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Things aren't what they seem to be: innovation through technology inspiration.

, , , , , , , , , , , , , and . Symposium on Designing Interactive Systems, page 373-378. ACM, (2002)

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Interdisciplinary Collaboration: A Case Study of Software Development for Fashion Designers., , and . Interacting with Computers, 6 (4): 395-410 (1994)Taking the 'No' out of Lotus Notes: activity theory, groupware, and student groupwork., , and . CSCL, page 169-178. International Society of the Learning Sciences, (2002)Young Children's Spatial Representations Developed through Exploration of a Desktop Virtual Reality Scene., , and . EAIT, 5 (4): 251-262 (2000)Designing Dynamic Interactive Visualisations to Support Collaboration and Cognition., , and . IV, page 39-. IEEE Computer Society, (2002)External cognition: how do graphical representations work?, and . Int. J. Hum.-Comput. Stud., 45 (2): 185-213 (1996)Using 'tangibles' to promote novel forms of playful learning., , , , and . Interacting with Computers, 15 (2): 169-185 (2003)A Conceptual Framework for Mixed Reality Environments: Designing Novel Learning Activities for Young Children., , , , and . Presence, 11 (6): 677-687 (2002)Designing For or Designing With? Informant Design For Interactive Learning Environments., , , and . CHI, page 343-350. ACM/Addison-Wesley, (1997)Things aren't what they seem to be: innovation through technology inspiration., , , , , , , , , and 4 other author(s). Symposium on Designing Interactive Systems, page 373-378. ACM, (2002)Informing the design of a virtual environment to support learning in children., and . Int. J. Hum.-Comput. Stud., 55 (2): 115-143 (2001)