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Design is a Game: Developing Design Competence in a Game Setting

, and . Participatory Design Conference, Malmo, Sweden, (2002)

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Tangible user interfaces for configuration practices., , and . TEI, page 223-230. ACM, (2007)Designing the user actions in tangible interaction., , and . Critical Computing, page 9-18. ACM, (2005)Design is a Game: Developing Design Competence in a Game Setting, and . Participatory Design Conference, Malmo, Sweden, (2002)Replacing Usability Testing with User Dialogue., and . Commun. ACM, 42 (5): 63-66 (1999)Book smarts meet street smarts: the best of both worlds., , , , , and . OZCHI, volume 122 of ACM International Conference Proceeding Series, ACM, (2005)PAUSE: exploring mindful touch interaction on smartphones., , and . MindTrek, page 184-191. ACM, (2016)Interactive pinball business., and . NordiCHI, page 129-138. ACM, (2012)Work at Hand: An Exploration of Gesture in the Context of Work and Everyday Life to Inform the Design of Gestural Input Devices., , , , and . AUIC, volume 18 of CRPIT, page 1-10. Australian Computer Society, (2003)Innovation in design: strategies for designing together., , , and . CHI Extended Abstracts, page 108-109. ACM, (1999)Reflecting on Design Practice: Exploring Video Documentary of Designers in Action., , and . Symposium on Designing Interactive Systems, page 450-451. ACM, (2000)