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1 Abowd, G. D., Dey, A. K., Brown, P. J., Davies, N., Smith, M., & Steggles, P. (1999). Towards a Better Understanding of Context and Context-Awareness. I HUC 99 Proceedings of the 1st international symposium on Handheld and Ubiquitous Computing (s ). Karlsruhe, Germany: Springer-Verlag London, UK. Adlin, T., & Pruitt, J. (2010). The essential persona lifecycle: your guide to building and using personas. Amsterdam ; Boston: Morgan Kaufmann. Amabile, T. M. (1983). The social psychology of creativity: A componential conceptualization. Journal of personality and social psychology, 45(2), Antal, A. B. (2009). Transforming organisations with the arts. (Research Report) (s. 1 83). TILLTEurope. Arthur, I. K. (2011). Oplevelsesøkonomi i fødevaresektoren. En pilotundersøgelse i Thisted Kommune. I A. Lorentzen & S. Smidt-Jensen, Planlægning i oplevelsessamfundet (s ). Århus: Aarhus Universitetforlag. Arvanitis, K. (2005). Museums outside walls. Mobile phones and the museum in theeveryday. Præsenteret ved IADIS International Conference Mobile Learning. Bargas-Avila, J. A., & Hornbæk, K. (2011). Old wine in new bottles or novel challenges: a critical analysis of empirical studies of user experience. I CHI 2001 (s ). Vancouver, BC, Canada: ACM Press. Barney, J. B., & Clark, D. N. (2007). Resource-based theory: creating and sustaining competitive advantage. Oxford ; New York: Oxford University Press. Bavazit, N. (2004). Investigating Design: A Review of Forty Years of Design Research. Design Issues, 20(1), Bell, G., Blythe, M., & Sengers, P. (2005). Making by making strange: Defamiliarization and the design of domestic technologies. ACM Transactions on Computer-Human Interaction, 12(2), Bille, T. (2009). Oplevelsesøkonomiens betydning i økonomien og kulturpolitikken. Nordisk Kulturpolitik Tidsskrift, (1), Binder, T. (1996). Learning and knowing with artifacts: An interview with Donald A. Schön. AI & Society, 10(1), Blythe, M., Hassenzahl, E. L., Law, C., & Vermeeren, A. P. O. S. (2007). An analysis framework for

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