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The Design of Everyday Things: Revised and Expanded Edition

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Abstract
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Book ChapterDOI

Gamification in Unternehmen

TL;DR: In this article, Gamification kulturwirksam zur Unternehmensfuhrung genutzt werden kann, e.g., this article.
Book ChapterDOI

Education, Technology and Design: A Much Needed Interdisciplinary Collaboration

TL;DR: This proposal focuses on how human-centred design can enhance and facilitate technology-enhanced learning by focussing on the design of learning activities, and involving all its actors in a timely and meaningful way; and affecting its micro, meso and macro levels.

Discovering value for health with grocery shopping data

TL;DR: In this article, the authors make use of grocery purchase data available to S-Group customers and present ways of applying the data while making it meaningful for them, and construct visualization application prototypes for seeking value and benefits of purchase data experienced by the customers.
Journal ArticleDOI

Children's use of everyday artifacts: Learning the hidden affordance of zipping.

TL;DR: The everyday world is populated with artifacts that require specific motor actions to use objects as their designers intended, but researchers know little about how children learn to use everyday artifacts.
Book ChapterDOI

A Review of Proxemics in ‘Smart Game-Playing’

TL;DR: This review presents a set of recommendations for applying proxemics in game-mediated interactions and discusses its role in enabling informational literacy to foster smart learning ecosystems.