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Uncomfortable interactions
2 references·16 citing·49 second hop
Uncomfortable interactions (2012)Uncomfortable interactionsTechnology as experience (2004)Technology as experienceStudies in Ethnomethodology. (1968)Studies in Ethnomethodology.Approaches for tailoring between-session mental health therapy activities (2024)Approaches for tailoring betw…A Scoping Review of Ethics Across SIGCHI (2022)A Scoping Review of Ethics Ac…Interpersonalizing Intimate Museum Experiences (2021)Interpersonalizing Intimate M…Biometric Mirror (2019)Biometric MirrorFrictional Realities (2018)Frictional RealitiesBio-Sensed and Embodied Participation in Interactive Performance (2017)Bio-Sensed and Embodied Parti…Articulating Challenges of Hybrid Crafting for the Case of Interactive Silversmith Practice (2017)Articulating Challenges of Hy…Negative Emotion, Positive Experience? (2016)Negative Emotion, Positive Ex…Moving Beyond Fun (2015)Moving Beyond FunSocially engaged arts practice in HCI (2014)Socially engaged arts practic…Metaphone (2014)MetaphoneInteractive installations as performance (2014)Interactive installations as …Gifting personal interpretations in galleries (2014)Gifting personal interpretati…see me, feel me, touch me, hear me (2013)see me, feel me, touch me, he…Performance-Led Research in the Wild (2013)Performance-Led Research in t…Experience in Serious Games: Between Positive and Serious Experience (2012)Experience in Serious Games: …The experience economy: work is theatre & every business a stage (1999)Rules of Play: Game Design Fundamentals (2003)Oxford English dictionary (2004)Slow serious games, interactions and play: Designing for positive and serious experience and reflection (2015)A Design Framework for Reflective Play (2024)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Persuasive games: the expressive power of videogames (2008)Critical play: radical game design (2010)"I Love All the Bits" (2016)Operationalizing resilient healthcare concepts through a serious video game for clinicians (2020)Institutional Ecology, `Translations' and Boundary Objects: Amateurs and Professionals in Berkeley's Museum of Vertebrate Zoology, 1907-39 (1989)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)The Discovery of Grounded Theory (2017)A Plurality of Practices: Artistic Narratives in HCI Research (2021)Encountering Autonomous Robots on Public Streets (2024)The Gift: The Form and Reason for Exchange in Archaic Societies. (1992)Lectures on Conversation (1995)Lectures on Conversation (1995)GIFT: Hybrid Museum Experiences through Gifting and Play (2018)Human-Computer Interactions in Museums (2019)Paying Attention: The Duration and Allocation of Visitors' Time in Museum Exhibitions (1997)Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)Performing mixed reality (2012)Understanding audience participation in an interactive theater performance (2014)Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives (2018)A grounded investigation of game immersion (2004)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Entertainment as Pleasurable and Meaningful: Identifying Hedonic and Eudaimonic Motivations for Entertainment Consumption (2011)Exploring Emotional Attachment to Game Characters (2019)Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) (2019)The Role of Gaming During Difficult Life Experiences (2019)Gift Giving in Anthropological Perspective (1983)Inalienable Possessions (1992)Valuing Things: The Public and Private Meanings of Possessions (1994)Hybrid Museum Experiences (2022)Museum experience and its impact on visitor reactions (2023)Machine Learning Processes As Sources of Ambiguity: Insights from AI Art (2024)Scoping studies: towards a methodological framework (2005)Discovering Shifts to Suicidal Ideation from Mental Health Content in Social Media (2016)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)Using Thematic Analysis in Healthcare HCI at CHI: A Scoping Review (2023)Emerging technologies and research ethics: Developing editorial policy using a scoping review and reference panel (2024)Who Should Act? Distancing and Vulnerability in Technology Practitioners' Accounts of Ethical Responsibility (2024)A simplest systematics for the organization of turn-taking for conversation (1974)Culture in Action: Symbols and Strategies (1986)Qualitative research: Methods in the social sciences (2006)A Typology of Technology‐Enhanced Tourism Experiences (2013)Understanding Customer Experience Throughout the Customer Journey (2016)Consumer and Object Experience in the Internet of Things: An Assemblage Theory Approach (2017)
this work references cited by second hop

References

  • 1968Studies in Ethnomethodology.12,446 cited
  • 2004Technology as experience1,013 cited

Cited by

  • 2016Negative Emotion, Positive Experience?179 cited
  • 2013Performance-Led Research in the Wild160 cited
  • 2013see me, feel me, touch me, hear me93 cited
  • 2015Moving Beyond Fun51 cited
  • 2022A Scoping Review of Ethics Across SIGCHI43 cited
  • 2012Experience in Serious Games: Between Positive and Serious Experience42 cited
  • 2014Gifting personal interpretations in galleries35 cited
  • 2021Interpersonalizing Intimate Museum Experiences34 cited
  • 2014Metaphone32 cited
  • 2017Articulating Challenges of Hybrid Crafting for the Case of Interactive Silversmith Practice32 cited
  • 2017Bio-Sensed and Embodied Participation in Interactive Performance30 cited
  • 2019Biometric Mirror29 cited
  • 2014Interactive installations as performance27 cited
  • 2024Approaches for tailoring between-session mental health therapy activities27 cited

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2018
Frictional Realities
25 cited
  • 2014Socially engaged arts practice in HCI21 cited