Publication statistics

Pub. period:2006-2012
Pub. count:31
Number of co-authors:47



Co-authors

Number of publications with 3 favourite co-authors:

Shaowen Bardzell:19
Tyler Pace:6
Mark Blythe:3

 

 

Productive colleagues

Jeffrey Bardzell's 3 most productive colleagues in number of publications:

Jodi Forlizzi:90
Gilbert Cockton:72
Bonnie A. Nardi:67
 
 
 
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Jeffrey Bardzell

Picture of Jeffrey Bardzell.
Personal Homepage:
http://jeffreybardzell.com/

Jeffrey Bardzell is an Associate Professor of HCI/Design and new media at the School of Informatics in Indiana University - Bloomington. With a Ph.D. in Comparative Literature and Minor in Philosophy, Bardzell brings a humanist perspective to HCI and is known for developing a theory of interaction criticism. His other HCI specialties include aesthetic interaction, user experience design, amateur multimedia design theory and practice, and digital creativity.

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Publications by Jeffrey Bardzell (bibliography)

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2012
 
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Bardzell, Jeffrey, Nichols, Jeffrey, Pace, Tyler and Bardzell, Shaowen (2012): Come meet me at Ulduar: progression raiding in World of Warcraft. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 603-612.

In spite of decades of research on virtual worlds, our understanding of one popular form of virtual world behavior -- raiding -- remains limited. Raiding is important because it entails intense, high-risk, and complex collaborative behaviors in computer-mediated environments. This paper contributes to CSCW literature by offering a longitudinal analysis of raiding behavior using system data manually collected from the game world itself, comparing two raiding teams as they worked through the same content. Supplemented with interviews and chat transcripts, this research sheds light on what actually happens during raids across four different temporal scales: seconds, hours, days, and months. It also distinguishes between behaviors that are imposed by the system design and those chosen by players. Finally, it derives two viable raiding styles from the data.

© All rights reserved Bardzell et al. and/or ACM Press

Bardzell, Jeffrey (2012). Commentary on 'Visual Aesthetics' by Noam Tractinsky

 
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Bardzell, Shaowen, Rosner, Daniela K. and Bardzell, Jeffrey (2012): Crafting quality in design: integrity, creativity, and public sensibility. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 11-20.

This paper aims to enrich the design research community's notions of quality by turning to the techniques and values of master craftspeople. We describe and analyze interviews conducted with elite craft practitioners in the US and Taiwan to consider how they perceive and produce quality. The crafters articulate a consensus view of interaction with integrity. American participants tend to frame their understanding of quality in terms of self-expression through a creative interaction with materials, while participants from Taiwan emphasize the role of communities in establishing -- and benefitting from -- craft quality. As HCI continues to turn to design approaches on account of their strengths producing works of socio-cultural relevance and value, our study sheds light on the qualities of interacting with integrity, the pleasures of self-expression through creative interaction with materials, and the practical benefits of positioning creative work in relation to the material resources, aesthetic tastes, and socio-economic needs of a public.

© All rights reserved Bardzell et al. and/or ACM Press

 
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Bardzell, Shaowen, Bardzell, Jeffrey, Forlizzi, Jodi, Zimmerman, John and Antanitis, John (2012): Critical design and critical theory: the challenge of designing for provocation. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 288-297.

Constructive design research is a form of research where design activity is a central research activity. One type of constructive design research is critical design, which seeks to disrupt or transgress social and cultural norms. Critical design's advocates have turned to critical theory as an intellectual resource to support their approach. Interestingly, critical design processes remain under-articulated in the growing design research literature. In this paper, we first explain why critical design is so hard to describe as a design practice or process. We then describe two critical design case studies we undertook and the effects we observed them having when place in the field. After sharing our breakdowns and breakthroughs along the way, we offer reflections on designing for provocativeness, the value of deep relationships between researchers and research participants, and the need to plan for and go with a fluid and emergent research plan -- with the goal of helping clarify critical design as an approach.

© All rights reserved Bardzell et al. and/or ACM Press

2011
 
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Bardzell, Jeffrey and Bardzell, Shaowen (2011): Pleasure is your birthright: digitally enabled designer sex toys as a case of third-wave HCI. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 257-266.

In the past decade, HCI has become increasingly preoccupied with the deeply subjective qualities of interaction: experience, embodiment, pleasure, intimacy, and so on, an agenda sometimes grouped under the heading of "third-wave HCI"."Analytically understanding and designing for such qualities has been an ongoing challenge to the field, in part because its established theories and methodologies are comparatively weak at understanding and being responsive to human subjectivity. In this paper, we present a case study of a group of designers who have, in the past few years, revolutionized their domain -- sex toys -- by combining embodied pleasure, intimate experience, health and wellness, emerging technologies, high-quality design processes, and social activism. We consider the implications this case could have for researchers innovating on especially third-wave HCI design theories, methodologies, and processes.

© All rights reserved Bardzell and Bardzell and/or their publisher

 
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Bardzell, Shaowen and Bardzell, Jeffrey (2011): Towards a feminist HCI methodology: social science, feminism, and HCI. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 675-684.

With substantial efforts in ubiquitous computing, ICT4D, and sustainable interaction design, among others, HCI is increasingly engaging with matters of social change that go beyond the immediate qualities of interaction. In doing so, HCI takes on scientific and moral concerns. This paper explores the potential for feminist social science to contribute to and potentially benefit from HCI's rising interest in social change. It describes how feminist contributions to debates in the philosophy of science have helped clarify relationships among objectivity, values, data collection and interpretation, and social consequences. Feminists have proposed and implemented strategies to pursue scientific and moral agendas together and with equal rigor. In this paper, we assess the epistemologies, methodologies, and methods of feminist social science relative to prior and ongoing research efforts in HCI. We conclude by proposing an outline of a feminist HCI methodology.

© All rights reserved Bardzell and Bardzell and/or their publisher

 Cited in the following chapter:

Usability Evaluation: [/encyclopedia/usability_evaluation.html]


 
 
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Kannabiran, Gopinaath, Bardzell, Jeffrey and Bardzell, Shaowen (2011): How HCI talks about sexuality: discursive strategies, blind spots, and opportunities for future research. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 695-704.

The topic of sexuality has been increasingly researched inside the field of HCI. At the same time, and for many reasons, research gaps remain. In this paper, we present a critical analysis of 70 works on this topic spanning the past two decades to understand how we as an academic field talk about sexuality. We use Foucauldian discourse analysis to identify and analyze the various rules of knowledge production on this topic inside our field. By doing so, we expose not only existing gaps in current research literature, but we also gain an understanding of why some of them exist. We suggest some opportunities to make the field more amenable to this kind of research and point out future research directions on sexuality inside the field of HCI.

© All rights reserved Kannabiran et al. and/or their publisher

 
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Bardzell, Shaowen, Churchill, Elizabeth, Bardzell, Jeffrey, Forlizzi, Jodi, Grinter, Rebecca and Tatar, Deborah (2011): Feminism and interaction design. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1-4.

This workshop is aimed at exploring the issues at the intersection of feminist thinking and human computer interaction. Both feminism and HCI have made important contributions to social science in the past several decades, but though their potential for overlap seem high, they have not engaged each other directly until recently. In this workshop we will explore diverse -- and contentious -- ways that feminist perspectives can support user research, design ideation and problem framing, sketching and prototyping, and design criticism and evaluation. The workshop will include fast-moving mini-panels and hands-on group exercises emphasizing feminist interaction criticism and design ideation.

© All rights reserved Bardzell et al. and/or their publisher

 
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Bardzell, Jeffrey, Bardzell, Shaowen and Nardi, Bonnie A. (2011): World of Warcraft as a global artifact. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 169-172.

The goal of the panel is to engage a group of distinguished scholars from the social sciences and humanities to consider how World of Warcraft, as a virtual world and as a sociotechnical system, creates and sustains a global community, as well as the nature of that community. Panelists will discuss the interlocking human and technical agencies at play in World of Warcraft, the complex social ecology that has evolved around the game, and research strategies that scale to a world of 12 million players.

© All rights reserved Bardzell et al. and/or their publisher

 
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Forlizzi, Jodi, DiSalvo, Carl, Bardzell, Jeffrey, Koskinen, Ilpo and Wensveen, Stephan (2011): Quality control: a panel on the critique and criticism of design research. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 823-826.

Design research is an emerging area in design that has increasing relevance to the field of HCI. While we have made advances in integrating design research methods, approaches, and outcomes in HCI, we still have a way to go. This is due to fundamental differences in the development of design knowledge as compared to scientific knowledge and knowledge about human theories of behavior. We call together this panel at CHI 2011, comprised of leading HCIdesign researchers, to explore ways to develop and refine critical discussions of design research within the HCI community.

© All rights reserved Forlizzi et al. and/or their publisher

 
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Bardzell, Jeffrey (2011): Interaction criticism: An introduction to the practice. In Interacting with Computers, 23 (6) pp. 604-621.

Though interaction designers critique interfaces as a regular part of their research and practice, the field of HCI lacks a proper discipline of interaction criticism. By interaction criticism I mean rigorous interpretive interrogations of the complex relationships between (a) the interface, including its material and perceptual qualities as well as its broader situatedness in visual languages and culture and (b) the user experience, including the meanings, behaviors, perceptions, affects, insights, and social sensibilities that arise in the context of interaction and its outcomes. Interaction criticism is a knowledge practice that enables design practitioners to engage with the aesthetics of interaction, helping practitioners cultivate more sensitive and insightful critical reactions to designs and exemplars. Benefits of such an engagement can include informing a particular design process, critiquing and innovating on design processes and methods more generally, developing original theory beneficial to interaction design, and exposing more robustly the long-term and even unintended consequences of designs. In this article I offer a synthesis of practices of criticism derived from analytic philosophy of aesthetics and critical theory, including the introduction of five core claims from this literature; I outline four perspectives that constitute a big-picture view of interaction criticism; and I offer a case study, demonstrating interaction criticism through each of these four perspectives.

© All rights reserved Bardzell and/or Elsevier Science

 Cited in the following chapter:

Usability Evaluation: [/encyclopedia/usability_evaluation.html]


 

Bardzell, Jeffrey (2011). Commentary on 'Somaesthetics' by Richard Shusterman

2010
 
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Bardzell, Jeffrey, Pace, Tyler and Terrell, Jennifer (2010): Virtual fashion and avatar design: a survey of consumers and designers. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 599-602.

As virtual worlds evolve, so does the visual language of avatars inside them. In Second Life, an emergent virtual fashion industry supports amateur fashion/avatar design. This fashion industry includes both emergent (i.e., user-created) social institutions as well as a network of technologies, including Second Life's virtual environment itself, which support a sophisticated fusion of technical and cultural practices. This paper presents the results of a survey, offering an empirical overview of virtual fashionistas' shopping and content creation behaviors in Second Life. The results suggest relationships between technology and culture, giving rise to concrete forms of sociality, style, embodiment and gender in the virtual world. The paper concludes with a discussion of the role of usability (both in fashion creation and consumption) in driving the desirability of fashion products, bodies, and even gender performances in virtual environments.

© All rights reserved Bardzell et al. and/or their publisher

 
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Pace, Tyler, Bardzell, Shaowen and Bardzell, Jeffrey (2010): The rogue in the lovely black dress: intimacy in World of Warcraft. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 233-242.

In this paper we present a critical analysis of player accounts of intimacy and intimate experiences in the massively multiplayer online role-playing game World of Warcraft (WoW). Our analysis explores four characteristics that players articulated about their virtual intimate experiences: the permeability of intimacy across virtual and real worlds, the mundane as the origin of intimacy, the significance of reciprocity and exchange, and the formative role of temporality in shaping understandings and recollections of intimate experiences. We also consider the manifest ways that WoW's software features support and encourage these characteristics.

© All rights reserved Pace et al. and/or their publisher

 
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Cockton, Gilbert, Bardzell, Shaowen, Blythe, Mark and Bardzell, Jeffrey (2010): Can we all stand under our umbrella: the arts and design research in HCI. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3163-3166.

The Arts (i.e., all liberal, cultural, literary, visual and performing arts disciplines) are becoming more prominent at CHI. This SIG will take stock of what they can contribute, and how and why, and what the CHI community needs to do to more fully embrace The Arts to advance the leading edge of design research.

© All rights reserved Cockton et al. and/or their publisher

 
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Jung, Heekyoung, Altieri, Youngsuk L. and Bardzell, Jeffrey (2010): Computational objects and expressive forms: a design exploration. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3433-3438.

We suggest the concept of expressive forms as a rising design theme to explore aesthetics of computational objects. The theme, exemplified in our design exploration, attempts to synthesize a concept-driven design process and exploratory engagement with new forms and materials available to computational objects. We report the detailed process of designing the soft-spiky mouse including prototyping and a pilot user study, leading to a discussion about the experiential qualities and design implications of expressive forms for research on aesthetic interaction.

© All rights reserved Jung et al. and/or their publisher

 
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Blythe, Mark, McCarthy, John, Light, Ann, Bardzell, Shaowen, Wright, Peter, Bardzell, Jeffrey and Blackwell, Alan (2010): Critical dialogue: interaction, experience and cultural theory. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4521-4524.

Although topics such as fun, enjoyment, aesthetics, and experience are relatively new in HCI, long traditions of scholarship in the humanities and social sciences have examined them. Some have already been expressed in the appropriation of conceptualizations of experience in HCI research and practice. There is also a small but fast growing body of work in HCI seeking to approach these topics from the perspective of cultural and critical theory. In the history of ideas, experience and critical theory have not always made good bedfellows, sometimes complementing each other, sometimes resisting each other. This workshop will explore the ways in which HCI can benefit from a constructive dialogue between critical theory and experience in questions of design and evaluation.

© All rights reserved Blythe et al. and/or their publisher

 
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Bardzell, Jeffrey, Bolter, Jay and Lowgren, Jonas (2010): Interaction criticism: three readings of an interaction design, and what they get us. In Interactions, 17 (2) pp. 32-37.

 
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Jung, Heekyoung, Youngsuk, Altieri, Bardzell, Jeffrey, Scheible, Jürgen, Pierce, James, Paulos, Eric, Yim, Ji-Dong and Shaw, Christopher (2010): Demo Hour. In Interactions, 17 (6) pp. 6-7.

2009
 
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Bardzell, Jeffrey (2009): Interaction criticism and aesthetics. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2357-2366.

As HCI becomes more self-consciously implicated in culture, theories from cultural studies, in particular aesthetics and critical theory, are increasingly working their way into the field. However, the use of aesthetics and critical theory in HCI remains both marginal and uneven in quality. This paper explores the state of the art of aesthetics and critical theory in the field, before going on to explore the role of these cultural theories in the analysis and deployment of the twin anchors of interaction: the user and the artifact. In concludes with a proposed mapping of aesthetics and critical theory into interaction design, both as a practice and as a discipline.

© All rights reserved Bardzell and/or ACM Press

 Cited in the following chapter:

Usability Evaluation: [/encyclopedia/usability_evaluation.html]


 
 
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Bardzell, Jeffrey, Pace, Tyler, Brunetti, Laura, Huang, Qian, Perry, Nina and Gim, Hyewon (2009): Emerging Standards in Virtual Fashion: An Analysis of Critical Strategies Used in Second Life Fashion Blogs. In: HICSS 2009 - 42st Hawaii International International Conference on Systems Science 5-8 January, 2009, Waikoloa, Big Island, HI, USA. pp. 1-10.

 
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Jung, Heekyoung, Altieri, Youngsuk L. and Bardzell, Jeffrey (2009): SKIN: designing aesthetic interactive surfaces. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 85-92.

In this paper we propose SKIN as an interdisciplinary design approach for sophisticated interactive surfaces, with an emphasis on their meanings and aesthetic qualities. SKIN: Surface Kinetics INterface, aims at integrating concept-driven design process and exploratory critical engagement with forms and materials into current user-centered design approaches in HCI research. The procedures of developing three design concepts and prototyping one of them -- an interactive lampshade -- are described in detail to illustrate the proposed approach. The narrative of the design process is followed by a pilot study and designer reflection, suggesting the broader epistemological and methodological implications of this kind of approach.

© All rights reserved Jung et al. and/or their publisher

2008
 
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Bardzell, Jeffrey and Bardzell, Shaowen (2008): Interaction criticism: a proposal and framework for a new discipline of HCI. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2463-2472.

Though interaction designers critique interfaces as a regular part of their research and practice, the field of HCI lacks a proper discipline of interaction criticism. By interaction criticism we mean rigorous, evidence-based interpretive analysis that explicates relationships among elements of an interface and the meanings, affects, moods, and intuitions they produce in the people that interact with them; the immediate goal of this analysis is the generation of innovative design insights. We summarize existing work offering promising directions in interaction criticism to build a case for a proper discipline. We then propose a framework for the discipline, relating each of its parts to recent HCI research.

© All rights reserved Bardzell and Bardzell and/or ACM Press

 
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Bardzell, Jeffrey, Bardzell, Shaowen, Pace, Tyler and Karnell, Jeremi (2008): Making user engagement visible: a multimodal strategy for interactive media experience research. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3663-3668.

This paper describes an industry-academic collaborative research initiative, focused on determining useful measures of user engagement and experience with social media (e.g., video games, virtual worlds, social networking sites, etc.) and digital devices. Using newly designed hardware and software, the research initiative addresses the relationships among neurological, physiological, behavioral, and cognitive assessments of engagement in ongoing and short duration user experiences. It is a centerpiece of an iterative strategy toward understanding and modeling relationships among different engagement measures. The research will lead to design proposals for model-based assessments of engagement calibrated to individuals' responses.

© All rights reserved Bardzell et al. and/or ACM Press

 
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Bardzell, Shaowen, Bardzell, Jeffrey, Pace, Tyler and Reed, Kayce (2008): Blissfully productive: grouping and cooperation in world of warcraft instance runs. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 357-360.

Gaming has attracted growing interest in both CSCW and HCI in recent years. We contribute to this line of research by analyzing collaboration in 5-person instance runs in World of Warcraft, an aspect of the game that is considered routine and mundane work by players yet remains largely unexamined in current literature. Using a combination of ethnographic observation, interview, chat and video log analysis, we unpack the conditions under which players can produce the most effective outcomes while having fun, and offer a three-level model of successful instance runs.

© All rights reserved Bardzell et al. and/or ACM Press

 
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Bardzell, Jeffrey and Bardzell, Shaowen (2008): Intimate interactions: online representation and software of the self. In Interactions, 15 (5) pp. 11-15.

 
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Blythe, Mark, Bardzell, Jeffrey, Bardzell, Shaowen and Blackwell, Alan (2008): Critical Issues in Interaction Design. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 183-184.

Computing technology is now so entwined with everyday life that enquiries into human computer interaction (HCI) are also studies of society and culture Cultural and Critical theory is then increasingly relevant to studies of Human Computer Interaction (HCI). It is both timely and important to develop understandings of the strengths and limitations of the various perspectives available within the fractious traditions of cultural and critical theory. This workshop will consider the challenges of making such theory relevant and accessible to HCI and interaction design.

© All rights reserved Blythe et al. and/or their publisher

2007
 
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Bardzell, Jeffrey, Bardzell, Shaowen, Birchler, Craig and Ryan, William (2007): Double dribble: illusionism, mixed reality, and the sports fan experience. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 216-219.

 
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Bardzell, Shaowen, Wu, Vicky, Bardzell, Jeffrey and Quagliara, Nick (2007): Transmedial interactions and digital games. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 307-308.

 
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Blevis, Shunying, Bardzell, Jeffrey and Wroblewski, Nancy (2007): Feed the Dragon Wisely: Designing for Childhood Awareness as a Means of Lifelong Obesity Prevention. In: Stephanidis, Constantine (ed.) Universal Access in Human-Computer Interaction. Applications and Services, 4th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2007 Held as Part of HCI International 2007 Beijing, China, July 22-27, 2007 Proceedings, Part July 22-27, 2007, Beijing, China. pp. 860-868.

2006
 
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Bardzell, Jeffrey, Bardzell, Shaowen, Briggs, Christian, Makice, Kevin, Ryan, William and Weldon, Matt (2006): Machinima prototyping: an approach to evaluation. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 433-436.

Video prototyping is an established technique in HCI, often used early in the design process to show the context in which a particular interface might be used. Unfortunately, even with falling costs, video production is expensive and demands many tangible resources. Machinima appears poised to offer a new approach to video prototyping. To understand how well machinima serves this need today, and to discover insights about how future machinima platform designs might support this approach, we categorize and evaluate a number of machinima platforms for video prototyping.

© All rights reserved Bardzell et al. and/or ACM Press

 
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URL: http://www.interaction-design.org/references/authors/jeffrey_bardzell.html

Publication statistics

Pub. period:2006-2012
Pub. count:31
Number of co-authors:47



Co-authors

Number of publications with 3 favourite co-authors:

Shaowen Bardzell:19
Tyler Pace:6
Mark Blythe:3

 

 

Productive colleagues

Jeffrey Bardzell's 3 most productive colleagues in number of publications:

Jodi Forlizzi:90
Gilbert Cockton:72
Bonnie A. Nardi:67
 
 
 
Jul 24

There is no reason for any individual to have a computer in his home

-- Ken Olson

 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
Start reading

Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!