Books on Design
Last updated: December 20, 2014.
This page contains a list of the books on design in my library. It is at the same time an expanded and up-to-date version of the bibliography of my book, Sketching User Experiences.
All titles are sorted by author. As I have time, I will start to build a kind of guide that helps one find related titles, provide annotations, and otherwise help the interested reader navigate through the list. For the time being, I hope that the bare list has some value.
As always, questions, suggestions, etc. are welcome.
Aarts, E. & Diederiks, E. (2006) Ambient Lifestyle: From concept to experience. Amsterdam: BIS Publishers.
Aarts, E. &Marzano, S. (2003). The New everyday: Views on ambient intelligence. Rotterdam, The Netherlands: OIO Publishers.
Abdullah, R. (2006). Pictograms Icons & Signs: A guide to information graphics. New York: Thames & Hudson Inc.
Adamson, G. (2003). Industrial strength design: How Brook Stevens shaped your world. Cambridge: MIT Press.
American Institute of Graphic Arts (1982). Symbol signs: The system of passenger/pedestrian oriented symbols developed for the U.S. Department of Transportation. New York: Hastings House.
Anderson, J., McRee, J. & Wilson, R. (2010). Effective UI. North Sebastopol CA: O’Reilly Media.
Anthony, K.H. (1991). Design juries on trial: The renaissance of the design studio. New York: Van Nostrand.
Antonelli, P. (2003). Objects of design from the Museum of Modern Art. New York: Museum of Modern Art.
Apperley, M.D. & Spence, R. (1980). Focus on information: The office of the professional (video). London: Imperial College Television Studio, Production Number 1003.
Apperley, M.D., Tzavaras, I. & Spence, R. (1982). A bifocal display technique for data presentation. Proceedings of Eurographics ‘82 Conference of the European Association for Computer Graphics, 27–43.
Armitage, J. (2004). Are agile methods good for design? Interactions 11(1), 14–23.
Arvola, M. & Artman, H. (2006). Enactments in interaction design: How designers make sketches behave. Artifact 1, 70-83
Attfield, J. (2000). Wild things: The material culture of everyday life. Oxford: Berg Publishers.
Avenue A | Razorfish. (2007). Fast Forward: Designing for constant change. Atlanta: Avenue A Razorfish.
Avrahami, D. & Hudson, S. E. (2002). Forming interactivity: A tool for rapid prototyping of physical interactive products. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS’02), 141–146.
Bacon, E. (1974). Design of cities (revised edition). New York: Penguin.
Baecker, R.M. (1969). Picture-driven animation. Proceedings of the AFIPS Spring Joint Computer Conference, 273–288.
Baecker, R.M., Grudin, J., Buxton, W. & Greenberg, S. (Eds.) (1995). Readings in human computer interaction: Toward the year 2000. San Francisco: Morgan Kaufmann Publishers.
Baecker, R.M. & Small, I.S. (1990). Animation at the interface. In B. Laurel, ed., The art of human-computer interface design. Reading, MA: Addison-Wesley, 251–267.
Bahamón, A. (2005). Sketch • Plan • Build: World class architects show how it’s done. New York: Harper Design.
Bailey, B., Konstan, J. & Carlis, J. (2001). DEMAIS: Designing multimedia applications with interactive storyboards. Proceedings of ACM Multimedia 2001, 241–250.
Bailey, W., Knox, S. & Lynch, E. (1988). Effects of interface design upon user productivity. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’88), 207–212.
Balakrishnan, R., Fitzmaurice, G., Kurtenbach, G. & Buxton, W. (1999). Digital tape drawing. Proceedings of the ACM Symposium on User Interface Software and Technology (UIST’99), 161–169.
Balakrishnan, R., Fitzmaurice, G. & Kurtenbach, G (2001). User interfaces for volumetric displays. IEEE Computer, 34(3), 37–45.
Ballagas, R., Ringel, M., Stone, M. & Borchers, J. (2003). Between u and i: iStuff: A physical user interface toolkit for ubiquitous computing environments. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 537–544.
Bardini, T. (2000). Bootstrapping: Douglas Engelbart, coevolution, and the origins of personal computing. Stanford: Stanford University Press.
Baum, L. F. (1900). The wonderful wizard of Oz. Chicago and New York: Geo. M. Hill Co. Text: http://etext.virginia.edu/toc/modeng/ public/BauWiza.html.
Baxter, M. (1995). Product design: Practical methods for the systematic development of new products. London: Chapman & Hall.
Bayazit, N. (2004). Investigating design: A review of forty years of design research. Design Issues, 20(1), 16–29.
Bayles, D. & Orland, T. (2001). Art & Fear: Observations on the perils (and rewards) of artmaking. Santa Cruz, CA: Image ContinuumPress.
Beck, K. (1999). Extreme programming explained: Embrace change. Boston: Addison-Wesley.
Bekker, M. (1992). Representational issues related to communication in design teams. Posters and Short Talks: Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’92), 151–152.
Belady, L.A. & Lehman, M.M. (1971). Programming systems dynamics or the metadynamics of systems in maintenance and growth. IBM Research Report RC 3546. Yorktown Heights: T.J. Watson Research Center.
Bel Geddes, N. (1932). Horizons. Boston: Little, Brown & Company.
Bel Geddes, N. (1940). Magic Motorways. New York: Random House.
Benyon, D., Turner, P. & Turner, S. (2005). Designing interactive systems: People, activities, contexts, technologies. Edinburgh: Pearson Education Ltd.
Bergman, E. (Ed.) (2000). Information appliances and beyond: Interaction design for consumer products. San Francisco: Morgan Kaufmann Publishers.
Bergman, E. & Haitani, R. (2000). Designing the PalmPilot: A conversation with Rob Haitani. In Eric Bergman, ed., Information appliances and beyond: Interaction design for consumer products. San Francisco: Morgan Kaufmann Publishers, 81–102.
Bergman, E., Lund, A., Dubberly, H., Tognazzini, B. & Intille, S. (2004). Video visions of the future: A critical review. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’04): Extended Abstracts, 1584–1585.
Best, K. (2006). Design Management: Managing Design Strategy, Process and Implementation. Lausanne: AVA Publishing.
Beyer, H. & Holtzblatt, K. (1999). Contextual design. Interactions, 6(1), 32–42.
Bezanson, William (2006). Making products obvious: Performance-centered design. Ottawa: Baico Publishing.
Bicycle Magazine (Eds.) (2003). The noblest invention: An illustrated history of the bicycle. Emmaus, PA: Rodale Inc.
Black, A. (1990). Visible planning on paper and on screen: The impact of working medium on decision-making by novice graphic designers. Behavior and Information Technology, 9(4), 283–296.
Blomberg, J. & Henderson, D. A. (1990). Reflections on participatory design: Lessons from the trillium experience. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’90) 353–359.
Bly, S., Harrison, S. & Irwin, S. (1993). Media spaces: Bringing people together in a video, audio and computing environment. Communications of the ACM (CACM), 36(1), 28–47.
Bolter, J. & Gromala, D (2003). Windows and mirrors: Interaction design, digital art, and the myth of transparency. Cambridge, MA: MIT Press.
Boling, E. & Frick, T. (1997). Holistic rapid prototyping for web design: Early usability testing is essential. In B. Khan, ed., Web-based instruction. Englewood Cliffs, N.J.: Educational Technology Publications, 319–328.
Borgmann, A. (1984). Technology and the character of contemporary life: A philosophical inquiry. Chicago: University of Chicago Press.
Bowers, J., Pycock, J. (1994) Talking through design: Requirements and resistance in cooperative prototyping. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’94), 229–305.
Brand, S. (1987). The Media Lab – Inventing the Future at MIT. New York: Viking Penguin.
Brandt, E. & Grunnet, C. (2000). Evoking the future: Drama and props in user centred design. Proceedings of the Participatory Design Conference, 11–20.
Brereton, R. (2009). Sketchbooks: The Hidden Art of Designers, Illustrators & Creatives. London: Lawrence King.
Brooks, Frederick P. Jr. (1975). The mythical man-month. Reading, MA: Addison-Wesley.
Brouwer, A. & Wright, T.L. (1991). Working in Hollywood. NY: Avon Books.
Brown, G.S. (1969). The Laws of Form. London: George Allen and Unwin.
Brown, J.S., Denning, S., Groh, K. & Prusak, L. (2005). Storytelling in organizations: Why storytelling is transforming 21st century organizations and management. Burlington, MA: Elsevier Butterworth-Heinemann.
Buchenau, M. & Suri, J.F. (2000). Experience prototyping. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, 424–433.
Burns C., Dishman E., Verplank B. & Lassiter B. (1994). Actors, hair-dos and videotape – Informance design: Using performance techniques in multi-disciplinary, observation based design. ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’94) Conference Companion, 119–120.
Burns, C., Dishman, E., Johnson, B. & Verplank, B. (1995). “Informance”: Min(d)ing future contexts for scenario based interaction design. Abstract for Aug. 8 BayCHI Talk. (www.Baychi.org/calendar/19950808/)
Burrows, M. (2000). Bicycle design: Towards the perfect machine. York: Open Road.
Butter, A. & Pogue, D. (2002). Piloting Palm: The inside story of Palm, Handspring, and the birth of the billion-dollar hand-held industry. Hoboken, NJ: John Wiley & Sons.
Buxton, W. (1986). Chunking and phrasing and the design of human-computer dialogues, Proceedings of the IFIP World Computer Congress, Dublin, Ireland, 475–480.
Buxton, W. (1990). The natural language of interaction: A perspective on non-verbal dialogues. In Laurel, B. (Ed.). The art of human-computer interface design, Reading, MA: Addison-Wesley. 405–416.
Buxton, W. (1997). Living in augmented reality: Ubiquitous media and reactive environments. In K. Finn, A. Sellen & S. Wilber, eds., Video mediated communication. Hillsdale, NJ: Erlbaum, 363–384.
Buxton, W. (2001). Less is more (more or less). In P. Denning, ed., The invisible future: The seamless integration of technology in everyday life. New York: McGraw Hill, 145–179.
Buxton. W. (2003). Performance by design: The role of design in software product development. Proceedings of the Second International Conference on Usage-Centered Design. Portsmouth, NH, 26–29 October 2003, 1–15.
Buxton, W. (2005). Innovation vs. invention. Rotman Magazine, The Alumni Magazine of the Rotman School of Management, Fall 2005, 52–53.
Buxton, W. (2006). What if Leopold didn’t have a piano? Rotman Magazine, The Alumni Magazine of the Rotman School of Management, Spring/Summer 2006, 78–79.
Buxton, W., Fitzmaurice, G. Balakrishnan, R. & Kurtenbach, G. (2000). Large displays in automotive design. IEEE Computer Graphics and Applications, 20(4), 68–75.
Buxton, W., Lamb, M. R., Sherman, D. & Smith, K. C. (1983). Towards a comprehensive user interface management system. Computer Graphics 17(3), 31–38.
Buxton, W. & Moran, T. (1990). EuroPARC’s integrated interactive intermedia facility (iiif ): Early experience. In S. Gibbs & A.A. Verrijn-Stuart, eds., Multi-user interfaces and applications, Proceedings of the IFIP WG 8.4 Conference on Multi-user Interfaces and Applications, Heraklion, Crete. Amsterdam: Elsevier Science Publishers B.V. (North-Holland), 11–34.
Buxton, W. & Myers, B. (1986). A study in two-handed input. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’86), 321–326.
Buxton, W. & Sniderman, R. (1980). Iteration in the design of the human-computer interface. Proceedings of the 13th Annual Meeting, Human Factors Association of Canada, 72–81.
Buxton, W., Sniderman, R., Reeves, W., Patel, S. & Baecker, R. (1979). The evolution of the SSSP score editing tools. Computer Music Journal 3(4), 14–25.
Caplan, R. (1982). By design: Why there are no locks on the bathroom doors in the Hotel Lois XIV and other object lessons. New York: St. Martin’s Press.
Caplan, R. (2006). Cracking the whip: Essays on design and its effects. New York: Fairchild Publications.
Caputo, Tony (2003). Visual story telling: The art and technique. New York: Watson-Guptill Publications.
Card, S., Moran, T. & Newell, A. (1983), The psychology of human-computer interaction, Hillsdale, NJ: Lawrence Erlbaum Associates.
Card, S.K., Robertson, G.G., and Mackinlay, J.D. (1991). The information visualizer, an information workspace. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’91), 181–186.
Carpendale, M.S.T. (1999). A framework for elastic presentation space. Ph.D. Thesis, School of Computing Science at Simon Fraser University.
Carpendale, M.S.T., Cowperthwaite, D.J. & Fracchia, F.D. (1995). Three-dimensional pliable surfaces: For effective presentation of visual information. Proceedings of the ACM Symposium on User Interface Software and Technology (UIST’95), 217–226.
Carroll, J. (Ed.) (1995). Scenario-based design: Envisioning work and technology in system development. New York: Wiley & Sons.
Carroll, J. (2000). Making use: Scenario-based design of human-computer interaction. Cambridge: MIT Press.
Carter, J. (1992). Managing: To succeed with rapid prototyping. Proceedings of the Human Factors Society 36th Annual Meeting, 404–408.
Catani, M. B., & Biers, D.W. (1998). Usability evaluation and prototype fidelity: users and usability professionals. Proceedings of the Human Factors and Ergonomics Society 42nd. Annual Meeting, 1331–1335.
Chandler, G. (2004). Cut by cut: Editing your film or video. Studio City CA: Michael Wiese Productions.
Chapman, M. R. (2006). In Search of Stupidity: Over 20 years of high-tech marketing disasters. Berkeley, CA: Apress.
Cheng, Kevin (2012). See What I Mean: How to Use Comics to Communicate Ideas. Brooklyn: Rosenfeld Media.
Chmielewski, D.C. (2004). Think Simple. Industrial design drives new iMac, Apple’s Fortunes. San Jose Mercury News, Monday, September 20, 2004 Edition: Morning Final Section: Tech Monday Page: 1E
Chouinard, Y. (2006). Let my people go surfing: The education of a reluctant businessman. New York: Penguin Books
Clark, A. (1997). Being there: Putting brain, body, and world together again. Cambridge: MIT Press.
Clark, A. (2001). Mindware: An introduction to the philosophy of cognitive science. Oxford: Oxford University Press.
Clement, A. & Van den Besselaar, P. (1993). A retrospective look at PD projects. Communications of the ACM, 36(6), 29–37.
Committee to Study High Performance Computing and Communications (1995). Evolving the High Performance Computing and Communications Initiative to Support the Nation’s Information Infrastructure. Washington DC: The National Academies Press.
Computer Science and Telecommunications Board of the National Research Council (2003). Innovation in information technology. Washington DC: The National Academies Press.
Cooper, A. (1999). The inmates are running the asylum. Indianapolis: SAMS.
Cooper, A. & Reimann, R. (2003). About face 2.0: The essentials of interaction design. Indianapolis: Wiley.
Cooper, R.G. (2001). Winning at new products: Accelerating the process from Idea to Launch, 3e (1e, 1993). New York: Basic Books.
Cullen, C.D. & Haller, L. (2004). Design secrets—Products 2: 50 real-life projects uncovered. Gloucester, MA: Rockport Publishers
Dann, J. (2005). Spalding: An idea with bounce. Technology Review. 108(4), 36–37.
DeFanti, T.A.; Brown, M.D. & McCormick, B.H. (1989). Visualization: Expanding scientific and engineering research opportunities. IEEE Computer, 22(8), 12–16, 22–5.
Della Vigna, S. & Pollet, J.M. (2005). Attention, demographics, and the stock market. NBER Working Paper No. W11211.
Denning, P.J. (Ed.) (2001). The invisible future: The seamless integration of technology in everyday life. New York: McGraw Hill.
Denning, P.J. & Metcalfe, R.M. (Eds.) (1997). Beyond calculation: The next fifty years of computing. New York: Springer-Verlag.
Denning, S. (2001). The springboard: How storytelling ignites action in knowledge-era organizations. Boston: Butterworth Heinemann.
Deutschman, A. (2001). The second coming of Steve Jobs. New York: Broadway Books.
Dewey, J. (1929). The quest for certainty: A study of the relation of knowledge and action. New York: Minton, Balch & Company.
Dourish, P. (2001). Where the action is: The foundations of embodied interaction. Cambridge: MIT Press.
Dreyfuss, H. (1955). Designing for people. NY: Simon & Shuster. Droste, M. (2006). Bauhaus 1919–1933. Köln: Taschen.
Dreyfuss, H. (1984). Symbol sourcebook: An authoritative guide to international graphic symbols. New York: Van Nostrand Reinhod.
Dubberly, H. & Mitch, D. (1987). The knowledge navigator. Apple Computer, video tape.
te Duits, T. (Ed.) (2003). The origin of things: Sketches, models, prototypes. Rotterdam: Museum Boijmans Van Beuningen / NAI Publishers.
Dunne, A. (1999). Hertzian tales: Electronic products, aesthetic experience and critical design. London: Royal College of Art.
Dunne, A. & Raby, F. (2001). Design noir: The secret life of electronic objects. Basel: Birkhäuser.
Edgerton, D. (2007). The shock of the old: Technology and global history since 1900. New York: Oxford University Press.
Edwards, B. (1989). Drawing on the right side of the brain: A course in enhancing creativity and artistic confidence (revised edition). Los Angeles: Jeremy P Tarcher, Inc.
Ehn, P. (1988). Work oriented design of computer artifacts. Stockholm: Aretslivscentrum.
Ehn, P., Linde, P. (2004). Embodied interaction: Designing beyond the physical-digital divide. Futureground, Design Research Society Int. Conf. 2004. Melbourne: Monash University.
Eissen, K. & Steur, R. (2007). Sketching: Drawing techniques for product designers. Amsterdam: BIS Publishers.
Erdmann, R.L. & Neal, A.S. (1971). Laboratory vs. field experimentation in human factors – An evaluation of an experimental self-service airline ticket vendor. Human Factors 13, 521–531.
Erickson, T. (1995). Notes on design practice: Stories and prototypes as catalysts for communication. In J. Carroll, ed., Scenario-based design: Envisioning work and technology in system development. New York: Wiley & Sons, 37–58.
Erickson, T. (1996). Design as storytelling. Interactions 3(4), 31–35.
Ericson, E. & Pihl, J. (2003). Design for impact: Fifty years of airline safety cards. NY: Princeton Architectural Press.
Fällman, D. (2003a). Design-oriented human-computer interaction. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 225–232.
Fällman, D. (2003b). In romance with the materials of mobile interaction. PhD Thesis, Department of Informatics, Umeå University.
Ferguson, E. S. (1992). Engineering and the mind’s eye. Cambridge MA: MIT Press.
Fiell, C. & Fiell, P. (2006). Industrial design A-Z. Köln: Taschen.
Fishkin, K. P. (In press). A taxonomy for and analysis of tangible interfaces. Journal of Personal and Ubiquitous Computing.
Fitzmaurice, G.W. (1993). Situated information spaces and spatially aware palmtop computers. Communications of the ACM (CACM), 36(7), 39–49.
Fitzmaurice, G.W. (1996). Graspable user interfaces. Ph.D. Thesis, Department of Computer Science, University of Toronto.
Fitzmaurice, G.W., Ishii, H. & Buxton, W. (1995). Bricks: Laying the foundations for graspable user interfaces. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’95), 442–449.
Flinchum, Russell (1997). Henry Dreyfuss: Industrial designer. New York: Rizzoli International.
Forty, A. (1986). Objects of desire design & society from Wedgwood to IBM. NY: Pantheon Books.
Fraser, I. & Henmi, R. (1994). Envisioning architecture: An analysis of drawing. New York: John Wiley & Sons, Inc.
Frederick, M. (2007). 101 things I learned in architecture school. Cambridge: MIT Press.
Frens, J. (2006). Designing for rich interaction: Integrating form, interaction, and function. PhD. Thesis, Technical University Eindhoven.
Gardner, G. (2001). Gardner’s storyboard sketchbook. Washington: GGC Publishing.
Gaver, W. (1991). Technology affordances. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’91), 79–84.
Gaver, W., Beaver, J. & Benford, S. (2003). Ambiguity as a resource for design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 233–240.
Gedenryd, H. (1998). How designers work: Making sense of authentic cognitive activities. PH.D. Dissertation, Lund University Cognitive Science. (http://asip.lucs.lu.se/People/Henrik.Gedenryd/HowDesignersWork/).
Gelernter, D. (1998). Machine beauty: Elegance and the heart of technology. New York: Basic Books Inc.
Gershon, N. & Page, W. (2001). What Storytelling can do for information visualization. Communications of the ACM (CACM), 44(8), 31–37.
Ghassan, A. (Ed.)(2009). Full Circle: The 3D Academic Group Students, Tutors, Alumni. Newcastle Upon Tyne: School of Design, Northumbria University.
Gibbons, M. & Hopkins, D. (1980). How experiential is your experience-based program? The Journal of Experiential Education, 3(1), 32–37.
Gibson, J.J. (1979). The ecological approach to visual perception. New York: Houghton Mifflin.
Gladwell, M. (2000). The tipping point: How little things can make a big difference. Boston: Little, Brown & Co.
Goel, V. (1995). Sketches of thought. Cambridge, MA: MIT Press.
Goldschmidt, G. (1991). The dialectics of sketching. Creativity Research Journal, 4(2), 123–143.
Goldschmidt, G. (2003). The backtalk of self-generated sketches. Design Issues, 19(1), 72-88.
Gould, J. (1988). How to design usable systems. In M. Helander, ed., Handbook of human-computer interaction. Amsterdam: North-Holland Elsevier, 757–789. Reprinted in Baecker et al. (1995), op. cit., 93–121.
Gould, J., Conti, J. & Hovanvecz, T. (1983). Composing letters with a simulated listening typewriter. Communications of the ACM (CACM), 26(4), 295–308.
Greenbaum, J. & Kyng, M. (Eds.) (1991). Cooperative design of computer systems. Hillsdale, NJ: Lawrence Erlbaum Associates.
Greene, L. M. (2001). Inventorship: The art of innovation. New York: John Wiley & Sons.
Greene, S. (1990). Prototyping: An integral component of application development. Proceedings of the Human Factors Society 34th Annual Meeting, 266.
Greenberg, S. (2005). Collaborative physical user interfaces. In K. Okada, T. Hoshi & T. Inoue, eds., Communication and Collaboration Support Systems. Amsterdam: IOS Press.
Greenberg, S. & Boyle, M. (2002). Customizable physical interfaces for interacting with conventional applications. Proceedings of the 15th Annual ACM Symposium on User Interface Software and Technology (UIST’02), 31–40.
Greenberg, S. & Fitchett, C. (2001). Phidgets: Easy development of physical interfaces through physical widgets. Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology (UIST’01), 209–218.
Gregory, D. (2008). An Illustrated Life: Drawing Inspiration from the Private Sketchbooks of Artists, illustrators and Designers. Cincinnati: How Books.
Griffin, J.H. (1961). Black like me. Boston: Houghton Mifflin.
Gross, M.D. (1998). The proverbial back of the envelope. IEEE Intelligent Systems, 13(3), 10–13.
Gross, M. D. & Do, E.Y. (1996). Ambiguous intentions. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’96), 183–192.
Hanks, K. & Belliston, L. (1990). Rapid Viz: A new method for the rapid visualization of ideas. Menlo Park, CA: Crisp Publications.
Hannah, G.G. (2002). Elements of design: Rowenda Reed Kostellow and the structure of visual relationships. New York: Princeton Architectural Press.
Hart, J. (1999). The art of the storyboard: Storyboarding for film, TV, and animation. Woburn MA: Focal Press.
Hatch, P. & McDonagh, D. (Eds.) (2006). Realize design means business. Dulles, VA: Industrial Designers Society of America.
Hawn, C. (2004). Steve Jobs, Apple and the limits of innovation. Fast Company, 78 (January), 68–74.
Henderson, D. Austin (1986). The trillium user interface design environment. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’86), 221–227.
Henderson, K. (1999) on line and on paper: Visual representations, visual culture, and computer graphics in design engineering. Cambridge, MA: MIT Press.
Herbert, D.M. (1993). Architectural Study Drawings. New York: Van Nostand Reinhold.
Hern, M. (2007). Watch yourself: Why safer isn’t always better. Vancouver: New Star Books LTD.
Heskett, John (1980). Industrial Design. New York: Oxford University Press.
Heskett, John (1989). Philips: A Study of the Corporate Management of Design. New York: Rizzoli Inc.
Heskett, J. (2002). Toothpicks & Logos: Design in Everyday Life. Oxford: Oxford University Press.
Heskett, J. (2002). Design: A very Short Introduction. Oxford: Oxford University Press.
Highsmith, J. (2002). Agile software development ecosystems. Boston: Addison-Wesley.
Hirshberg, J. (1998). The creative priority: Putting innovation to work in your business. New York: HarperBusinss.
Hix, D. & Hartson, R. (1993). Developing user interfaces: Ensuring usability through product & process. New York: John Wiley & Sons.
Holmquist, L. E. (2005). Prototyping: Generating ideas or cargo cult designs? Interactions, 12(2), 48–54.
Holmquist, L. E., Gellersen, H-W, Kortuem, G., Schmidt, A., Strohbach, M., Antifakos, S. et al. (2004). Building intelligent environments with Smart-Its. IEEE Computer Graphics and Applications, 56–64.
Holmquist, L. E., Mazé, R. & Ljungblad, S. (2003). Designing tomorrow’s smart products – Experience with the Smart-Its platform. Proceedings of DUX 2003, 1–4.
Holzner, S. (2005). How Dell does it: Using speed and innovation to achieve extraordinary results. New York: McGraw-Hill, Inc.
Hopps, W. & Davidson, S. (1997). Robert Rauschenberg: A retrospective (exh. cat.). New York: Guggeneheim Museum.
Hummels, C. (2000). Gestural design tools: Prototypes, experiments and scenarios. PhD Thesis, Technical University Delft.
Hummels, C., Djajadiningrapt, T. & Overbeeke, K. (2001). Knowing, doing and feeling: Communication with your digital products. Interdisziplinäres Kolleg Kognitions und Neurowissenschaften, Günne am Möhnesee, March 2–9 2001, 289–308.
Houde, S., Hill, C. (1997). What do prototypes prototype? In M. Helander, T. Landauer, and P. Prabhu, eds., Handbook of Human-Computer Interaction, 2e. Amsterdam: Elsevier Science B.V., 367–381.
Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.
Huurdeman, A. (2003). The worldwide history of telecommunications. Hoboken NJ: John Wiley & Sons
Iacucci, G., Iacucci, C. & Kuutti, K. (2002). Imagining and experiencing in design, the role of performances. Proceedings of NordiCHI, The Nordic Conference on Human-Computer Interaction, 167–176.
Iacucci, G. & Kuutti, K. (2002). Everyday life as a stage in creating and performing scenarios for wireless devices. Personal and Ubiquitous Computing 6(4): 299–306.
Iacucci, G., Kuutti, K. & Ranta, M. (2000). On the move with a magic thing: Role playing in concept design of mobile services and devices. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS’00), 193–202.
Illich, I. (1971). Deschooling society. New York: Harper and Row.
Illich, I. (1973). Tools for conviviality. New York: Harper & Row Publishers.
Industrial Designers Association of America (IDSA) (2001). Design secrets: Products. Gloucester, MA: Rockport Publishers.
Isaacs, E. & Walendowski, A. (2002). Designing from both sides of the screen: How designers and engineers can collaborate to build cooperative technology. Indianapolis: New Riders.
Ishii, H. & Kobayashi, M. (1992). ClearBoard: A seamless medium for shared drawing and conversation with eye contact. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’92), 525–532, 705–706.
Isensee, S. & James, R. (1996). The art of rapid prototyping: User interface design for Windows and OS/2. London: International Thomson Computer Press.
Jenson, S. (2002). The simplicity shift. Cambridge: Cambridge University Press.
Johnson, J., Roberts, T.L., Verplank, W., Smith, D.C., Irby, C.H., Beard, M., Mackey, K. (1989). The Xerox Star: A retrospective, IEEE Computer, 22(9), 11– 26, 28–29.
Jones, J.C. (1991). Designing designing. London: Architecture Design and Technology Press. Jones, J.C. (1992). Design methods, 2e. New York: Van Nostrand Reinhold.
Kaptelinin, V. & Czerwinskim M. (Eds)(2007). Beyond the desktop metaphor: Designing integrated digital work environments. Cambridge: MIT Press.
Katz, S.D. (1991). Film directing: Shot by shot: Visualizing from concept to screen. NY: Focal Point Press.
Keller, A.I. (2005). For inspiration only: Designer interaction with informal collections of visual material. PhD Thesis, Technical University Delft.
Kelley, T. (2005). The ten faces of innovation: IDEO’s strategies for beating the devil’s advocate & driving creativity throughout your organization. New York: Doubleday
Kelley,T. & Littman J. (2001). The art of innovation: Lessons in creativity from ideo, America’s leading design Firm. Doubleday/Currency Books.
Kicherer, S. (1990). Olivetti: A study of the corporate management of design. New York: Rizzoli Inc.
Klemmer, S., Li, J., Lin, J. & Landay, J. (2004). Paper-mâché: Toolkit support for tangible input. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’04), 399–406.
Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice-Hall.
Kolko, J. (2007). Thoughts on interaction design. Brown Bear, LLC: Savannah, Georgia
Koskinen, I., Battarbee, K. & Mattelmäki, T. (2003). Empathic design: User experience in product design. Edita: IT Press.
Kunkel, P. (1999). Digital Dreams: The Work of the Sony Design Center. NY: Universe Publications.
Kranzberg, M. (1986). Technology and history: “Kranzberg’s laws.” In Technology and Culture, 27(3): 544–560.
Krug, S. (2006). Don’t make me think: A common sense approach to web usability. Berkeley, CA: New Riders Publishing.
Kubo, M. & Prat, R. (Eds.)(2005). Seattle Public Library: OMA / LMN. Barcelona: Actar.
Kuhn, T. (1962). The structure of scientific revolutions. Chicago: University of Chicago Press.
Kuniavsky, M. (2003). Observing the user experience: A practitioner’s guide. San Francisco: Morgan Kaufmann.
Kunkel, Paul (1997). Apple Design: The Work of the Apple Industrial Design Group. New York: Graphis.
Laing, G. (2004). Digital retro: The evolution and design of the personal computer. Alameda CA: Ilex Press.
Landay, J.A. (1996a). Interactive sketching for the early stages of user interface design. PhD Thesis, Carnegie Mellon University.
Landay, J.A. (1996b). SILK: Sketching interfaces like krazy. Conference Companion. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’96), 398–399.
Landay, J.A. & Myers, B.A. (1995). Interactive sketching for the early stages of user interface design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’95), 43–50.
Landay, J.A. & Myers, B.A. (2001). Sketching interfaces: Toward more human interface design. IEEE Computer, 34(3), 56–64.
LaSalle, D. & Britton, T. (2003). Priceless: Turning ordinary products into extraordinary experiences. Boston: Harvard Business School Press.
Laseau, P. (1980). Graphic thinking for architects and designers. New York: Van Nostrand Reinhold Company.
Latour, B. (1996). Aramis or the love of technology. Cambridge, MA: Harvard University Press.
Laurel, B. (Ed.) (2003). Design research: Methods and perspectives. Cambridge, MA: MIT Press.
Lawrence, T.E. (1935). Seven pillars of wisdom: A triumph. London: Jonathan Cape.
Lawson, B. (1997). How designers think: The design process demystified, 3e. Amsterdam: Elsevier.
Lawson, B. (2004). What designers know. Amsterdam: Elsevier.
Lefèvre, W. (Ed.) (2004). Picturing machines 1400-1700. Cambridge, MA: The MIT Press.
Lefteri, C. (2007). Making it: Manufacturing techniques for product design. London: Laurence King Publishing
Leppälä, K., Kerttula, M. & Tuikka, T. (2003). Virtual design of smart products. Edita: IT Press.
Levenson, B. (1987). Bill Bernbach’s Book. New York: Villard Books.
Levy, J. (2002). Really useful: The origins of everyday things. Willowdale, Canada: Firefly Books.
Levy, S. (2006). The perfect thing: How the iPod shuffles commerce, culture and coolness. New York: Simon & Shuster.
Lidwell, W., Holden, K. & Butler, J. (2003). Universal principles of design. Gloucester, MA: Rockport Publishers.
Li, Y. & Landay, J.A. (2005). Informal prototyping of continuous graphical interactions by demonstration. Proceedings of the ACM Symposium on User Interface Software and Technology (UIST’05), 221–230.
Lin, J., Newman, M.W., Hong, J.I. & Landay, J.A. (2000). DENIM: Finding a tighter fit between tools and practice for web site design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI ’00), 510–517.
Lin, J., Thomsen, M. & Landay, J.A. (2002). A visual language for sketching large and complex interactive designs. Proceedings of the ACMSIGCHI Conference on Human Factors in Computing Systems (CHI’02), 307–314.
Linzmayer, O. (2004). Apple confidential 2.0. San Francisco: No Starch Press.
Ljungblad, S., Skog, T. & Gaye, L. (2003). Are designers ready for ubiquitous computing? A formative study. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03) -Extended Abstracts, 992–993.
Loewy, R. (1979). Industrial Design. Woodstock, NY: The Overlook Press.
Loewy, R. (2002). Never leave well enough alone. Baltimore: The Johns Hopkins University Press.
Logan, J. & Molotch, H. (1987). Urban fortunes: The political economy of place. Berkeley: University of California Press.
Löwgren, J. (1995). Applying design methodology to software development. Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods , & Techniques, 87–95.
Löwgren, J. & Stolterman, E. (1999). Design methodology and design practice. Interactions, 6(1),13–20.
Löwgren, J. & Stolterman, E. (2004). Thoughtful interaction design. Cambridge, MA: The MIT Press.
Löwgren, J. (2005). Inspirational patterns for embodied interaction. Proceedings of the Nordic Design Research Conference (Nordes), Copenhagen.
Macbeth, S., Moroney, W. & Biers, D. (2000). Development and evaluation of symbols and icons: A comparison of the production and focus group methods. Proceedings of the IEA 200/HFS 200 Congress, 327–329.
MacLean, A., Young, R. & Moran, T. (1989). Design rationale: The argument behind the artifact. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’89), 247–252.
Maclean, N. (1976). A river runs through it and other stories. Chicago: University of Chicago Press.
Maeda, J. (2006). The laws of simplicity. Cambridge, MA: MIT Press.
Manske, B.(Ed.)(2000). Wilhelm Wagenfeld (1900 - 1990). Ostfeld-Ruit: Hatje Cantz Publishers.
Manu, Alexander (2007). The Imagination challenge: Points of departure for strategic creativity and innovation. Berkeley CA: New Riders.
Martin, R. (2004). The Design of Business. Rotman Magazine, Winter 2004, 6–10.
Massironi, M. (2002). The psychology of graphic images: Seeing, drawing, communicating. Mahwah, NJ: Lawrence Erlbaum.
Mattioda, M., Norlen, L. & Tabor, P. (Eds.) (2004). Interaction design almanac 2004. Ivrea, Italy: Interaction Design Institute.
Mau, B. & Leonard, J. (2003). Massive change: A manifesto for the future of global design. London: Phaidon.
Maulsby, D., Greenberg, S. & Mander, R. (1993). Prototyping an intelligent agent through Wizard of Oz. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’93), 277-284.
McCabe, B. (1999). Dark knights and holy fools: The art and films of terry gilliam. London: Orion.
McCarthy, J. & Wright, P. (2004). Technology as experience. Cambridge, MA: MIT Press.
McCloud, S. (1993). Understanding comics: The invisible art. Northampton, MA: Tundra.
McCloud, S. (2000). Reinventing comics. New York: Paradox Press.
McCormick, B.H., DeFanti, T.A. & Brown, M.D. (Eds.) (1987). Visualization in scientific computing. Computer Graphics 21(6).
McCullough, M. (1996). Abstracting craft: The practiced digital hand. Cambridge, MA: MIT Press.
McCullough, M. (2004). Digital ground: Architecture, pervasive computing, and environmental knowing. Cambridge, MA: MIT Press.
McDonough, W. & Braungart, M. (2002). Cradle to cradle: Remaking the way we make things. New York: North Point Press.
McGee, D. (2004). The origins of early modern machine design. In Wolfgang Lefèvre, ed., Picturing machines 1400-1700. Cambridge, MA: The MIT Press, 53–84.
Meggs, P.B. & Purvis, A.W. (2006). Meggs’ history of graphic design. Forth Edition. Hoboken NJ: John Wiley & Son.
Messner, R. (1979). Everest: Expedition to the ultimate. London: Kaye & Ward.
Meyer, J. (1996). EtchaPad – Disposable sketch based interfaces. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’91) – Short Papers, 195–196.
Mitchell, C.T. (1993). Redefining designing. From form to experience. New York: Van Nostrand Reinhold.
Moll, S. (2004). Framing carbon fiber. I.D. Magazine, May 2004, 64–68.
Molotch, H. (2003). Where stuff comes from: How toasters, toilets, cars, computers, and many other things come to be as they are. New York: Routledge.
Moggridge, B. (1993). Design by story-telling. Applied Ergonomics, 24(1), 15–18.
Moggridge, B. (2006). Designing Interaction. Cambridge, MA: The MIT Press.
Moggridge, B. (2010). Designing Media. Cambridge, MA: The MIT Press.
Moore, P. & Conn, C.P. (1985). Disguised: A true story. Waco, Texas: Word Books.
Mountford, S.J. ,Buxton, W., Krueger, M., Laurel, B. & Vertelney, L. (1989). Drama and personality in user interface design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’89), 105–108.
Muller, M. J. (1991). PICTIVE—an exploration in participatory design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’91), 225-231
Muller, M.J. (2003). Participatory design: The third space in HCI. In J.A. Jacko & A. Sears, eds., The human-computer interaction handbook: Fundamentals, evolving technologies, and emerging applications, Lawrence Erlbaum Associates, Chapter 54, 1051–1068.
Mumford, L. (1966). The myth of the machine: Technics and human development. New York: Harcourt Brace Jovanovich Inc.
Mumford, L. (1970). The myth of the machine: The pentagon of power. New York: Harcourt Brace Jovanovich Inc.
Myers, B. A. (1998). A brief history of human-computer interaction technology. Interactions 5(1), 44–54.
Nelson, H. G. & Stolterman, E. (2003). The design way: Intentional change in an unpredictable world. Fundamentals of design competence. Englewood Cliffs: Educational Technology Publications.
Nielsen, J. (1990). Paper versus computer implementation as mockup scenarios for heuristic evaluation. Proceedings of IFIP INTERACT ’90: Human-Computer Interaction, 315–320..
Nielsen, J. (1993). Usability engineering. Boston: Academic Press.
Noguchi-san (2000). 100 years of bicycle component and accessory design: Authentic reprint edition of the data book. San Francisco: Van
der Plas Publications. Nokes, S., Major, I., Greenwood, A., Allen, D. & Goodman, M. (2003). The definitive guide to project mangement: The fast track to getting the job done on time and on budget. London: FT Prentice Hall.
Norman, D.A. (1988). The psychology of everyday things. New York: Basic Books Inc.
Norman, D. (1993). Things that make us smart: Defending human attributes in the age of the machine. Reading, MA: Addison-Wesley.
Norman, D. (2004). Emotional design: Why we love (or hate) everyday things. New York. Basic Books.
Norman, D. A. & Draper, S. W. (Eds.) (1986), User centered system design: New perspectives on human-computer interaction. Hillsdale, NJ: Lawrence Erlbaum Associates.
Novick, D. (2000). Testing documentation with “low-tech” simulation. Proceedings of IEEE professional communication society international professional communication conference and Proceedings of the 18th annual ACM international conference on Computer documentation: Technology & teamwork, 55–68.
NTT, (1994). Seamless media design. SIGGRAPH Video Review, CSCW ‘94 Technical Video Program, Issue 106, Item 10, ACM: New York.
O,Donnell, T. (2009). Sketchbook: Conceptual Drawings from the World’s Most Influential Designers. Beverley MA: Rockport.
Olsen, D. R., Buxton, W., Ehrich, R., Kasik, D., Rhyne, J. & Sibert, J. (1984). A context for user interface management. IEEE Computer Graphics and Applications 4(12), 33–42.
Osborn, A.F. (1953). Applied imagination: Principles and procedures of creative thinking. New York: Charles Scribner’s.
Oulasvirta, A., Kurvinen, E. & Kankainen, T. (2003). Understanding contexts by being there: Case studies in bodystorming. Personal and Ubiquitous Computing, 7(2): 125–134.
Parnell, R., Sara, R., Doidge, C. & Parsons, M. (2007). The Crit: An Architecture Student’s Handbook. (Second Edition). Oxford: Architectural Press.
Pering, C. (2002). Interaction design prototyping of communicator devices: Towards meeting the hardware-software challenge. Interactions 9(6), 36–46.
Perkowitz, S. (1996). Empire of light. New York: Henry Holt and Company
Pfiffner, P. (2003). Inside the publishing revolution: The Adobe story. Berkeley: Peachpit Press.
Piedmont-Palladino, S.C. (Ed.)(2007). Tools of the imagination: Drawing tools and technologies from the eighteenth century to the present. New York: Princeton Architectural Press.
Pipes, Alan (2007). Drawing for Designers: Drawing skills, concept sketches, computer systems, illustration, tools and materials, presentations, production techniques. London: Laurence King Publishing.
Pine, B.J. & Gilmore, J.H. (1999). The experience economy: Work is theatre and every business a stage. Boston: Harvard Business School Press.
Plattner, H., Meinel, C. & Leifer, L.(Eds.) (2011). Design Thinking: Understand – Improve – Apply. Heidelberg: Springer.
Plimmer, B. & Apperley, M. (2003a). Software to sketch interface designs. Proceedings of INTERACT’03, 73–80.
Plimmer, B. & Apperley, M. (2003b). Interacting with sketched interface designs: An evaluation study. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 1337–1340.
Poole, Buzz (Ed.)(2007). Green Design. New York: Mark Batty.
Porter, M. E. (1987). From competitive advantage to corporate strategy. Harvard Business Review. May-June 1987.
Postman, N. (1985). Amusing ourselves to death: Public discourse in the age of show business. New York: Viking Penguin.
Powell, D. (2002). Presentation techniques: A guide to drawing and presenting design ideas. Boston: Little, Brown and Company.
Preece, J., Rogers, Y. and Sharp, H. (2002). Interaction design. New York: John Wiley & Sons.
Pressman, Andy (1993). Architecture 101: A guide to the design studio. NY: John Wiley & Sons.
Pruitt, J. & Adin, T. (2006). The persona lifecycle: Keeping people in mind throughout product design. San Francisco: Morgan Kaufmann Publishers.
Pugh, S. (1990). Total design: Integrated methods for successful product engineering. Reading MA: Addison-Wesley.
Ragnetti, A, Stuardi, L., Marzano, S., Verbrucken, M.,Rigot, B., Philips, I., Baxter, A., Garlick, N. & Van Kuyck. (2006). The simplicity event 2006. Eindhoven: Koninklijke Philips Electronics.
Rams, D. (1989). Market performance with “Technology Design.” . In Carol Damian (Curator). The Seventh Arango International Design Exhibition: Good Offices. Fort Lauderdale, Fla: Museum of Art, 14 – 17.
Reinertsen, D. (1997). Managing the design factory: A product developer’s toolkit. New York: The Free Press.
Rescher, N. (1980). Unpopular essays on technological progress. Pittsburgh: University of Pittsburgh Press.
Rettig, M. (1994). Prototyping for tiny fingers. Communications of the ACM (CACM), 37(4), 21–27.
Robbins, E. (1994). Why architects draw. Cambridge: MIT Press.
Rochlin, G. I. (1997). Trapped in the net. New Jersey: Princeton University Press.
Rosted, J., Lau, T., Hogenhaven, C. & Johansen, P. (2007). Concept Design: How to solve complex challenges of our time. Copenhagen: FOR A, The Danish Authority for Enterprise and Construction’s Division for Research and Analysis.
Rowe, P. (1987). Design thinking. Cambridge: MIT Press.
Rudd, J., Stern, K. & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. Interactions, 76–85.
Robertson, G. G., Card, S. K. & Mackinlay, J. D. (1993). Information visualization using 3d interactive animation. Communications of the ACM (CACM), 36(4), 57–71.
Ruskin, J. (1870). Lectures on art: Delivered before the University of Oxford in Hilary Term, 1870. Oxford: Clarendon Press.
Samara, T. (2007). Design elements: A graphic design manual: Understanding the rules and knowing when to break them. Gloucester, MA: Rockport Publishers.
Schrage, M. (2000). Serious play – How the world’s best companies simulate to innovate. Boston: Harvard Business School Press.
Schön, D.A. (1967). Technology and change: The new Heraclitus. New York: Delacorte Press. Schön, D. A. (1983). The reflective practitioner: How professionals think in action. New York: Basic Books.
Schön, D. A. (1987). Educating the reflective practitioner. San Francisco: Jossey-Bass.
Schön, D. A. & Wiggins, G. (1992). Kind of seeing and their functions in designing. Design Studies, 13(2), 135–156.
Sefelin, R. (2002). Comparison of paper-and computer based low-fidelity prototypes. CURE Technical Report 03. Vienna: Centre for Usability Research & Engineering.
Sefelin, R., Tscheligi, M. & Giller, V. (2003). Paper prototyping—What is it good for? A comparison of paper-and computer-based low-fidelity prototyping. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’03), 778–779.
Seow, S.C. (2008). Designing and engineering time: The psychology of time perception in software. Upper Saddle River, NJ: Addison-Wesley.
Sharp, H., Rogers, Y. & Preece, J. (2007). Interaction design: Beyond human-computer interaction. 2nd Ed. New York: John Wiley & Sons.
Shaw, C. & Ivens, J. (2002). Building Great Customer Experiences. NY: Palgrave Macmillan.
Siegel, D. & Dray, S. (2005). Avoiding the next schism: Ethnography and USABILITY. Interactions, 12(2), 58–61.
Slade, Giles (2006). Made to break: Technology and obsolescence in America. Cambridge MA: Harvard University Press.
Snodgrass, A. & Coyne, R. (2006). Interpretation in architecture: Design as a way of thinking. London: Routledge.
Snyder, C. (2003). Paper prototyping: The fast and simple techniques for designing and refining the user interface. San Francisco: Morgan Kaufmann Publishers.
Roam, Dan (2008). The back of the napkin: Solving problems and selling ideas with pictures. London: Portfolio.
Sparke, P. (1987). Design in context. London: Guild Publishing.
Spence, R. (2007). Information visualization: Design for Interaction. Harlow: Pearson Prentice Hall
Spence, R. & Apperly, M. (1982). Data base navigation: An office environment for the professional. Behaviour and Information Technology, 1(1): 43–54.
Stahovich, T.F. (1998). The engineering sketch. IEEE Intelligent Systems, 13(3), 17–19.
Stappers, P.J. (2006). Creative connections: User, designer, context, and tools. Personal Ubiquitous Computing. 10(2), 95–100.
Startt, J. (2000). Tour de France/Tour de Force: A visual history of the world’s greatest bicycle race. San Francisco: Chronicle Books.
Sterling, B. (2005). Shaping Things. Cambridge, MA: The MIT Press.
Stolterman, E. (1999). The design of information systems – Parti, formants and sketching. Information Systems Journal, 9(1), 3–20.
Strömberg, H., Pirttilä, V. & Ikonen, V. (2004). Interactive scenarios – Building ubiquitous computing concepts in the spirit of participatory design. Personal and Ubiquitous Computing, 8, 200–207.
Suh, Nam P. (1990). The principles of design. New York: Oxford University Press.
Sutherland, I. (1963). Sketchpad: A man-machine graphical communication system. PhD Thesis, MIT. http://www.cl.cam.ac.uk/techreports/UCAM-CL-TR-574.html
Suwa, M. and Tversky, B. (1996). What architects see in their sketches: Implications for design tools. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’96) Conference Companion, 191–192.
Suwa, M. and Tversky, B. (2002). External representations contribute to the dynamic construction of ideas. In M. Hegarty, B. Meyer, and N. H. Narayanan, eds., Diagrams 2002. NY: Springer-Verlag, 341–343
Svanæs, D. & Seland, G. (2004). Putting the users center stage: Role playing and low-fi prototyping enable end users to design mobile systems. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’04), 479–486.
Swimmer, Lara (2004).
PROCESS: Seattle Central Library.
Seattle: Documentary Media.
Tang, J.C. & Minneman, S.L. (1991a). Videowhiteboard: Video shadows to support remote collaboration. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’91), 315–322.
Terrenghi, L. (2007). Designing hybrid interactions through an understanding of the affordances of physical and digital technologies. Ph.D. Thesis. Munchen, Germany. Ludwig-Maximilans – Universitat Munchen.
Thurlow, L. (1992). Head to head: The coming economic battle among Japan, Europe, and America. New York: William Morrow.
Tohidi, M., Buxton, W., Baecker, R. & Sellen, A. (2006a). Getting the right design and the design right: Testing many is better than one. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’06), 1243–1252.
Tohidi, M., Buxton, W., Baecker, R. & Sellen, A. (2006b). User sketches: A quick, inexpensive, and effective way to elicit more reflective user feedback. Proceedings of NordiCHI, The Nordic Conference on Human-Computer Interaction, 105–114.
Tretiack, P. (1999). Raymond Loewy and streamlined design. New York: Universe.
Tsang, M., Fitzmaurice, G., Kurtenbach, G., Khan, A. & Buxton, W. (2002). Boom chameleon: Simultaneous capture of 3D viewpoint, voice and gesture annotations on a spatially-aware display. Proceedings of the 2002 ACM Symposium on User Interface Software and Technology (UIST’02), 111–120.
Tullis, T. (1990). High-fidelity prototyping throughout the design process. Proceedings of the Human Factors Society 34th Annual Meeting, 266.
Turner, P. & Davenport, E. (Eds.) (2005). Spaces, spatiality and technology. Dordrecht: Springer.
Tversky, B. (1999). What does drawing reveal about thinking? In J. S. Gero & B. Tversky, eds., Visual and spatial reasoning in design. Sydney, Australia: Key Centre of Design Computing and Cognition, 93–101.
Tversky, B. (2002). What do sketches say about thinking? Proceedings of AAAI Spring Symposium on Sketch Understanding. 148–151.
Ullman, D.G., Wood, S. & Craig, D. (1990). The Importance of drawing in the mechanical design process. Computer & Graphics, 14(2), 263–274.
Ulrich, K. & Eppinger, S. (1995). Product Design and Development. New York: McGraw-Hill, Inc.
Umbach, S., Musgrave, K. & Gluskoter, S. (2006). Dell design means business. In P. Hatch & D. McDonagh. (Eds.). Realize design means business. Dulles, VA: Industrial Designers Society of America.
Valéry, P. (1927). De la simulation. NRF, T. XXVIII. Van der Lugt, R. (2001). Sketching in Design Idea Generation Meetings. PhD. Thesis. Technical University Delft.
Van Dam, P. (2006). Ir. Louis C. Kalff 1897-1976: Het artistiekegeweten van philips. Eindhoven: [Z]OOproducties.
Van der Lugt, R. (2002). Functions of sketching in design idea generation meetings. Proceedings of the Fourth Conference on Creativity & Cognition, 72–79.
Van der Lugt, R. (2005). How sketching can affect the idea generation process in design group meetings. Design Studies, 26 (2), 101–122.
van der Lugt, R. & Stappers, P.J. (Eds.)(2006). Design and the growth of knowledge: Best practices and ingredients for successful design research. Delft: StudioLab Press.
Van Gundy, A.B. (1981). Techniques of structured problem solving. New York: Van Nostrand Reinhod Co.
Van Rijn, H., Bahk, Y.N., Stappers, P.J. & Lee, K.P. (2006). Three factors for contextmapping in East Asia: Trust, control, and Nunchi. Codesign: International Journal of CoCreation in Design and Arts, 2(3), 157–177.
Vera, A.L. (2009). Co-Designing Interactive Spaces for and with Designers: Supporting Mood-Board Making. PhD Thesis, Technical University of Eindhoven.
Vertelney, L. (1989). Using video to prototype user interfaces. SIGCHI Bulletin 21(2), 57–61. Reprinted in Baecker et al. (1995), op. cit.,142–146.
Vicente, K. (2004). The human factor: Revolutionizing the way people live with technology. New York: Routledge.
Villar, N. (2005). The Friday afternoon project: A two-hour pin & play prototyping exercise. University of Lancaster: Unpublished manuscript.
Villar, N., Lindsay, A. & Gellersen, H. (2005). Pin & play & perform: A rearrangeable interface for musical composition and performance. Proceedings of the Conference on New Instruments for Musical Expression (NIME) ’05, 188–191.
Virzi, R. A., Sokolov, J., L. & Karis, D. (1996). Usability problem identification using both low-and high-fidelity prototypes. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’96), 236–243.
Vitruvius (1960). The ten books on architecture. New York: Dover Publications.
Vogel, C., Cagan, J. & Boatwright, P. (2005). The design of things to come: How ordinary people create extraordinary products. Upper Saddle River, NJ: Wharton School Publishing.
Waldrop, M. (2001). The dream machine: J.C.R. Licklider and the revolution that made computing personal. New York: Viking Penguin.
Walker, M., Takayama, L. & Landay, J. (2002). High-fidelity or low-fidelity, paper or computer medium? Proceedings of the Human Factors and Ergonomics Society 46th Annual Meeting: HFES2002. 661–665.
Walsh, V., Roy, R., Bruce, M. & Potter, S. (1992). Winning by design – Technology, product design and international competitiveness. Oxford: Blackwell Business.
Warfel, T.Z. (2009). Prototyping: A Practitioner’s Guide. Brooklyn: Rosenfeld Media.
Weisberg, R. (1993). Creativity: Beyond the myth of genius. New York: W.H. Freeman.
Weiser, M. (1991). The computer for the 21st century. Scientific American, 265(3), 94–104.
Wensveen, S. (2005). A tangibility approach to affective interaction. PhD Thesis, Technical University Delft.
Whisler, R. H. (1943). Inertia controlled shock absorber. United States Patent 2,329,803. Filed Oct. 6, 1941. Issued Sept. 21, 1943.
White, J.V. (1984). Using charts and graphs: 1000 ideas for visual persuasion. New York: R.R. Bowker Company.
Whiteway, M. (2001). Christopher Dresser 1834–1904. Milan: Skira Edinore.
Whitford, F. (1984). Bauhaus. London: Thames & Hudson.
Wiklund, M., Thurrott, C. & Dumas, J. (1992). Does the fidelity of software prototypes affect the perception of usability? Proceedings of the Human Factors Society 36th Annual Meeting, 399–403.
Williams, Richard (2001). The animator’s survival kit: A manual of methods, principles and formulas for classical, computer, games, stop motion, and internet animators. London: Faber & Faber.
Winograd, T. (Ed.) (1996). Bringing design to software. New York: ACM Press.
Wong, Y.Y. (1992). Rough and ready prototypes: Lessons from graphic design. Posters and Short Talks: Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (CHI’92), 83–84.
Wong, Y.Y. (1993). Layer tool: Support for progressive design. Proceedings of the ACM-SIGCHI Conference on Human Factors in Computing Systems (INTERACT ‘93 and CHI ‘93), 127–128.
Woodward, D. & Lewis, G.M. (Eds.)(1998). The history of cartography, Volume two, book three: Cartography in the traditional African, American, Arctic, Australian, and Pacific societies. Chicago: University of Chicago Press.
Yaneva, A. (2009). Made by the Office for Metropolitan Architecture: An Ethnography of Design. Rotterdam: 010 Publishers.