Research (2025)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Qualitative research: Methods in the social sciences (2006)Document Analysis as a Qualitative Research Method (2009)Participatory Communication with Social Media (2008)Enacting engagement online: framing social media use for the museum (2011)How do museums foster loyalty in tech-savvy visitors? The role of social media and digital experience (2021)Emotion Work, Feeling Rules, and Social Structure (1979)The Social Amplification of Risk: A Conceptual Framework (1988)Anarchy is what states make of it: the social construction of power politics (1992)Explicating dynamic capabilities: the nature and microfoundations of (sustainable) enterprise performance (2007)Business Model Innovation: Opportunities and Barriers (2009)The Business Model: Recent Developments and Future Research (2011)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop

References

  • 1984Case Study Research: Design and Methods81,948 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1971Symbolic Interactionism: Perspective and Method.9,967 cited
  • 2003Open Innovation: The New Imperative for Creating and Profiting from Technology9,367 cited
  • 1982Hedonic Consumption: Emerging Concepts, Methods and Propositions5,610 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2000Changing Values in the Art Museum: rethinking communication and learning340 cited
  • 2007Strategies of Innovation and Imitation of Product Languages*146 cited
  • 2002Creating assemblies:69 cited
  • 2006Collective Storytelling and Social Creativity in the Virtual Museum: A Case Study52 cited
  • 2003Leaving a Trace39 cited

Cited by

  • 2015Enabling social interaction in the museum through the Social Display Environment11 cited
  • 2020Designing for Interpersonal Museum Experiences10 cited
  • 2023Enhancing the role of Egyptian Museums through the usage of dynamic visual identities1 cited

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