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Constraints and Ambiguity: Some Design Strategies for Supporting Small-scale Creativity in the Classroom.

, , , , and . ECCE, page 69-76. ACM, (2017)

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Four factors informing design judgement at a hackathon., , and . OZCHI, page 473-483. ACM, (2018)The Rumour Mill: Making the Spread of Misinformation Explicit and Tangible., , and . CHI Extended Abstracts, page 1-4. ACM, (2020)Co-notate: Exploring Real-time Annotations to Capture Situational Design Knowledge., , and . Conference on Designing Interactive Systems, page 161-172. ACM, (2019)10 Years of Research With and On Hackathons., and . Conference on Designing Interactive Systems, page 1073-1088. ACM, (2020)Physical, digital, and hybrid setups supporting card-based collaborative design ideation., , , , , , , and . NordiCHI, page 260-272. ACM, (2018)How Shortening or Lengthening Design Processes Configure Decision Making., , and . NordiCHI, page 21:1-21:11. ACM, (2022)Constraints and Ambiguity: Some Design Strategies for Supporting Small-scale Creativity in the Classroom., , , , and . ECCE, page 69-76. ACM, (2017)Group Dynamics in Gameful Collaborative Innovation Processes., , , and . CRIWG/CollabTech, volume 11677 of Lecture Notes in Computer Science, page 222-231. Springer, (2019)What Do Hackathons Do? Understanding Participation in Hackathons Through Program Theory Analysis., , and . CHI, page 147:1-147:16. ACM, (2021)How Organisers Understand and Promote Participants' Creativity in Game Jams., , , and . ICGJ, page 12-21. ACM, (2021)