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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), 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), Bean, J., & Rosner, D. (2013). Demo or die?: the role of video demonstrations in the public domain. Interactions, 20(5), 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), 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.

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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 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),

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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. 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), Hookway, C. (2008). Pragmatism. Stanford Encyclopedia of Philosophy Archive, Summer 2016 edition. Hentet fra 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), 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), 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.

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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. 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 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), 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),

11 Ryan, M.-L. (2001a). Beyond Myth and Metaphor. The Case of Narrative in Digital Media. Gamestudie, 1(1). Hentet fra Ryan, M.-L. (2001b). Narrative as virtual reality: immersion and interactivity in literature and electronic media. Baltimore, Md.: Johns Hopkins Univ. Press. Ryan, M.-L. (2005). Peeling the Onion: Layers of Interactivity in Digital Narrative Texts. Præsenteret ved Interactivity of Digital Texts, Münster, Germany. Ryan, M.-L. (2008). Interactive Narrative, Plot Types, and Interpersonal Relation. I N. Szilas & U. Spierling, Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling. Berlin: Springer. Ryan, M.-L. (2009). From Narrative Games to Playable Stories. Toward a Poetics of Interactive Narrative. Story Worlds: A Journal of Narrative Studies, 1(1). Salen & Zimmerman. (2004). Rules of play: game design fundamentals. Cambridge, Mass: MIT Press. Sanders, E. (2006). Design Research in Design Research Quarterly, 1(1), 1 8. Segelström, F., & Holmhild, S. (2009). Visualization as tools for research: Service designers on visualizations. Præsenteret ved NorDes 2009, Oslo. Sperschneider, W., & Bagger, K. (2000). Ethnographic fieldwork under industrial constraints: Towards Design-in-Context. Præsenteret ved NordiCHI Conference, Stockholm. Steen, M. (2013). Co-Design as a Process of Joint Inquiry and Imagination. Design Issues, 29(2), Sterling, B. (2011). Patently Untrue. Hentet 9. februar 2017, fra Sterling, B. (2013). Patently Untrue. Hentet 9. februar 2017, fra

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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), 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. Aarseth, E. J. (1997). Cybertext: perspectives on ergodic literature. Baltimore, Md: Johns Hopkins University Press.

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