Sus Lyckvi
Showing 43 publications
How drivers respond to visual vs. auditory information in advisory traffic information systems
The role of design fiction in participatory design processes
Privacy and design ethics vs designing for curiosity, communication and children: Lessons learned
Eagons, Exoskeletons and Ecologies: On Expressing and Embodying Fictions as Workshop Tasks
Using Advisory 3D Sound Cues to Improve Drivers’ Performance and Situation Awareness
Let's take photos together: Exploring asymmetrical interaction abilities on mobile camera phones
Why and How Traffic Safety Cultures Matter when Designing Advisory Traffic Information Systems
Designing Mobile Experiences for Collocated Interaction
Teaching and Supervising Distant Interdisciplinary Design Teams
Thrimage: An Empathy-Oriented Discussion Tool for Classroom Use
Adding a Twist to the Multiple Choice Test
What Drivers Really Want: Investigating Dimensions in Automobile User Needs
Personal or social? Designing mobile interactions for co-located interaction
Design narrative: Lab course on software architectures and web technologies
Pattern: Chaotic multiple choice test
Escaping the obvious: Skewing properties of interaction
Toying with time: Considering temporal themes in interactive artifacts
Neither playing nor gaming: Pottering in games
Interaction-Related Properties of Interactive Artifacts
Alchemy: Dynamic gesture hinting for mobile devices
Exploring aesthetical gameplay design patterns: camaraderie in four games
Case Study. Teaching Design in Large Heterogeneous Classes
Exploring the Interplay Between Emotions and Interaction
Time, temporality, and interaction
Teaching Aesthetics in Interaction Design: Attempt One
Time, Temporality and Interaction
Exploring Aesthetic Ideals of Gameplay
Treating and Teaching Aesthetics as Personality
Teaching Gameplay Design is Teaching Interaction Design
Controlled Confusion: Teaching complex multidisciplinary group work
Controlled Confusion: Teaching complex multidisciplinary group work
Teaching Gameplay Design is Teaching Interaction Design
Teaching Interaction Design: Matters, Materials and Means
Facets of Fun: On the Design of Computer Augmented Entertainment Artifacts
Forces, Clashes and Remnants: a Model for Event-Driven Iterative Multidisciplinary Game Design
Mapping Fabrics to Music: Lessons Learned
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