yusuke1997/dblp-id-title huggingface dataset:
Transforming Pervasive into Collaborative: Engaging Youth as Leaders with GIS through a Framework that Integrates Technologies, Storytelling, and Action
nullInsights for Educational Practice from a Thematic Analysis of Student Experiences with Speculative Design Mini-Projects about Personal Issues
Designing for Learning and Play - The Smiley Model as a Framework
Knowing through relations. On the Epistemology and Methodology of Being a Reflexive Insider
Reflective Analytics for Interactive e-books
Remote contextmapping and prototyping during lockdown, a case study
Home Smart Home: Approachable Interfaces for Intelligibility, Modification, and End-User Programming
Three Tiers of Gamification in a College Course on Problem Solving for Global Challenges
Wrist-worn Vibrotactile Navigation System for Cyclists
IxD: What are we to do in order not to fail?
Transforming higher education learning ecosystem: teaching staff perspective
Analogue and Digital Access to Architectural Information
Cross-disciplinary Participatory & Contextual Design Research: Creating a Teacher Dashboard Application
Collaborative Language Learning for Professional Adults
Creating Smart Connected Learning Ecosystems: A Hybrid Model for Design-Based Learning
Applications of Virtual and Augmented Reality for Practical Application Learning with Gamification Elements
Multi-channel, multi-objective, multi-context services: The glue of the smart cities learning ecosystem
La sabbia e la farfalla. Controllo e complessità nell'apprendimento
Learning by creating historical buildings in Second Life
Architects or builders; scaffolding or duck tape?
Tools for an Augmented Design: quantitative virtual show&tell
Co-Creation of Micro-Content Types
A framework for designing applications to support knowledge construction on learning ecosystems
Preserving Indigenous voices: Web archiving in Aotearoa/New Zealand
Selection of appropriates E-learning personalization strategies from ontological perspectives
Transistórias: how a critical and speculative perspective contributes to rethink sustainability education in product design
A new LIFE
Envisioning Future Scenarios: Teaching and Assessing Values-based Design Approaches
Game mechanics to further engagement with physical activity
The Interaction between Design Features and Learners' Goals: A Case Study of a Science Museum Game
Reflective Healthcare Systems: micro-Cycle of Self-Reflection to empower users
Tangible 3D Printed Workshop for introducing Art and Creativity in Engineering Drawing Subject
The image of the algorithmic city: a research approach
The biological and cultural nature of the IxD
Radical Placemaking: Utilizing Low-Tech AR/VR to engage in Communal Placemaking during a Pandemic
Design of a GUI for the facial expressions creation in the 3D software 'Make Human'
A Framework for Competence based e-Assessment
Cloud Computing and Multi Agent System to improve Learning Object Paradigm
Towards a Socially Intelligent ECA
Mini is beautiful
Factors Determining Digital Learning Ecosystem Smartness in Schools
Empowering Games. Meaning Making by Designing and Playing Location Based Mobile Games
Student Perception of Mobile Self-assessment: an Evaluation of the Technology Acceptance Model
Cuizz - In-Class Probing of Learning Bits
FUPOL: an Integrated Approach to Participative Policies
Early Math in a Preschool Context: Spontaneous Extension of the Digital into the Physical
Emergency Remote Teaching Scenarios, Struggles and Soundboxes: A Case Study on Malaysian Teachers
GPIM: Google Glassware for inquiry-based learning
Model of Personal Discount Sensitivity in Recommender Systems
Architects and builders; scaffolding and duck tape - Invited Commentary on the paper Architects or builders; scaffolding or duck tape?
University-industry Interoperability Framework for Developing the Future Competences of Industry 4.0
Liber Domus Development of a Prototype RPG for 6th Grade Mathematics and Science Learning
Traces, monitoring ... and assessment for DULP
Can Bloom's Higher Order Thinking skills be achieved by Gamified Learning through Social Networking Site (SNS) like Facebook?
Conceptual Model of Stakeholders' Investment-Engagement in Public e-Services
HCI curricula in Faculty of Computer Science Engineering at Castilla-La Mancha University (Spain): overview and new proposal
EMuRgency: Addressing cardiac arrest with socio-technical innovation in a smart learning region
The role of learner control and psychological ownership for self-regulated learning in technology-enhanced learning designs
Getting Closer, Empathising and Understanding: Setting the Stage for a Co-design Project with People with Dementia
Lessons Learned on the Design of Several Tools for Participation on Foot
Plug 'n Train - A Component Based Approach
Learning in Liquid Place
Learning landscapes and educational Breakout for the development of digital skills of teachers in training
Handheld-Mode Interface for the OLPC XO Laptops
A pedagogical framework and a transdisciplinary design approach to innovate HCI education
Smart Cities and Languages: The Language Network
IxD at the School of Art & Communication - Malmö
The Videographic Requirements Gathering Method for Adolescent-Focused Interaction Design
Teaching Energy Efficiency: A Cross-Border Public Class and Lesson Study in STEM
Expressiveness in Human-Robot Interaction
A review of ten years of implementation and research in aligning learning design with learning analytics at the Open University UK
Design and implementation of a low-cost classroom response system for a future classroom in the developing world
Grounding Activity in People-Centered Smart Territories by Enhancing Community Awareness
CiudadelaSim Urban Modeling Framework and Human-Centered Design (HCD) Learning based Approaches: A pedestrian mobility case study in Monterrey, Mexico
Proposal to Conceive Multimedia Systems from a Value Creation Perspective and a Collaborative Work Routes Approach
Training designers for vulnerable generations: a quest for a more inclusive design
Be provoking. Schooling critical and speculative designers
Large multitouch screens to enhance collaboration in the classroom of the 21 st century: an Italian experiment
External Resource Annotation Framework and its applications in E-learning
How non-designers understand the architecture design project: a comparative study using immersive virtual reality
The Use of Information Communication Technologies for Staff Continuous Professional Development in Organizations. The case study
Gameful design for skills development for youths in urban marginalised communities
Developing a Design Inquiry Method for Data Exploration
Complex Learning. Un modo possibile di essere DULP
Evaluating First Experiences with an Educational Computer Game: A multi-Method Approach
The Merits of Situated Evaluation as an Alternative UX Evaluation Method to Understand Appropriation
Informing Work Interaction Design by 3rd Generation Activity Theory
Proto Design Practice: translating design thinking practices to organizational settings
Using Player Type Models for Personalized Game Design - An Empirical Investigation
Investigating Human-Rare Historic Book Interaction among Young Adults
Genesi di un'IxD&A
Joining Informal Learning in Online Knowledge Communities and Formal Learning in Higher Education: Instructional Design and Evaluation of a Blended-Learning Seminar with Learning Analytics Support
Towards a Dialogue Based Interface for Query Synchronization
The E-assessment burger: Supporting the Before and After in E-Assessment Systems
The balance between generalists and specialists in the Medialogy education
Smart Brands and Identities: building friendly bridges between Design and Smartness
An interactive learning environment to empower engagement in Mathematics
Troubling Futures: Can Participatory Design Research provide a Constitutive Anthropology for the 21st Century?
Developing Novel Services for the Railway Station Area through Experience-Driven Design
Citizen-driven dashboards in smart ecosystems: a framework
CulturalWiki: A Semantic Map-Based Wiki for Interdisciplinary Collaboration
Co-creation in the Design of Technology Enhanced Learning: Teachers? Beliefs versus Practices
Teaching Styles of Virtual Training Systems for Industrial Applications ? A Review of the Literature
Un ambiente integrato per l'apprendimento allargato
An interview with Dirk Knemeyer
Between Awareness and Acceptance: a more mature School Teachers? Perspective on Integrated Learning one year after the pandemic outbreak
Design and Evaluation of a Mobile Art Guide on iPod Touch
Interaction Design @ IDC Limerick
User-Centered Design of E-Learning Tools for Users with Special Needs: The VisualPedia Case Study
Designing Creative Learning Environments
Co-creating a web-based visual representation model for authoring blended learning designs
The On-TIME User Interface
Speculative and Critical Approach to Designing Technological Futures through HCI Education
Designing TEL products for poor comprehenders: evidences from the evaluation of TERENCE
Designing for Connectivity: Rethinking the Interaction with the Built Environment and Wireless Communication Infrastructure
An Agent-based Approach for Simulating Transformation Processes of Socio-ecological Systems as Serious Game
Teaching Programming in Secondary Schools: Stepping and Stumbling Stones
Co-Design of an Orchestration Tool: Supporting Engineering Teaching Assistants as they Facilitate Collaborative Learning
Resources and Opportunities for Agency in PLE-Related Pedagogical Designs
Group formation in collaborative learning contexts based on personality traits: An empirical study in initial Programming courses
Portar via per condurre altrove: suggestioni e annotazioni metodologiche sull'orizzonte di senso di una blogoclasse
La buona educazione nella scuola che cambia, ossia il bicchiere mezzo pieno della didattica digitale (Invece di bandire i telefonini dalla scuola, proviamo a farne un uso appropriato, cioè didattico)
A TEL System for Teaching and Supporting Creativity in Tertiary Students: Incorporating the Views of Experts
Model-based Design of Multi-Device Applications based on Web Services
Envisioning the Transformative Role of IT in Lectures
Children and the Mediated City. Place Attachment Development Using Augmented Reality in Urban Spaces
Implementation of Social Entrepreneurship Projects The path to Communities of Practice
Co-Creating Learning Designs in Professional Teacher Education: Knowledge Appropriation in the Teacher's Innovation Laboratory
Junkbox, a waste management educational game for preschool kids
Understanding the role of digital communication and mediation strategies in community-led territorial innovation: a systematic review
An Online Learning Collaboratory to Address Multidisciplinary Learning Challenges at Scale
Ubiquitous Learning Perspectives in a Learning Management System
On the Value of Design Thinking for Innovation in Complex Contexts: A Case from Healthcare
Designing for Mixed Reality Urban Exploration
Involving children and elderly in the development of new design concepts to become active together
Some Cues to Design Effective HMI for Green Car in Fiat Group Automobiles
Classroom Innovation Becoming Sustainable: A Study of Technological Innovation Adoption by Estonian Primary School Teachers
Approaching maker's phenomenon
Telecare and self-management: a guideline for anticipating future care in scenario-based design
Learning with Educational Robotics through Co-creative Methodologies
Project-Based Learning applied to a Master in HCI
Distance learning during the early stages of the COVID-19 pandemic: Examining K-12 students' and parents' experiences and perspectives
Lingue classiche, complessità e competenze
Using gamification as an online teaching strategy to develop students' 21st century skills
Involving the users remotely: an exploratory study using asynchronous usability testing
Non-human Personas. Including Nature in the Participatory Design of Smart Cities
Designing for Suburban Social Inclusion: A Case of Geo-Located Storytelling
Business simulation games: impact on SOLO taxonomy learning outcomes, learning performance and teamwork competency
Project Fox: dissezione di un singolare progetto di Experience Design (only italian)
DULP: complessità, organicità, liquidità
Wearable Learning for Healthy Ageing through Creative Learning: A Conceptual Framework in the project "Fitness MOOC" (fMOOC)
Building Collaborative Test Practices: Design Ethnography and WOz in Autonomous Driving Research
The Ethical Smart City Framework & Toolkit: An Inclusive Application of Human-Centered Design and Public Engagement in Smart City Development
Controlled Confusion: Teaching complex multidisciplinary group work
Integrating User-Centered Design with the Agile Software Development Methodology for a Cultural Heritage Information System
Immersive and participatory serious games for heritage education, applied to the cultural heritage of South Tyrol
Fostering Creative Confidence with SCD in Interaction Design Education
Wiki e Matematica: costruzione di competenze
Semantically Annotated Lesson observation Data in Learning Analytics Datasets: a Reference Model
Transitions in Teaching Mechanical Engineering during COVID-19 crisis
Design recommendations for designing smart and ubiquitous learning environments to be used at outdoor cultural heritage
Exploring Intended and Unintended Uses of (e)Books as Design Inspiration for Ambient Displays in the Home
Model-driven development of augmented reality-based editors for domain specific languages
Evaluating a Personal Learning Environment for Digital Storytelling
Using Automated Processes to Generate Test Items And Their Associated Solutions and Rationales to Support Formative Feedback
Use of Multiple Digital Learning Environments: A study About Fragmented Information Awareness
TrainCoDe - A study case of the management changes as a result of the lifelong learning
Preparing Special Educators to use Mobile Technology: A Review of the Literature
Towards a "non-disposable" software infrastructure for participation
A Media Architecture Approach for Designing the Next Generation of Urban Interfaces
Ubiquitous Anthropology
Pedagogical Usage of Digital Technologies in an Indigenous Village in Brazil: Reflections and Challenges
I am Calm: Towards a Psychoneurological Evaluation of ABC Ringtones
Material Practice as a Form of Critique
Smart Testing Environment for the Evaluation of Students' Attention
Confessions of an usability heretic
Design Tangible Interaction
Learning Activities in a Sociable Smart City
An investigation of actors? differences in the perception of learning ecosystems? smartness: the case of University of Aveiro
Preface: "When Kids are challenged to solve real problems- Case study on transforming learning with interpersonal presence, digital technologies"
Applying Experience Design to Facilitate Wellbeing and Social Inclusion of Older Adults
Exploiting Readily Available Information to Support Everyday Creativity on the Move
STREEN - Designing Smart Environments for Story Reading with Children
People lining up to use a cool new gadget in the city? Surprise and variety in technology appropriation of multipurpose public displays
Designing Future Ubiquitous Homes with OUI Interiors: Possibilities and Challenges
Understanding Trajectories of Experience in Situated Learning Field Trips
Preface to the Focus Section
Sharing Economy vs Sharing Cultures? Designing for social, economic and environmental good
Introducing technology into learning designs for indigenous contexts
GeoACT: Augmented Control Tower using Virtual and Real Geospatial Data
Creative use of Twitter for Dynamic Assessment in Language Learning classroom at the university
Phygital public space approach: a case study in Volpiano
Guidelines for developing educational environments in the automotive industry
Why so serious? The Role of Gamification on Motivation and Engagement in e-Participation
Designing Serious Games for getting transferable skills in training settings
Playing by the rules: co-designing interactive installations with pupils
Making: On Being and Becoming Expert
What and how to monitor complex educative experiences. Toward the definition of a general framework
Enlightening Trial and Error
The Impact of Culture On Smart Community Technology: The Case of 13 Wikipedia Instances
Human-Computer Synergies in Prosthetic Interactions
User-driven Development of an Inquiry-Based Learning Platform: Qualitative Formative Evaluations in weSPOT
Users' performance with a riding trainer: The role of the social setting
A New European distance training environment delivering VET services: In.Tra.Net system
Exploring User Requirements for Online Cooperation through Social Capital Theory
Designing Smart Knowledge Building Communities
A Design Anthropology Critique of Active Aging as Ageism
The model of self-organization in digitally enhanced schools
Design Implications for Interactive and Analogue Technologies supporting Distance Education: A Longitudinal Mixed-Method Study during the Pandemic
Self-regulated and Informal Learning: Understanding How New Digital Contexts Support Autonomous Learning Processes
The construction and validation of a Questionnaire of Gamification Skills in Teachers (QGST)
Hackmytown: an Educational Experience on Smart Cities
A Study of Architectural Barriers and the Potential Role of Assistive Technologies in Long-term Healthcare Centres for People with Alzheimer's
L'apprendimento tra reale e virtuale: percorsi, processi identitari e appartenenze comunitarie
Enhancing Urban Conversation for Smarter Cities ? Augmented Reality as an enabler of digital civic participation
Teachers' Design Processes: An Analysis of Teachers' Design Talk and Use of Pedagogical Patterns
Designing an incubator for social innovations in libraries: Learnings from the Research through Design approach
Complexity in Technical Systems A New HCI Education Issue?
Only Connect - Indigenous Digital Learning
The Ultimate Measure of Success for Speculative Design is to Disappear Completely
User Satisfaction with Computer-Based Test (CBT): The Mediating Role of CBT Centre Service Satisfaction
An analysis of motivation and situational interest in a location-based augmented reality application
Game-based learning to teach Higher Order thinking in Rural Schools - Case studies in Sarawak Borneo
Teaching alternative Paradigms through Critical Design
Mobile Service Technician 4.0 ? Knowledge-Sharing Solutions for Industrial Field Maintenance
A tool for designing hybrid learning contexts in higher education
Comparing Expert and Novice Driving Behavior in a Driving Simulator
Teaching HCI to make it come alive
Hybrid Project-Based Learning course approach from face-to-face and remote experiences
DULP Manifesto
A socio-constructivist perspective on self-assessment: a study case
Bridging approaches: Classroom Physical Space as a learning ecosystem
NET4VOICE - Il riconoscimento vocale come ausilio alla didattica
Increasing Web accessibility through an assisted color specification interface for colorblind people
Move into the open space - what can we expect from moving artistic interventions to open urban spaces?
Where's the smartness of learning in smart territories?
Smart Neighbourhood Learning - the case of MyNeighbourhood
A Pattern Language Based Learning Design Studio for an Analytics Informed Inter-Professional Design Community
Participatory grading in a blended course on 'Multimodal Interface and Systems'
STEAMing the Ships for the Great Voyage: Design and Evaluation of a Technology integrated Maker Game
Step Towards a Model to Bridge the Gap between Personality Traits and Collaborative Learning Roles
Web-based videoconferencing for teaching online: Continuance intention to use in the post-COVID-19 period
Designing Equal Participation in Informal Learning for People with Visual Impairment
Involving older adults in the design process: a human-centric Design Thinking approach
Making IoT with UDOO
When Kids are challenged to solve real problems - Case study on transforming learning with interpersonal presence and digital technologies
Ownership of learning in monitoring technology
Design Disruption in Contested, Contingent and Contradictory Future-Making
Heuristic Environments
Entangled inversions: Actor/analyst symmetry in the ethnography of infrastructure
Using problem based learning to support transdisciplinarity in an HCI education
An exploration on possible correlations among perception and physical characteristics of EMOVO emotional portrayals
Interaction Design, or Design Imperfection
A comparative study on the effects of the COVID-19 pandemic on three different national university learning ecosystems as bases to derive a Model for the Attitude to get Engaged in Technological Innovation (MAETI)
Transitioning Towards a Smart Learning Ecosystem: Designing for Intersubjective Interactions between Cognitively Impaired Adolescents
ICT-Mediated Learning as a Form of Socio-Emotional Support for Older Adults
Reponsive and Open Learning Environments (ROLE): Requirements, Evaluation and Reflection
Constructing mathematical meanings with digital tools: design, implementation and analysis of a teaching activity in a distance education context
Reflections on design workshops with older adults for touchscreen mobile text entry
Saperi P2P
Is complexity tameable? Toward a design for the experience in a complex world
Roadmap to PLE - A Research Route to Empower the Use of Personal Learning Environments (PLEs)
A novel educational model based on "knowing how to do" paradigm implemented in an academic makerspace
Profiling the Educational Value of Computer Games
Brain Computer Interface to operate domotic environment
Rethinking the Accessibility of Digital Content with Perceptual Supplementation System through the Lens of an Ethics of Care
Collating a city's collective memory in co-production of an online urban design learning space
Designing IoT Applications for Smart Cities: extending the Tiles Ideation Toolkit
Digitalisation and the UN Sustainable development Goals: What role for design
Design Beyond the Numbers: Sharing, Comparing, Storytelling and the Need for a Quantified Us
Monitoring Collaboration in Flexible and Personal Learning Environments
Special issue on 'The Future of Human-Building Interaction: An HCI Perspective' - guest editorial
Educational Experiences and Experience Styles
Children's roles in Participatory Design processes: making the role of process designer 'work'
Achievement Emotions in Technology Enhanced Learning: Development and Validation of Self-Report Instruments in the Italian Context
Investigating the Role of Situated Public Displays and Hyperlocal Content on Place-Making
Browsing and correlating architectural and territorial data in tangible maps - New knowledge opportunities in new learning places
Touchology: Peripheral Interactive Plant Design for Well-being
HCI Design and Evaluation during Social Confinement: Reflections and Techniques
From Hacking Things to Making Things. Rethinking making by supporting non-expert users in a FabLab
Using Emotional Attachment as a Lens to Improve User's E-reading Experience
Third Teacher goes Raumwerkstatt - participatory planning processes to redesign physical learning spaces
Pass or Fail? Prediction of Students? Exam Outcomes from Self-reported Measures and Study Activities
Balancing sensors and seniors: introducing sensors sensitivity, human sensors and future-self goals
Ergonomia Cognitiva e Valutazione Euristica (only italian)
Interacting With Urbanity
Turning zoos into smart learning ecosystems
Technology-Enhanced Learning for Student Agency in Higher Education: a Systematic Literature Review
Service Design - a Structure for Learning before Teaching
Designing personalised learning support for K12 education
Gestural interaction with 3D objects shown on public displays: an elicitation study
Scenarios for active learning in smart territories
Adding UX in the Service Design Loop: The Case of Crisis Management Services
Sharing is caring. Sharing and documenting complex participatory projects to enable generative participation
BANCO: a Web Architecture Supporting Unwitting End-User Development