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Creating assemblies:
5 references·13 citing·49 second hop
Creating assemblies: (2002)Creating assemblies:The Tacit Order of Teamwork: Collaboration and Embodied Conduct in Anesthesia (2002)The Tacit Order of Teamwork: …Crafting participation: designing ecologies, configuring experience (2002)Crafting participation: desig…Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)Exhibiting Interaction: Condu…Virtual and the Real: Media in the Museum (1998)Virtual and the Real: Media i…The Computer for the 21st Century (1991)The Computer for the 21st Cen…Νυχτερινές μουσειακές δράσεις για ενήλικες: από την εκπαιδευτική στην κοινωνική διάσταση της επίσκεψης (2023)Νυχτερινές μουσειακές δράσεις…Art Critique by Other Means (2023)Art Critique by Other MeansPlaying with words: creativity and interaction in museums and galleries (2015)Playing with words: creativit…Extending visitor's reality at museums (2014)Extending visitor's reality a…Designing infrastructures for creative engagement (2014)Designing infrastructures for…Reflections on 25 Years of Ethnography in CSCW (2013)Reflections on 25 Years of Et…Designing the Interactions in the Museum (2012)Designing the Interactions in…Interaction as a component of meaning-making (2008)Interaction as a component of…Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation (2007)Drivers Using Mobile Phones i…Beyond just the facts (2006)Beyond just the factsRe-tracing the past: mixing realities in museum settings (2004)Re-tracing the past: mixing r…CSCW at play (2004)CSCW at playCoCicero (2004)CoCiceroThe Presentation of Self in Everyday Life. (1956)The Interpretation of Cultures (1974)How To Do Things With Words (1975)Constructing CSCW: The First Quarter Century (2013)Studying Infrastructuring Ethnographically (2017)Data anxieties: Finding trust in everyday digital mess (2018)A simplest systematics for the organization of turn-taking for conversation (1974)A simplest systematics for the organization of turn-taking for conversation (1974)Rules of Play: Game Design Fundamentals (2003)Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds (2006)Experts at Play (2009)Playing with strangers (2014)Structures of Social Action (1985)What's Wrong with Ethnography? (1993)The Distracted Driver (2011)Managing distractions in complex settings (2013)What's Wrong With Ethnography? (2013)Handbook of Qualitative Research (1994)Tourism and mobile technology (2003)Re-space-ing place (2006)Playing Mathematical Instruments: Emerging Perceptuomotor Integration With an Interactive Mathematics Exhibit (2013)Distinction: A Social Critique of the Judgement of Taste* (2018)Shaping experiences in the hunt museum (2004)Imprints of place (2005)Edutainment Games for Mobile Multimedia Museum Guidance Systems: A Classification Approach (2009)Visitors’ Emotions, Touristic or Spiritual Experiences in Historic Churches: The Development of Church Experience Scale (CES) (2013)Factors affecting children’s direct learning and productive memory processes in the context of virtual museums (2024)Studies in Ethnomethodology. (1968)Communities of Practice (1998)Technology and medical practice (2003)Coordination Patterns Related to High Clinical Performance in a Simulated Anesthetic Crisis (2009)Instructions in the operating room: How the surgeon directs their assistant’s hands (2014)The expression of the emotions in man and animals. (1872)Forms of talk (1981)Lectures on Conversation (1995)Configuring Reception (2004)Interconnecting: museum visiting and exhibition design (2007)The Act of Reading: A Theory of Aesthetic Response (1979)The Act of Reading (1980)Toward an Aesthetic of Reception. (1982)Young children visiting museums: exhibits, children and teachers co-author the journey (2018)Hybrid Interactions in Museums: Why Materiality Still Matters (2021)Liminal spaces and the shaping of family museum visits: a spatial ethnography of a major international art museum (2022)Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW (2005)The Future of Museums in the Digital Age: New Models of Access and Use of Digital Collections (2011)Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms (2020)Collaboration and controlCrisis management and multimedia technology in London Underground Line Control Rooms (1992)TWITTERING THE NEWS (2010)Big other: Surveillance Capitalism and the Prospects of an Information Civilization (2015)
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References

  • 1991The Computer for the 21st Century10,020 cited
  • 2001Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries309 cited
  • 2002The Tacit Order of Teamwork: Collaboration and Embodied Conduct in Anesthesia236 cited
  • 2002Crafting participation: designing ecologies, configuring experience133 cited
  • 1998Virtual and the Real: Media in the Museum89 cited

Cited by

  • 2013Reflections on 25 Years of Ethnography in CSCW197 cited
  • 2004CSCW at play154 cited
  • 2007Drivers Using Mobile Phones in Traffic: An Ethnographic Study of Interactional Adaptation58 cited
  • 2006Beyond just the facts22 cited
  • 2015Playing with words: creativity and interaction in museums and galleries15 cited
  • 2014Designing infrastructures for creative engagement13 cited
  • 2008Interaction as a component of meaning-making13 cited
  • 2012Designing the Interactions in the Museum12 cited
  • 2004Re-tracing the past: mixing realities in museum settings8 cited
  • 2004CoCicero7 cited
  • 2023Art Critique by Other Means

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6 cited
  • 2014Extending visitor's reality at museums4 cited
  • 2023Νυχτερινές μουσειακές δράσεις για ενήλικες: από την εκπαιδευτική στην κοινωνική διάσταση της επίσκεψης1 cited