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1. Sports IT and Digital Wellness : Three Waves of Digital Transformation in Sports and Training

4. Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration

5. Participatory Design of Learning Media: Designing Educational Computer Games with and for Teenagers

7. The development of a vulnerability assessment method for wildfires

12. Disulphide-mediated site-directed modification of proteins

15. Improving the Developability of an Antigen Binding Fragment by Aspartate Substitutions

17. Digital integration in the 3rd wave of mobile HCI : a key challenge for overcoming the inverted digital divide

19. Brandteknisk Riskvärdering av Stockholms Centralstation

22. Insulin binding to the analytical antibody sandwich pair OXI‐005 and HUI‐018: Epitope mapping and binding properties.

23. Long-Acting Human Growth Hormone Analogue by Noncovalent Albumin Binding

26. The Density of Events Model (DEMO) : Exploring density and temporality as key aspects of experiences in events

27. Sports IT : Digital media and technology for encouraging physical activity

28. Transitional states : From extrinsic to intrinsic motivation by using pedagogical tools in learning

31. How Applicable is Your Evaluation Methods–Really? : Analysis and Re-design of Evaluation Methods for Fun and Entertainment

32. Evaluating fun and entertainment : Developing a conceptual framework design of evaluation methods

33. Affective computing vs. usability ? : Insights of using traditional usability evaluation methods

34. Fun in the home : Guidelines for evaluating interactive entertainment on the web

35. Usability and fun : An overview of relevant research in the hci community

36. A Measure of Fun : Extending the scope of web usability

37. Satisfaction and learnability in edutainment : A usability study of the knowledge game ‘Laser Challenge’at the Nobel e-museum

38. FunTain : Design Implications for Edutainment Games

39. Configuring social agents

40. Innovating social media : five strategies for successful digital entrepreneurship

45. Point or click? : Evaluating two input modalities for mobile games

50. Cross Media Interaction Design

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