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Status Communication in Agile Software Teams: A Case Study.

, , and . ICSEA, page 82-87. IEEE Computer Society, (2010)

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Reciprocal Habituation: A Study of Older People and the Kinect., , , , , and . ACM Trans. Comput.-Hum. Interact., 21 (3): 18:1-18:20 (2014)Paradigms of games research in HCI: a review of 10 years of research at CHI., , , , and . CHI PLAY, page 27-36. ACM, (2014)A small space for playful messaging in the workplace: designing and deploying Picco., , , , , and . Conference on Designing Interactive Systems, page 285-294. ACM, (2014)Audience experience in social videogaming: effects of turn expectation and game physicality., , , , and . CHI, page 3473-3482. ACM, (2014)Paraplay: Exploring Playfulness Around Physical Console Gaming., , and . INTERACT (3), volume 8119 of Lecture Notes in Computer Science, page 682-699. Springer, (2013)Status Communication in Agile Software Teams: A Case Study., , and . ICSEA, page 82-87. IEEE Computer Society, (2010)The Crowd in the Cloud: Moving Beyond Traditional Boundaries for Large Scale Experiences in the Cloud., , , and . AUIC, volume 117 of CRPIT, page 29-38. Australian Computer Society, (2011)Everybody Dance Now: Tensions between Participation and Performance in Interactive Public Installations., , , , , and . OZCHI, page 284-288. ACM, (2015)Actively engaging older adults in the development and evaluation of tablet technology., , , , , , and . OZCHI, page 643-652. ACM, (2012)Ambient awareness of build status in collocated software teams., , and . ICSE, page 507-517. IEEE Computer Society, (2012)