Joe Sparks

Picture of Joe Sparks. Copyright unknown.
Personal Homepage:
http://joesparks.com
Current place of employment:
Gyro International

Joe Sparks Micro Bio

Sparks is an award-winning multimedia creator, an artist, game designer, interactive media pioneer, animator, writer, musician, programmer, and San Franciscan. He is best known as the creator of Radiskull & Devil Doll, a popular animation series, and also known for his pioneering multimedia games Spaceship Warlock and Total Distortion.

Recently, he served as: game developer and designer, international conference speaker on animation and design, a one-man show creator, as a creative consultant for advertising agencies, and designer of mobile phone content.

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Publications by Joe Sparks (bibliography)

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» 1992 «

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Mountford, S. Joy, Mitchell, Peter, O'Hara, Pat, Sparks, Joe and Whitby, Max (1992): When TVs are Computers are TVs. In: Bauersfeld, Penny, Bennett, John and Lynch, Gene (eds.) Proceedings of the ACM CHI 92 Human Factors in Computing Systems Conference June 3-7, 1992, Monterey, California. pp. 227-230. Available online

This panel brings together experts from TV production with those in the computer multimedia business. They will discuss what is likely to happen when the two media coexist. An exciting opportunity exists in merging the strengths of both media together synergistically to create pervasive and powerful Interactive Television.

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Changes to this page (author)

13 Feb 2010: Enabled abstracts to be shown on Joe Sparks's author page.
28 Apr 2003: Added the author to the bibliography

Publication statistics

Publication period:1992-1992
Publication count:1
Number of co-authors:4



Productive colleagues

Joe Sparks's 3 most productive colleagues in number of publications:

S. Joy Mountford:12
Peter Mitchell:2
Max Whitby:1


Collaboration count

Number of publications with 3 favourite co-authors:

Max Whitby:1
Pat O'Hara:1
Peter Mitchell:1

 

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Learn more about Joe Sparks:
- Google Scholar
- ACM
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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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URL: http://www.interaction-design.org/references/authors/joe_sparks.html