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Frank Vetere

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Publications by Frank Vetere (bibliography)

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» 2009 «

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Mueller, Florian 'Floyd', Gibbs, Martin R. and Vetere, Frank (2009): Design influence on social play in distributed exertion games. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1539-1548. Available online

Exertion games are an emerging form of interactive games that require players to invest significant physical effort as part of the gameplay, rather than just pressing buttons. These exertion games have potential health benefits by promoting exercise. It is also believed that they can facilitate social play between players and that social play can improve participation in exertion games. However, there is currently a lack of understanding of how to design games to support these effects. In this paper, we present a qualitative case study that illustrates how networked environments support social play in exertion games and how this can help to gain an understanding of existing games and support the design of future games. This work offers a preliminary analytical and descriptive account of the relationship between exertion and social play in such a game and highlights the influence of design with the aim of utilizing the attributed benefits of exertion and social play.

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Mueller, Florian 'Floyd', Gibbs, Martin R. and Vetere, Frank (2009): The mousegrip. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3199-3204. Available online

Computer games, often played with others, are a compelling pastime for many. However, they have been criticized for their mouse and keyboard or gamepad interactions, as they support a sedentary lifestyle. In contrast, a "hand exerciser" handgrip device can help strengthen hand and forearm muscles extensively through a simple spring mechanism. Our system "mousegrip" is an exertion interface to control computer applications while simultaneously exercising hand and arm muscles based on a handgrip device. We present a casual game of pong for two distributed players who control the game with a mousegrip each, demonstrating a low-cost approach to "exertion interactions over a distance". By showing how easy it can be to include exertion in interactions with computers, we hope to encourage other researchers and designers to consider exertion activity in their designs in order to support a healthy lifestyle.

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Mueller, Florian 'Floyd', Agamanolis, Stefan, Gibbs, Martin R. and Vetere, Frank (2009): Remote impact: shadowboxing over a distance. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3531-3532. Available online

Exertion games -- games that require physical effort from the user -- have been attributed with many social, mental and in particular physical health benefits. However, research has shown that most current implementations support only light or moderate exercise. We are presenting "Remote Impact -- Shadowboxing over a Distance", in which players punch and kick a life-size shadow of a remote participant in order to win the game. The game includes a novel multi-touch large-scale interaction surface that is soft (so no-one gets hurt), but can detect the location as well as the intensity of the players' even most extreme impacts. Remote Impact shows that computer-augmented games can support extreme exertion while supporting novel experiences, such as a reduced risk of injury and supporting distant players, offering a new way of thinking in which areas Human-Computer Interaction research can contribute to our lives.

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Harley, David A., Kurniawan, Sri H., Fitzpatrick, Geraldine and Vetere, Frank (2009): Age matters: bridging the generation gap through technology-mediated interaction. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4799-4802. Available online

Internet-based, mobile and pervasive technologies provide the means for older people to establish and maintain intergenerational relationships over long distances. However the significance of this intergenerational context has been largely ignored when considering potential interactions and the design of new technologies. This workshop aims to explore what the important issues are when considering intergenerational contact as a significant context for design. The overarching objective of this workshop is to identify key research themes in respect of intergenerational communication and its implications for the design of interactive systems.

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» 2008 «

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Leong, Tuck, Howard, Steve and Vetere, Frank (2008): Choice: abdicating or exercising?. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 715-724. Available online

Many people today have access to enormous libraries of digital content. Increasingly these libraries contain personal content, consumed in support of people's non-instrumental needs. If current trends persist, these repositories will only increase. Having to choose from so much could be unpleasant especially in the absence of strong preferences. This raises some concerns for user experience (UX) design. Approaches for such interactions should not only be optimized for UX but must also support users' non-instrumental needs. People face this predicament during digital music listening and yet report positive experiences when listening in shuffle. Through an empirical study of digital music listening and close examination of people's listening practices and experiences, we argue that a shuffle-based approach -- whereby people can abdicate choice to a random process while being able to modulate the randomness -- not only mitigates the unpleasantness of choosing but also supports their non-instrumental needs while fostering desirable experiential outcomes.

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Mueller, Florian, Agamanolis, Stefan, Gibbs, Martin R. and Vetere, Frank (2008): Remote impact: shadowboxing over a distance. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2291-2296. Available online

People use a wide range of intensity when interacting with artifacts and one another, spanning from subtle to brute force. However, computer interfaces so far have mainly focused on interactions restrained to limited force and do not consider extreme physical and brutal interactions, such as those encountered in contact sports. We present an interactive demonstrator that aims to facilitate "Brute Force" activities to aid designers who want to leverage the physical and mental health benefits of such forceful interactions. Our prototype demonstrates that augmenting Brute Force with computing technology can be beneficial: unlike traditional contact sports experiences, it supports distributed participants. Our aim is to encourage designers to extend their supported interactions to include extreme forceful behaviors, which can contribute to general fitness and weight loss while at the same time allowing socializing in an entertaining sportive way.

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Mueller, Florian 'Floyd', Gibbs, Martin R. and Vetere, Frank (2008): Taxonomy of exertion games. In: Proceedings of OZCHI08 - the CHISIG Annual Conference on Human-Computer Interaction 2008. pp. 263-266. Available online

A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.

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Davis, Hilary, Vetere, Frank, Ashkanasy, Shawn, Dyson, Gavin, Schofield, Penelope, Thompson, Kate, Withers, Giselle and Thomas, David (2008): Towards social connection for young people with cancer. In: Proceedings of OZCHI08 - the CHISIG Annual Conference on Human-Computer Interaction 2008. pp. 319-322. Available online

People with cancer have to contend with a variety of physical, emotional and social difficulties. Young people with cancer are often faced with the additional burden of isolation from their peers and social network. This paper outlines early results from a collaborative project seeking to use emerging technologies to develop and evaluate a peer-based social support system to support social connectivity amongst young people with cancer. We introduce an integrated service named MyTrac, which combines online social network applications and mobile broadband telephony. Seven young people (18-25yo) participated in the three month study. The study encompassed in-depth interview data, questionnaire data and an analysis of system audit logs, which documents participants' use and experience of the system. In this paper we highlight specific communications mediated by MyTrac, showing how they are a reflection of both the individual personalities of participants and a reflection of their cancer journey. We illustrate how these individual identities construct a collaborative identity for MyTrac, one which both encompasses and excludes particular types of interaction. We conclude by articulating some design considerations for social connectivity systems which seek to support young people with cancer.

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Leong, Tuck, Howard, Steve and Vetere, Frank (2008): Take a chance on me: using randomness for the design of digital devices. In Interactions, 15 (3) pp. 16-19

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Mueller, Florian, Gibbs, Martin R., Vetere, Frank and Agamanolis, Stefan (2008): Design space of networked exertion games demonstrated by a three-way physical game based on Table Tennis. In Computers in Entertainment, 6 (3)

» 2007 «

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Graham, Connor, Rouncefield, Mark, Gibbs, Martin, Vetere, Frank and Cheverst, Keith (2007): How probes work. In: Proceedings of OZCHI07, the CHISIG Annual Conference on Human-Computer Interaction November 28-30, 2007, Adelaide, Australia. pp. 29-37. Available online

'Cultural probes', since first being proposed and described by Bill Gaver and his colleagues, have been adapted and appropriated for a range of purposes within a variety of technology projects. In this paper we critically review different uses of Probes and discuss common aspects of different Probe variants. We also present and critique some of the debate around Probes through describing the detail of their use in two studies: The Digital Care Project (Lancaster University) and The Mediating Intimacy Project (University of Melbourne). We then reorient the discussion around Probes towards how probes work: both as interpretative fodder for social scientists and as a resource for 'designers'. Finally we discuss new possible directions for Probes as an approach and some of the challenges confronting Probes as an approach.

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Davis, Hilary, Skov, Mikael B., Stougaard, Malthe and Vetere, Frank (2007): Virtual box: supporting mediated family intimacy through virtual and physical play. In: Proceedings of OZCHI07, the CHISIG Annual Conference on Human-Computer Interaction November 28-30, 2007, Adelaide, Australia. pp. 151-159. Available online

Mediated intimacy is the phenomenon where humans use technologies to express, share, or communicate intimate feelings with each other. Typically, technologies supporting mediated intimacy encompass different characteristics than technologies designed to solve specific work-oriented tasks. This paper reports on the design, implementation and initial evaluation of Virtual Box. Virtual Box attempts to create a physical and engaging context in order to support reciprocal interactions with expressive content. An implemented version of Virtual Box is evaluated in a location-aware environment to evaluate the design ideas according to mediated family intimacy.

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Mueller, Florian, Agamanolis, Stefan, Vetere, Frank and Gibbs, Martin (2007): Brute force as input for networked gaming. In: Proceedings of OZCHI07, the CHISIG Annual Conference on Human-Computer Interaction November 28-30, 2007, Adelaide, Australia. pp. 167-170. Available online

Bodily activities such as sports have many physical and mental health benefits. The associated physical interactions are often of an exertion character and facilitate the use of brute force and intense physical actions. On the other hand, computer interfaces so far have mainly focused on interactions that use limited force and often ignored the existence of extreme brutal interactions that can be encountered in everyday life, in particular in contact sports. We present our initial investigations on the concept of "Brute Force" interfaces in HCI and describe work-in-progress on a prototype that aims to facilitate brute force interactions. We hope with our work we can aid designers who want to leverage the physical and mental health benefits of such physically intense behaviors that people do exhibit in their lives.

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Ashkanasy, Shawn, Benda, Peter and Vetere, Frank (2007): Happy coincidences in designing for social connectedness and play through opportunistic image capture. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 4. Available online

We explore the opportunities and constraints for sharing personal and 'social group' communications through the use of multi-location interactive image displays and mobile image capture devices. Accordingly, we seek to provide a better understanding of the use of such technologies in supporting close tie relationships through the implementation of Collage, an interactive image display. Collage has been designed for immediate and lightweight modes of sharing though synchronous and asynchronous interaction between users and digital images/text. We report on the results of a technology probe with three related families over a ten-week period. Through interviews and participant data we provide a rich account of their use with the system, emergent practices and usability issues that enabled and limited their experience of sharing digital family images. We also show evidence for user driven resolution of ambiguities in the system as an enabler of new experiences -- What might be called "happy coincidences".

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Vetere, Frank and Feltham, Frank (2007): Bringing emotion and physicality to domestic ICTs: interview with Steven Kyffin. In Personal and Ubiquitous Computing, 11 (5) pp. 335-337

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Feltham, Frank, Vetere, Frank and Wensveen, Stephan (2007): Designing tangible artefacts for playful interactions and dialogues. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 61-75. Available online

» 2006 «

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Leong, Tuck Wah, Vetere, Frank and Howard, Steve (2006): Randomness as a resource for design. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 132-139. Available online

Randomness is being harnessed in the design of some interactive systems. This is observed in random blogs, random web searching, and in particular Apple's iPod Shuffle. Yet the role of randomness in design of interactive systems in not well understood. This paper reports on an empirical study examining the influence of randomness on the user experience of music listening. 113 instances of self-reporting were collected and analysed according to four themes: listening mode, content organisation, activities during listening, and affective outcomes. The analysis provides insights into how randomness is used to engender certain affective responses (such as feeling refreshed) by using various constraining techniques (such as playlists) whilst engaging in everyday activities (such as driving a car). The paper argues that randomness can be used as an innovative design resource for supporting rich and novel user experiences.

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Pardo, Sofia, Vetere, Frank and Howard, Steve (2006): Teachers' involvement in usability testing with children. In: Proceedings of ACM IDC06: Interaction Design and Children 2006. pp. 89-92. Available online

This paper describes the involvement of teachers as facilitators in user-based evaluation of educational software. Findings from a case study that compare the behaviour of teachers and designers during the evaluation indicate that there is no strong evidence to support the current practice of teachers' tangential participation in the evaluation of educational software. Further research is needed to better understand the role teachers can play in this type of evaluation so that their knowledge and experience can positively contribute to the evaluation process and outcomes, whilst retaining the children's valuable contribution.

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Vetere, Frank, Nolan, Mark and Raman, Raihaan Abdool (2006): Distributed hide-and-seek. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 325-328. Available online

Grandchildren and grandparents are often separated by distance. The decline of the extended family, the pursuit of careers, global migration, divorce and family disputes can contribute to grandchildren growing up without much contact with their grandparents. Technological advances can provide new and creative ways to bring separated grandparent and grandchildren closer. This paper reports on a technological prototype based on the traditional game of hide-and-seek that seeks to re-connect intergenerational relatives. The prototype exploits Bluetooth technologies to sense location and create a distributed hide-and-seek experience.

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» 2005 «

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Vetere, Frank, Gibbs, Martin R., Kjeldskov, Jesper, Howard, Steve, Mueller, Florian, Pedell, Sonja, Mecoles, Karen and Bunyan, Marcus (2005): Mediating intimacy: designing technologies to support strong-tie relationships. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 471-480. Available online

Intimacy is a crucial element of domestic life, and many interactive technologies designed for other purposes have been appropriated for use within intimate relationships. However, there is a deficit in current understandings of how technologies are used within intimate relationships, and how to design technologies to support intimate acts. In this paper we report on work that has addressed these deficits. We used cultural probes and contextual interviews and other ethnographically informed techniques to investigate how interactive technologies are used within intimate relationships. From this empirical work we generated a thematic understanding of intimacy and the use of interactional technologies to support intimate acts. We used this understanding to inform the design of intimate technologies. A selection of our design concepts is also presented.

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Mueller, Florian, Vetere, Frank, Gibbs, Martin R., Kjeldskov, Jesper, Pedell, Sonja and Howard, Steve (2005): Hug over a distance. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1673-1676. Available online

People in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. Based on the results of an ethnographic study with couples, a prototype was developed to test the feasibility of technology in the domain of intimacy. Hug Over a Distance is an air-inflatable vest that can be remotely triggered to create a sensation resembling a hug. Although the couples did not consider the vest to be useful in their daily lives, the prototype served to provoke and stimulate design ideas from the couples during participative design workshops. An additional and unexpected benefit was also found: the prototype enhanced the couples' understanding of the researchers' methods, suggesting that prototypes can serve as tools to make participatory design volunteers aware of their importance in academic research.

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Pedell, Sonja and Vetere, Frank (2005): Visualizing use context with picture scenarios in the design process. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 271-274. Available online

The context in which a device is used has a major impact on mobile device design. Despite this, there are few system design methods that assist user interface designers to represent use context in a useful and systematic manner throughout the whole design process. Current scenario-based design approaches are able to represent context, but still present a challenge to support a shared understanding of the rich context in which activities take place and in encoding dynamic use context due to time issues such as sequential and parallel actions. This paper reports on a method called Picture Scenarios. The method was used by four design teams whilst designing mobile information devices for use in a public square. Results show that picture scenarios provide an effective way of communicating and debating use context with design partners. The suggested format of the picture scenarios facilitates to represent use context during design activities in a systematic way. These scenarios are easy to create, easy to use, and capture important contextual details about activity that is difficult to represent otherwise.

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Pardo, Sofia, Vetere, Frank and Howard, Steve (2005): Broadening stakeholder involvement in UCD: designers' perspectives on child-centred design. In: Proceedings of OZCHI05, the CHISIG Annual Conference on Human-Computer Interaction 2005. pp. 1-9. Available online

We contribute to research and practice in User Centred Design (UCD) by arguing that, in certain contexts, the literal and restrictive interpretation of 'user' as hands-on user can be a hurdle to achieving development processes that are profoundly use-centred, and products that better support end users. Our example case focuses on Child Centred Design (CCD) and drawing on empirical data, we negate some popular concerns relating to the involvement of teachers in the child-designer equation, and suggest new structures for children and their teachers to jointly engage in UCD. The traditional power structure of adult-child or teacher-student, seen by previous authors as a barrier to involving teachers in CCD, is challenged and the need for an extension of the designer-child partnership to include a significant role for teachers is proposed. The implications for the wider UCD literature relate to a broadening of stakeholder involvement in design.

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Leong, Tuck W., Vetere, Frank and Howard, Steve (2005): The serendipity shuffle. In: Proceedings of OZCHI05, the CHISIG Annual Conference on Human-Computer Interaction 2005. pp. 1-4. Available online

Recently, listening to music in shuffle mode has gained a strong following. Analysis of online data about the 'shuffle experience' reveals a range of rich and unusual user-experiences -- one in particular is Serendipity. Although serendipity is often imbued with 'magic' or regarded as a product of chance and luck, its effects can be inspirational and transformative. To date, little has been done to understand and characterise this experience. We sketch an initial understanding of serendipitous experience, and position it within a broader view of user experience. We also surface some implications for user-centred design processes.

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Pedell, Sonja and Vetere, Frank (2005): Picture scenarios for representing use context in design. In: Proceedings of CHINZ05, the ACM SIGCHI New Zealand Chapters International Conference on Computer-Human Interaction 2005. pp. 17-18. Available online

The context of use has a major impact on mobile device design. However, there are few system design methods that assist user interface designers to represent use context in a useful and systematic manner throughout the design process. We report here on a method called Picture Scenarios that was used by four design teams whilst designing mobile information devices for a public square. Results show that Picture Scenarios helped the teams to better understand, negotiate and represent use context during their design activities.

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Gibbs, Martin R., Vetere, Frank, Bunyan, Marcus and Howard, Steve (2005): SynchroMate: a phatic technology for mediating intimacy. In: Proceedings of the Conference on Designing for User Experiences DUX05 2005. p. 37. Available online

By and large interaction design has been concerned with information exchange -- technologies for the collection, processing and transmission of informational content. This design sketch discusses preliminary ideas about an alternative way to think about interactive technologies -- phatic technologies -- that are less concerned with capturing and communicating information and more about the establishment and maintenance of social connection. Drawing on insights and inspiration gleaned from a recent field-based study of the role of interactive technologies within intimate relationships we outline our preliminary ideas concerning technologies to support phatic interaction. Using the materials collected during our fieldwork as design inspirations, we developed design sketches for phatic technologies intended to support playful connection between intimates. One of these sketches -- SynchroMate -- is presented. SynchroMate is a phatic technology designed to mediate intimacy by affording serendipitous synchronous exchanges.

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Pedell, Sonja and Vetere, Frank (2005): Visualizing use context with picture scenarios in the design process. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 271-274. Available online

» 2004 «

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Po, Shirlina, Howard, Steve, Vetere, Frank and Skov, Mikael B. (2004): Heuristic Evaluation and Mobile Usability: Bridging the Realism Gap. In: Brewster, Stephen A. and Dunlop, Mark D. (eds.) Mobile Human-Computer Interaction - Mobile HCI 2004 - 6th International Symposium September 13-16, 2004, Glasgow, UK. pp. 49-60. Available online

» 2003 «

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Kjeldskov, Jesper, Howard, Steve, Murphy, John, Carroll, Jennie, Vetere, Frank and Graham, Connor (2003): Designing TramMatena Context-aware mobile system supporting use of public transportation. In: Proceedings of DUX03: Designing for User Experiences 2003. pp. 1-4. Available online

We describe the design of a mobile information service that provides users with a route-planning tool for the tram-based public transport system of Melbourne, Australia. The design sketches for TramMate represent early iterations of an ongoing design process based on data from field studies on the use of transportation by business employees who, during a typical workday, have to attend appointments at different physical locations. TramMate supports this activity by keeping track of contextual factors such as the user's physical location, upcoming appointments, and real-time travel information. The design is integrated with an electronic calendar and alerts the user when it is necessary to commence the journey.

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Vetere, Frank and Howard, Steve (2003): Layering a Minimal Interface. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 415.

» 2002 «

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Howard, Steve, Carroll, John M., Murphy, J., Peck, J. and Vetere, Frank (2002): Provoking Innovation: Acting-out in Contextual Scenarios. In: Proceedings of the HCI02 Conference on People and Computers XVI 2002. pp. 175-192.

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Carroll, Jenny M., Howard, Steve, Vetere, Frank, Peck, Jane and Murphy, John (2002): Just What Do the Youth of Today Want? Technology Appropriation by Young People. In: HICSS 2002 2002. p. 131. Available online

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Changes to this page (author)

22 Feb 2010: Enabled abstracts to be shown on Frank Vetere's author page.
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Publication statistics

Publication period:2002-2009
Publication count:32
Number of co-authors:42



Productive colleagues

Frank Vetere's 3 most productive colleagues in number of publications:

John M. Carroll:190
Steve Howard:48
Mark Rouncefield:45


Collaboration count

Number of publications with 3 favourite co-authors:

Steve Howard:14
Martin R. Gibbs:9
Florian Mueller:5

 

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Learn more about Frank Vetere:
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Mar 21

Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.

-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996

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