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1 Alves, J., Marques, M. J., Saur, I., & Marques, P. (2007). Creativity and Innovation through Multidisciplinary and Multisectoral Cooperation. Creativity and Innovation Management, 16(1), https://doi.org/ /j x Amabile, T. M. (1983). The social psychology of creativity: A componential conceptualization. Journal of personality and social psychology, 45(2), Andersen, T. F. (u.å.). Unge og Computerkultur. Ambivalens og socialt spillerum i gymnasieelevers computerbrug (PhD). Aalborg Universitet: Institut for Læring, Aalborg. Antal, A. B. (2009). Transforming organisations with the arts. (Research Report) (s. 1 83). TILLTEurope. Auger, J. (2013). Speculative design: crafting the speculation. Digital Creativity, 24(1), https://doi.org/ / Bean, J., & Rosner, D. (2013). Demo or die?: the role of video demonstrations in the public domain. Interactions, 20(5), https://doi.org/ / Bleecker, J. (2009). Design Fiction: A Short Essay on Design, Science, Fact and Fiction. Near Future Laboratory. Hentet fra Blythe, M. A., & Wright, P. C. (2006). Pastiche scenarios: Fiction as a resource for user centred design. Interacting with Computers, 18(5), https://doi.org/ /j.intcom Blythe, M., Hassenzahl, E. L., Law, C., & Vermeeren, A. P. O. S. (2007). An analysis framework for user experience (UX) studies: a green paper. I Towards a UX Manifesto (s. 3 5). Lancaster, UK: COST294- MAUSE Affiliated Workshop. Botin, L., & Poulsen, S. B. (2014). Video in User-Centered Design. I ApEX Anthology (s. 1 19). Aalborg Universitetsforlag. Brandt, E. (2006). Designing exploratory design games: a framework for participation in Participatory Design? (Bd. 1, s ). ACM Press. https://doi.org/ /

2 Brinkmann, S. (2013). Kvalitativ udforskning af hverdagslivet. Kbh.: Hans Reitzel. Brown, D. M. (2011). Communicating design: developing web site documentation for design and planning (2nd ed). Berkeley, CA: New Riders. Brown, T., & Katz, B. (2009). Change by design: how design thinking transforms organizations and inspires innovation (1st ed). New York: Harper Business. Brown, T., & Martin, R. (2015). Design for Action. Harvard Business Review, 93(9), Bryman, A. (2012). Social research methods (4th ed). Oxford ; New York: Oxford University Press. Bucciarelli, L. L. (2002). Between thought and object in engineering design. Design Studies, 23(3), https://doi.org/ /s x(01) Buchanan, R. (1992). Wicked Problems in Design Thinking. Design Issues, 8(2), https://doi.org/ / Buchanan, R. (2001). Design Research and the New Learning. Design Issues, 17(4), https://doi.org/ / Buchanan, R. (2008). Introduction: design and organizational change. Design Issues, 24(1), 2 9. Buchenau, M., & Suri, J. F. (2000). Experience prototyping (s ). Præsenteret ved DIS 00, Brooklyn, New York: ACM Press. https://doi.org/ / Buur, J., Binder, T., & Brandt, E. (2000). Taking Video beyond Hard Data in User Centred Design (s. 1 10). Præsenteret ved Participatory Design Conference, New York. Buur, J., & Larsen, H. (2010). The Quality of Conversations in Participatory Innovation. CoDesign, 6(3), Buur, J., & Matthews, B. (2008). Participatory innovation. International Journal of Innovation Management, 12(3), Buur, J., & Soendergaard, A. (2000). Video card game: an augmented environment for user centred design discussions (s. 1 7). Præsenteret ved DARE 2000, Denmark: ACM Press.

3 Buxton, B. (2007). Sketching user experiences: getting the design right and the right design (Nachdr.). Amsterdam: Morgan Kaufmann. Caddick, R., & Cable, S. (2013). Communicating the user experience: a practical guide for creating useful ux documentation. Hoboken, N.J.: Wiley. Hentet fra Chayutsahakij, P., & Poggenpohl, S. (2002). User-Centered Innovation. I Proceedings of The European Academy of Management 2nd Annual Conference on Innovative Research in Management EURAM, (s. 1 10). Stockholm. Cockton, G. (2014). Usability Evaluation. I The Encyclopedia of Human-Computer Interaction (2nd Ed.). Århus: The Interaction Design Foundation. Hentet fra https://www.interactiondesign.org/encyclopedia/usability_evaluation.html Crawford, C. (2013). Chris Crawford on interactive storytelling (Second edition). Berkeley, Calif.? New Riders. Dalsgaard, C. (2014). Pragmatism and design thinking. International Journal of Design., 8(1), Davidson, D., Carnegie-Mellon University, & Entertainment Technology Center. (2010). Cross-media communications: an introduction to the art of creating integrated media experiences. [Pittsburgh, Pa.]: ETC Press. Dorst, K. (2011). The core of design thinking and its application. Design Issues, 32(6), Dourish, P. (2004). Where the action is: the foundations of embodied interaction (1. MIT Press paperback ed). Cambridge, Mass.: MIT Press. Dow, S. P., & Klemmer, S. R. (2011). The efficacy of prototyping under time constraints. I Design Thinking (s ). Berlin, Heidelberg: Springer. Fallman, D. (2008). The Interaction Design Research Triangle of Design Practice, Design Studies, and Design Exploration. Design Issues, 24(3), https://doi.org/ /desi

4 Fallman, D., & Moussette, C. (2011). Sketching with stop motion animation. Interactions, 18(2), https://doi.org/ / Finnemann, N. O. (2005). Internettet i mediehistorisk perspektiv. Frederiksberg: Samfundslitteratur. Flyvbjerg, B. (2006). Five Misunderstandings About Case-Study Research. Qualitative Inquiry, 12(2), https://doi.org/ / Forlizzi, J., & Battarbee, K. (2004). Understanding experience in interactive systems. I DIS 04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques (s ). New York USA: ACM Press. https://doi.org/ / Forlizzi, J., & Ford, S. (2000). The building blocks of experience: an early framework for interaction designers. I Proceedings of the 3rd conference on Designing interactive systems: processes, practice, methods, and techniques (s ). New York, USA: ACM Press. https://doi.org/ / Forlizzi, J., & Ford, S. (2004). Understandingexperience in interactive systems. I Proceedings of the 2004 Conference on Designing Interactive Systems (s ). New York, USA: ACM Press. https://doi.org/ / Forsknings- og Innovationsstyrelsen. (2006). Brugerdreven innovation - Baggrundsrapport til et strategisk forskningsprogram. Grefta Tryk A/S. Hentet fra 2006/rapport-brugerdreven-innovation.pdf Gaver, W. (2012). What should we expect from research through design? (s ). Præsenteret ved CHI 2012, Austin, Texas, USA: ACM Press. https://doi.org/ / Grand, S., & Wiedmer, M. (2010). Design Fiction: A Method Toolbox for Design Research in a Complex World (s. 1 16). Præsenteret ved Proceedings of the Design Research Society Conference.

5 Gray, D., Brown, S., & Macanufo, J. (2010). Gamestorming: a playbook for innovators, rulebreakers, and changemakers (First edition). Beijing Cambridge Farnham Köln Sebastopol Tokyo: O Reilly. Gudiksen, S. (2015). Business Model Design Games: Rules and Procedures to Challenge Assumptions and Elicit Surprises: Business Model Design Games. Creativity and Innovation Management, 24(2), https://doi.org/ /caim Gudiksen, S., Christensen, A., & Henriksen, P. (2016). Bridging service design with integrated co-design decision maker interventions. I DRS 2016 proceedings. Brighton, UK. Gudiksen, S. K. (2014a). Co-designing business models : engaging emergence through design games. Aalborg: Aalborg University. Gudiksen, S. K. (2014b). Game feedback techniques: Eliciting big surprises in business model design. I Proceedings of DRS 2014: Design s Big Debates : Design Research Society Biennial International Conference (s ). Umeå, Sverige: Umeå University. Gudiksen, S. K., & Brandt, E. (2014). The service Ouroboros: Designing persona service cycles. I Proceedings of ServDes : Service Futures (s. 1 12). Lancaster, UK: Linköping University Electronic Press. Gudiksen, S. K., Poulsen, S. B., Jensen, M. K. N., Iversen, S., Schmidt, N. M. K., Glerup, J., Gregersen, K. (2017). BizChange: Co-design meetings to enable stakeholder-supported design moves. Brill. Gudiksen, Sune. (2015). Codesigning business models: Engaging emergence through design games (PhD). Aalborg Universitet, Aalborg. Hansen, F. T., & Designskolen Kolding. (2014). Kan man undre sig uden ord?: design- og universitetspædagogik på kreative videregående uddannelser : med Designskolen Kolding som case. [Aalborg]; Kolding: Aalborg Universitetsforlag ; i samarbejde med Designskolen Kolding. Hansen, O. E. (2009). Computerspillets interaktive dramaturgi. Peripeti, (11),

6 Hansen, Ole Ertløv. (2005). At spille for at spille. I B. K. Walther & C. Jessen (Red.), Spillets verden. København: Danmarks Pædagogiske Universitets Forlag Købes ved: Danmarks Pædagogiske Bibliotek. Hassenzahl, M. (2008). User experience (UX): towards an experiential perspective on product quality. I Proceedings of the 20th International Conference of the Association Francophone d Interaction Homme-Machine (s ). Metz, France: ACM Press. https://doi.org/ / Hassenzahl, M. (2010). Experience design: technology for all the right reasons. San Rafael, Calif.: Morgan & Claypool. Hassenzahl, M., & Tractinsky, N. (2006). User experience - a research agenda. Behaviour & Information Technology, 25(2), https://doi.org/ / Hookway, C. (2008). Pragmatism. Stanford Encyclopedia of Philosophy Archive, Summer 2016 edition. Hentet fra https://plato.stanford.edu/archives/sum2016/entries/pragmatism/ Houde, S., & Hill, C. (1997). What do Prototypes Prototype? I Handbook of Human-Computer Interaction (2nd Ed.). Amsterdam: Elsevier Science B. V. Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. ten. (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game: Mobile gamebased learning in secondary education. Journal of Computer Assisted Learning, 25(4), https://doi.org/ /j x Jenkins, H. (2004). Game Design as Narrative Architecture. I First person: New Media as Story, Performance and Game. Cambridge: MIT Press. Jenkins, H. (2010). Transmedia Storytelling and Entertainment: An annotated syllabus. Continuum, 24(6), https://doi.org/ / Jensen, F. Jens, J. F. (2000). Interactivity. Tracking a New Concept in Media andcommunication Studies. I Computer media and communication: a reader. New York: Oxford University Press.

7 Jensen, J. F. (2008). The concept of interactivity -- revisited: four new typologies for a new media landscape. I Proceedings of the 1st international conference on Designing interactive user experiences for TV and video (s ). ACM Press. https://doi.org/ / Jensen, J. F. (2016a). Det danske mediemiljø ved årtusindskiftet. I Dansk mediehistorie 4. Samfundslitteratur. Jensen, J. F. (2016b). Fra computere til sociale medier. I Dansk mediehistorie 4. Samfundslitteratur. Jensen, T., & Vistisen, P. (2012). En opdagelsesrejse ud i de sociale medier: i sporene på Sherlock. Akademisk kvarter, 4(8), Kimbell, L. (2011). Rethinking design thinking: Part I. Design and Culture, 3(3), Kinder, M. (2003). Designing a Database Cinema. I Future Cinema. MIT Press. Kirby, D. (2010). The Future is Now: Diegetic Prototypes and the Role of Popular Films in Generating Real-world Technological Development. Social Studies of Science, 40(1), https://doi.org/ / Knutz, E., Markussen, T., & Christensen, P. R. (2014). The Role of Fiction in Experiments within Design Art & Architecture - Towards a New Typology of Design Fiction. Artefact, 3(2). Kolko, J. (2010). Connecting Research and Innovation With Synthesis. Hentet 9. februar 2017, fra Kolko, J. (2011, januar 9). Transforming Research into Great Innovations. Hentet 25. december 2016, fra https://www.fastcodesign.com/ /how-do-you-transform-good-research-into-greatinnovations Law, E. L., Vermeeren, A. P. O. S., Hassenzahl, M., & Blythe, M. (2007). Towards a UX manifesto. I Proceedings of the 21st BCS HCI Group Conference (s ). Lancaster, UK: Lancaster University.

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9 Mitra, T., & Gilbert, E. (2014). The language that gets people to give: phrases that predict success on kickstarter. I Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing (s ). Baltimore, Maryland, USA: ACM Press. https://doi.org/ / Nielsen, J. (1993). Usability engineering. Boston: Academic Press. Nielsen, J. (2000). Why You Only Need to Test with 5 Users. Hentet 6. februar 2017, fra https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/ Norman, D. A. (2013). The design of everyday things (Revised and expanded edition). New York: Basic Books. Norman, D. A., & Verganti, R. (2014). Incremental and radical innovation: Design research versus technology and meaning change. Design Issues, 30(1), Osterwalder, A., Pigneur, Y., & Clark, T. (2010). Business model generation: a handbook for visionaries, game changers, and challengers. Hoboken, NJ: Wiley. Ovesen, N. (2013). Facilitating Problem-Based Learning in Teams with Scrum (s. 856). Præsenteret ved Design education - growing our future: proceedings of the 15th International Conference on Engineering and Product Design Education, Dublin: Dublin Institute of Technology. Parsons, G. (2016). The philosophy of design. Cambridge, UK: Polity Press. Pine, B. J., & Korn, K. C. (2011). Infinite possibility: creating customer value on the digital frontier (1st ed). San Francisco, CA: Berrett-Koehler Publishers. Piscitelli, B., & Penfold, L. (2015). Child-centered Practice in Museums: Experiential Learning through Creative Play at the Ipswich Art Gallery. Curator: The Museum Journal, 58(3), https://doi.org/ /cura Poulsen, S. B., & Rosenstand, C. A. F. (2009). Reflekterende innovativ workshop. I Praksiselememntet i iværksætteri- og innovationsundervisningen: en antologi til inspiration til kursus- og

10 udannelsesudvikling på de videregående udannelsesinstitutioner og andre læreanstalter - hvordan kan teori og praksis kombineres? Frederiksberg: Øresund Entrepreneurship Academy. Poulsen, S. B., & Strand, A. M. C. (2014). A creative designerly touch: Nurturing transformation through creativity in the meaning-mattering of design processes. Akademisk kvarter, (9), Poulsen, S. B., & Thøgersen, U. (2011). Embodied design thinking: a phenomenological perspective. CoDesign, 7(1), Rogers, Y., Sharp, H., & Preece, J. (2011). Interaction design: beyond human-computer interaction (3rd ed). Chichester, West Sussex, U.K: Wiley. Rosenstand, C. A. F. (2002). Kreation af narrative multimediesystemer. Frederiksberg: Samfundslitteratur. Rosenstand, C. A. F. (2004a). Computerspilsmanifest I. Spilforskning.dk, 8. Rosenstand, C. A. F. (2004b). Pedagogical Forms in Simulative E-Learning Systems. I Knowledge and change: proceedings of the 12th Nordic Conference for Information and Documentation, September 1-3, 2004, Hotel Hvide Hus, Aalborg, Denmark. Aalborg: Royal School of Library and Information Science. Rosenstand, C. A. F. (2011). Genre transgression in interactive works. Akademisk Kvarter, 3, Rosenstand, C. A. F., & Laursen, P. K. (2013). Managing Functional Power: In Vision Driven Digital Media Creation. Akademisk kvarter, (6), Roto, V., Law, E., Vermeeren, A., & Hoonhout, J. (2011). User experience white paper. Bringing clarity to the concept of user experience (s ). Præsenteret ved Dagstuhl Seminar on Demarcating User Experience. Rudd, J., Stern, K., & Isensee, S. (1996). Low vs. high-fidelity prototyping debate. interactions, 3(1), https://doi.org/ /

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12 Sternberg, R. J., & Lubart, T. I. (1999). The concept of creativity: Prospects and paradigms. I Handbook of creaktivity (s. 3 15). Cambridge: Cambridge University Press. Strand, A. M. C. (2014). Material storytelling: Learning as intra-active becoming. Strauss, A. L., & Corbin, J. M. (1990). Basics of qualitative research: grounded theory procedures and techniques. Newbury Park, Calif.: Sage. Sundbo, J. (1995). Three paradigms in innovation theory. Science and Public Policy, 22(6), Tanggaard Pedersen, L., & Brinkmann, S. (2010). Kvalitative metoder: en grundbog. Kbh.: Hans Reitzel. Thabet, T. (2015). Video game narrative and criticism: playing the story. Basingstoke, Hampshire ; New York: Palgrave Macmillan. Tullis, T., & Albert, B. (2013). Measuring the user experience: collecting, analyzing, and presenting usability metrics (Second edition). Amsterdam ; Boston: Elsevier/Morgan Kaufmann. Van de Ven, A. H. (2007). Engaged scholarship: a guide for organizational and social research. Oxford ; New York: Oxford University Press. Vistisen, P. (2015). The Roles of Sketching In Design. I Proceedings from Nordic Design Research Conference Stockholm. Vistisen, P. (2016). Sketching with Animation: using animation to portray fictional realities - aimed at becoming fact (Animation-based Sketching) (PhD). Aalborg Universitet, Aalborg. Vistisen, P., & Jensen, T. (2012). Transforming learning and visitor participation as a basis for developing new business opportunities in an outlying municipality: - case study of Hjørring Municipality and Børglum Monastery, Denmark. I E. Kristiansen (Red.), Proceedings. DREAM - Danish Research Center on Education and Advanced Media Materials Institute for Literature (s ). Odense: Culture and Media Studies University of Southern Denmark.

13 Vistisen, P., Jensen, T., & Poulsen, S. B. (2016). Animating the ethical demand: exploring user dispositions in industry innovation cases through animation-based sketching. ACM SIGCAS Computers and Society, 45(3), https://doi.org/ / Vistisen, P., & Poulsen, S. B. (2015). Investigating User Experiences Through Animation-based Sketching (s. 18). Præsenteret ved Motion Design Education Summit 2015, Dublin. Vistisen, P., & Rosenstand, C. A. F. (2016). Facilitating consensus in collaborative design processes through animation-based sketching. I Animation-based Sketching: An explorative study of how animation-based sketching can support the concept design of non-idiomatic digital technologies (s. 1 20). Aalborg: Aalborg Universitetsforlag. Vistisen, Peter. (2014). Strategisk Designtænkning: Et videnskabeligt essay mod en teoretisk helhedstolkning af koblingen mellem teknologi, menneske og forretning gennem designtænkning (Working paper). Aalborg: Aalborg Universitet. Vaajakallio, K. (2012). Design games as a tool, a mindset and a structure (PhD). Aalto University. Wasson, C. (Red.). (2002). Collaborative Work: Integrating the Roles of Ethnographers and Designers. I Creating breakthrough ideas (s. 1 18). Westport, CT: Bergin & Garvey. Wensveen, S. A. G., & Matthews, B. (Red.). (2015). Prototypes and Prototyping in Design Research. I The Routledge companion to design research. New York: Routledge, Taylor & Francis Group. Wilson, T. (2009). A Phenomenology of Phone Use: Pervasive Play and the Ludification of Culture. I Understanding media users: from theory to practice (s ). Chichester ; Malden, MA: Wiley- Blackwell. Winograd, T., & Flores, F. (1986). Understanding Computers and Cognition. A New Foundation for Design. Norwood, New Jersey: Addison-Wesley Pub. Co. Wynekoop, J., & Conger, S. (1990). A Review of Computer Aided Software Engineering Research Methods (s ). Copenhagen, Denmark.

14 Ylirisku, S., & Buur, J. (2007). Designing with video: focusing the user-centred design process. London: Springer. Østergaard, C. M., Rosenstand, C. A. F., Gertsen, F., & Lervang, J.-U. (2013). Into the Surge of Network-driven Innovation: Extending the Historical Framing of Innovation. I Proceedings of The XXIV ISPIM Conference - Innovating in Global Markets: Challenges for Sustainable Growth Conference. Helsinki, Finland. Aarseth, E. (2012). A narrative theory of games (s ). Præsenteret ved FDG 12, Raleigh, NC, USA: ACM Press. https://doi.org/ / Aarseth, E. J. (1997). Cybertext: perspectives on ergodic literature. Baltimore, Md: Johns Hopkins University Press.

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