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The role of the customer in software development: the XP customer - fad or fashion?

, , , , , , , and . OOPSLA Companion, page 148-150. ACM, (2004)

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Evaluating Software for Affective Education: A Case Study of the Affective Walkthrough., , and . HCI (27), volume 618 of Communications in Computer and Information Science, page 226-231. Springer, (2016)Activity Theory for Design From Checklist to Interview - From Checklist to Interview., , and . HWID, volume 221 of IFIP, page 1-25. Springer, (2006)Graphical passwords: Learning from the first twelve years., , and . ACM Comput. Surv., 44 (4): 19:1-19:41 (2012)Cognitive dimensions of a game scripting tool., and . Future Play, page 97-104. ACM, (2007)Postmodern prospects for conceptual modelling., and . APCCM, volume 53 of CRPIT, page 11-20. Australian Computer Society, (2006)Factoring culture into the design of a persuasive game., , , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 213-220. ACM, (2006)Influencing users towards better passwords: persuasive cued click-points., , , and . BCS HCI (1), page 121-130. BCS, (2008)Abstraction and Activity in Computer-Mediated Music Production., , and . Computer Music Journal, 34 (4): 22-33 (2010)From pushing buttons to play and progress: value and interaction in fable., , , and . AUIC, volume 50 of CRPIT, page 61-68. Australian Computer Society, (2006)My Friend the Customer., , , and . EuroPLoP, page 199-214. UVK - Universitaetsverlag Konstanz, (2004)