I will be attending the upcoming ACM CHI 2012 conference in Austin, Texas, and plan to share information, pictures, and video clips from the conference each day on this blog.
I am on the organizing committee for the Education, Interfaces, Technology & Software workshop, which will be held on May 5th and 6th. My first two posts will be related to this workshop. I'll have lots of exciting things to share!
During the conference, I plan to attend presentations that relate to information/data visualization, use of technology for creative purposes, child-computer interaction, multimedia, and technology/interfaces that support people with special needs.
Here is a quote from Jason Silva's website: "The adjacent possible is a kind of shadow future, hovering on the edges of the present state of things, a map of all the ways in which the present can reinvent itself" - Steven Johnson
Jason Silva is a Fellow at the Hybrid Reality Institute: "A Research and Advisory Group Focused on Human-Technology Co-Evolution and Its Implications for Global Business, Society, and Politics".
SOMEWHAT RELATED My husband DVR'd the pilot of "Touch", a new offering from Fox that appears to incorporate some of the concepts in the above review. We watched it last night, before I came across Jason Silva's review of ABUNDANCE. Coincidence? Maybe not : )
(I'm an armchair futurist. I work with kids with autism spectrum disorders. This stuff probably interests me more than it should!)
Jim Spadaccini is the director of Ideum and is responsible for the Ideum blog, which is well worth reading if you are interested in creative use of multi-touch, gesture, and interactive multimedia applications. Jim also serves as the principal investigator of the Open Exhibits project, a non-profit open source, multi-touch, multiuser software initiative, which includes a free software development kit (SDK) for museums, students, nonprofits, and educational use.
More about IDEUM Ideum will be involved in an upcoming day-long conference at the Tech Museum on Tuesday, November 15th (2011), Building Interfaces for the New Decade ConferenceSan Jose, California, 11/15/11
Ideum is working on interconnectivity between devices, as shown below, where people are connecting their iPhones to a multi-touch table:
Here is a video about Ideum's Tiny Drifters exhibit, 7 foot multi-touch wall at the Monterey Bay Aquarium:
Here is a promotional video about Ideum's rugged MT-55 multi-touch table. It holds up to the interaction of thousands of museum visitors.
Tracy Boyer Clark, founding manager and editor of Innovative Interactivity, recently posted a nicely curated list of interesting people to follow on Google+.
Tracy is a fantastic resource for all things related to multimedia. Be sure to add her to the list. BTW, my Google+ Multimedia circle includes everyone on Tracy's list, and a few more.
A few years ago, I came across "Phun", a free, hands-on application designed for use in science education. I was impressed, and had the chance to use it with a few students. Phun was Emil Ernerfeldt's MSc Computer Science project, created at the VR lab at Umeå Universityin Sweden, under the supervision of Kenneth Bodin.
Phun is now known as Algodoo, and is part of the family of applications offered by Algoryx, a company that develops multi-physics and 3D simulation software. As you can see from the recent video below, it has improved over the years. The most recent news is that the application was transformed for use on the SMART Board 800 series, and supports multi-touch and multi-user interaction.
One of the reasons that I like Algodoo is that it supports social interaction during learning activities, something that can enhance deeper learning among students. It allows students to move and work in a "hands-on" fashion. In schools that have invested stimulus money on technology and now have limited funds for upgrading traditional science equipment, applications such as Algodoo will most likely provide a good "bang for the buck".
Algodoo: Science education for a new generation
"Algodoo is a totally unique program. A program that gives you the opportunity to play with physics - using your own hands. Apply a constructionists learning paradigm, learning by doing. Use simple drawing tools to design, construct and explore with. Sounds like an interesting idea? Watch this video and learn how!"-Algoryx
Algodoo demonstration on a SMART Board 800 multi-touch/multiuser interactive whiteboards:
"Indeed, it turns out that a tablet needn’t do everything that a more powerful PC can, according to multiple research studies on iPad usage. Rather, the tablet’s main appeal lies in the approachable touchscreen interface that just about anybody at any age can pick up and figure out...That’s the genius of the blank slate — with nearly 400,000 apps that allow the iPad to become a toy, a TV, a medical tool for doctors, a notetaker for students and more, it caters to an extremely broad audience." -Brian X. Chen
" ...the potential of the iPad is not achieved by the iPad alone, nor by simply placing it in the hands of a child with autism. The potential of the device is realized by the way professionals like speech pathologists, educators, occupational therapists and early childhood development professionals apply their skills and knowledge to use the iPad to effectively support the development of children. The potential is realized by engaged parents working with those professionals to explore how the device best meets the individual needs of their child." -Daniel Donahoo
(I have a few thoughts about the iPad of my own that I'll share in a future post.)
Here is a compromise - since much still rings true two years since I wrote it, the bulk of this post remains the same. I've updated a few sections with additional video examples of interactive touch-screen applications, good and bad, along with a few links and resources, located at the bottom of the post.
(The missing piece of information? An update about apps for the iPad and similar touch-screen tablets.)
Sit back and enjoy!
-Images: HP; Wired There's been some discussion over the reasons why so many people don't understand touch screen, or "surface" computing, even though research in this area has been going on for years.
As the new owner of the HP TouchSmart, I know that I get it.
The research I've conducted in this area suggests that people will "get-it" only if there is a strong commitment to develop touch-screen "surface" applications through a user-centered, participatory design process. In my view, this should incorporate principles of ethnography, and ensure that usability studies are conducted outside of the lab.
This approach was taken with Intel's Classmate PC. Intel has about 40 ethnographic researchers, and sent many of them to work with students and teachers in classrooms around the world. (A video regarding ethnographic research and the Intel Classmate project can be found near the end of this post.)
-Images: ClassematePC
Where to start? K-12 classrooms and media centers. Public libraries. Malls. Hospital lobbies and doctor's offices. Any waiting room. Staff lounges in medical centers, schools, and universities. Community festivities and events. Movie theater lobbies. Museums and other points of interests.
I believe we need to take a "touching is believing" approach.
Here are some thoughts: When I try to explain my fascination with developing touch-screen interactive multimedia applications, (interactive whiteboards, multi-touch displays and tables, and the like), many of my friends and family members eyes glaze over. This is particularly true for people I know who are forty-ish or over.
Even if you are younger, if you never saw the cool technology demonstrated in the movie Minority Report, or if you have limited experience with video games, or if you haven't came within touching distance of an interactive whiteboard, the concept might be difficult to understand.
The reality? Even people who have the opportunity to use surface computing technology on large screens do not take full advantage of it. Multi-touch screens are often used as single-touch screens, and interactive whiteboards in classrooms are often serve as expensive projector screens for teacher-controlled PowerPoint presentations.
Most importantly, there are few software developers who understand the surface computing approach, even with the popularity of the iPhone and iPod Touch. Most focus on traditional business-oriented or marketing applications, and have difficulty envisioning scenarios for surface computing. There is a need for a breath of fresh air!
Another factor is that not all people entrusted to market surface or touch screen computing fully understand it. Despite a cool website showing off the goods, Microsoft's Surface multi-touch table has been slow to take off, limiting hope of bringing down the price tag to a price most families or schools could afford. (The picture above depicts an application for the Surface designed for health care professionals, not K-12 science education.) Although you can't buy a Surface table for your family room, it is possible to buy a TouchSmart. HP's TouchSmart website is engaging and highlights some examples of touch-screen interaction, but most people don't seem to know about it. (Since this post was last written, there are many more touch and multi-touch options available to the public, such as the Dell, the iPad, etc.)
Unfortunately, you wouldn't have a clue that the HP TouchSmart exists browsing the aisles at Circuit City or Best Buy!
When I was shopping for my new TouchSmart, I noticed that from a distance, the TouchSmart looked just like the other larger flat-screen monitors filling up the aisles. The salespeople at both stores were not well-informed about the system. The only reason I knew bout the new TouchSmart was related to my obsession with interactive multimedia touch-screen applications- designing them, developing them, studying them, reading about them, blogging about them.... ; }
More thoughts:
After studying HCI (Human-Computer Interaction), and relating this knowledge to what I know as a psychologist, my hunch is that the "Window Icon Mouse Pointing-device" (WIMP) and keyboard input mind-set is embedded in our brains, to a certain extent. Like driving a car, it is something automatic and expected. This is true for users AND developers. (Update - See The Post WIMP Explorers' Club: Update of the Updatesfor a review of a discussion among passionate post WIMP folks)
Think about it.
Suppose one day, you were told that you no longer were allowed to control your car by turning on the ignition, steering the wheel, or using your feet to accelerate, slow down, or stop the car! Instead, you needed to learn a new navigation, integration, and control system that involved waving your hands about and perhaps speaking a few commands.
For new drivers who'd never seen a car before, this new system would be user-friendly and intuitive. Perhaps it would be quite easy for 16-year-old kids to wrap their heads around this concept. For most of us, no. Imagine the disasters we would see on our streets and highways!
When we think about how newer technologies are introduced to people, we should keep this in mind.
In my mind, spreading the word about surface computing is not a "if you build it, they will come" phenomenon, like the iPhone. We can't ignore the broader picture.
From my middle-age woman's vantage point, I believe that it is important that the those involved with studying, developing, or marketing surface computing applications realize that many of us simply have no point of reference other than our experiences with ATMs, airline kiosks, supermarket self-serve lanes, and the like. (The video clip at the very end of this post provides a good example of touch-screen technology gone wrong.) -UPDATE: additional videos were added to this post.
Be aware that there are substantial numbers of people who might benefit from surface computing who prefer to avoid the ATMs, airline kiosks, and self-serve grocery shopping.
Realize that the collective experience with technology, in many cases, has not been too pretty. Many people have had such user-unfriendly experiences with productivity applications, forced upon them by their employers, that any interest or desire to explore emerging technologies has been zapped.
My own exposure to interactive "surface" related technology was somewhat accidental. A few years ago, a huge box was deposited into the room I worked in a couple of days a week as a school psychologist at a middle school. After a week or so, I became curious, and found out that it was a SmartBoard. Until then (2002!), I did not know that interactive whiteboards existed.
The boxed remained unopened in the room for the entire school year, but no worry. I played with the only other SmartBoard in the school, and found a couple at the high school where I also worked. I hunted for all of the applications and interactive websites that I could find, and tried them out. That is when I was hooked. I could see all kinds of possibilities for interactive, engaging subject area learning activities. I could see the SmartBoards potential for music and art classes. With my own eyes, I saw how the SmartBoard engaged students with special needs in counseling activities. (By the way, if you are working with middle school students, PBS Kid's ItsMyLife website activities work great on an interactive whiteboard.)
A few years have passed, and reflecting on all of my fun experiences with interactive whiteboards, with and without students, I now understand that many teachers still have had limited exposure to this technology.
This school year, many teachers are finding themselves teaching in classrooms recently outfitted with interactive whiteboards, scrambling along with educational technology staff development specialists, to figure out how it works best with various groups of students, and what sort of changes need to be made regarding instructional practice.
For the very first time, interactive whiteboards were installed in two classrooms at one of the schools I work at. One of the teachers I know thanked me for telling her about interactive whiteboards and sharing my resources and links.
If I hadn't let her know about this technology, she wouldn't have volunteered to have one installed in her classroom. It has transformed the way she teaches special needs students.
In the few months that she's used the whiteboard, I can see how much it has transformed the way the students learn. They are attentive, more communicative, and engaged. The students don't spend the whole day with the whiteboard - the interactive learning activities are woven into lessons at various times of the day, representing true technology integration.
Now let's see what happens when all-in-one touch-screen PC's are unleashed in our schools!
UPDATE: Take a look at a post I wrote for Innovative Interactivity just after SMART Technologies acquired NextWindow - the post describe in detail how interactive whiteboards are transforming learning and teaching in a program for students with special needs. SMARTTechnologies Acquires NextWindow: A "smart window" to the world
There are some interesting changes going on at the intersection of HCI and educational technology research. I participated in a workshop at CHI 2010 last April and was impressed by what is going on in this area, around the globe: Next Generation of HCI and Education
Value of ethnographic research: Ethnographic Research Informed Intel's Classmate PC "Intel looked closely at how students collaborate and move around in classroom environments. The new tablet feature was implemented so that the device would be more conducive to what Intel calls “micromobility”. Intel wants students to be able to carry around Classmate PCs in much the same way that they currently carry around paper and pencil."-viaPutting People First and Ars Technica
The video below is from Intel's YouTube Channel. Information about Intel's approach to ethnographic research in classrooms during the development of the Classroom PC is highlighted. This approach uses participatory design and allows the set of applications developed for the Classmate PC to reflect the needs of local students and teachers. Schools from many different countries were included in this study.
FYI: TOUCH SCREEN DISPLAYS: NEED FOR IMPROVEMENT!
Touch Screen Coke Machine at the Mall: 90 Seconds to get a Coke
User-Unfriendly Interactive Display in the Rain (Ballantyne Village Shopping Center)
User-Unfriendly Information Kiosk Interactive Map
I encountered this puzzling and frustrating interactive directory/map at the Cleveland Clinic. When I went to visit a relative at the hospital a year or so later, the map was no longer there.
BETTER EXAMPLES OF INTERACTIVE SCREENS:
Here are some interesting pictures from lm3labs, which are in my interactive usability hall of fame:
Samsung's new Omnia SDG i900 was re-created in a much larger size, using lm3lab's Ubiq'window touchless technology.For more about lm3labs, including several videoclips, take a look at one of my previous posts: Lm3Labs, Nicolas Leoillot, and Multimedia Interaction
Midwife Toad App on a Microsoft Surface, Discovery Place Science Center
TellTable: Digital Storytelling on the Surface: Microsoft Research, UK
DECEMBER 31, 2009 -Interactive Soda Machine for Fun
The interactive screen on the Coke machine attracted the attention of this young child. He loved spinning the image of the bottle. So did the dad! He said, "I'd like something like this for my home!". I told him about the HP TouchSmart - both the dad and the mom did not know that there were affordable all-in-one touch screens available, but they knew about SMARTboards, because their children's classrooms had them. Note: No one from this family actually purchased a soft drink. I was hoping to time how long it would take them to do so!
If you have plenty of time, take a look at my Post WIMP Explorers' Club YouTube playlist. "Natural user interfaces, gesture interaction, multi-touch, natural interaction, post WIMP examples and more..."
FYI: I visited the Ballantyne Village shopping center a couple of months ago to follow up on the interactive displays, including the one I tried to use while it was raining. The shopping center changed ownership, and the displays were replaced by the old-fashioned kind, pictured below:
U.S. Secretary of Education Arne Duncan today announced three awards totaling $27 million for projects to improve educational opportunities for young learners through innovative technology. Grants will be used to develop and deliver high-quality, age-appropriate, educational content to increase the early literacy and mathematics skills of young children age two through eight years old. The current cycle of awards will provide early learning content through the well-planned and coordinated use of multiple media platforms, commonly known as transmedia storytelling.
"It is critical that we focus our educational improvement efforts on the earliest learners and those most at risk of educational failure, including our children living in poverty,” said U.S. Secretary of Education Arne Duncan. “We know that children of all ages are engaged when given the opportunity to learn with new technologies. These grants will surround young children with a variety of innovative media to equip them with early literacy and numeracy skills to prepare them for success in school."
The five-year grants were awarded to three public telecommunications entities that will offer services across the nation. In addition to programming content, the grantees will provide outreach materials and resources to families, child care providers, preschool and early elementary teachers and others whose work addresses early learning. Each grant includes a strong research component. According to Jacqueline Jones, senior advisor to the Secretary for Early Learning, “These projects represent a critical investment in moving the Department’s early learning agenda forward and ultimately improving outcomes for young learners. We are particularly excited that through accessible media and technologies, these projects will encourage families, caregivers and teachers to interact with and engage young learners in both formal and informal settings.”
"Window to the World Communications (WTTW) will partner with W!ldbrain, an entertainment and animation company, to deliver a multiple-platform, media-based, mathematics curriculum for children that will provide corresponding support materials and digital resources for families, caregivers and teachers. The project will allow children to use multiple entry points to a virtual world of mathematics principles through cell phones, computers, handheld video game systems, television, books and trading cards."
"The Corporation for Public Broadcasting (CPB) and the Public Broadcasting Service (PBS) will deliver transmedia content in literacy and numeracy that is aligned with rigorous academic frameworks and research. Through a multi-level partnership, CPB will develop video, interactive online games (3D-rendered collaborative challenges and immersive games), mobile applications (augmented reality games) and interactive white board applications."
"The Hispanic Information and Telecommunications Network (HITN) will partner with Callaway Arts and Entertainment to develop and evaluate three transmedia properties that will cross multiple platforms using the inherent benefits of each to engage early learners. One such property, Learning Apps Media Partnership (LAMP), focuses on English Language Learners and immerses them in literacy and mathematics curricula that draw on real-life situations and encourage the expression of diverse perspectives where children freely use their native language or dialect."
The following list of grantees, by state, reflects 2010 funding:
ILLINOIS Window to the World Communications; Chicago; Reese Marcusson, (773) 509-5408 or rmarcusson@wttw.com; $6,623,475
NEW YORK Hispanic Information and Telecommunications Network; New York City; Linda Hernandez, (646) 731- 3601 or lhernandez@hitn.org; $6,000,000
DISTRICT OF COLUMBIA Corporation for Public Broadcasting; Washington, D.C.; Debra Sanchez, (202) 879-9784 or dsanchez@cpg.or; $14,627,354
"Project LAMP targets next-generation learners including children from low-income groups. The content will be largely available as an open educational resource and use a transmedia storytelling approach through books, iPAD/Touch Screen applications, mobile device and phone applications, console and hand held gaming applications, sing along DVDs and CDs, an interactive Website, and television. The USDE, in 2010, expanded the Ready to Learn grant program to include transmedia storytelling."
Project LAMP will leverage the existing characters of Callaway's Miss Spider's Sunny Patch Friends (ages 2-5) and Nova the Robot (ages 5-8).It will also create a third new ELL property produced by HITN. Content in all three properties will align to the 2010 Common Core State Standards in Math and Reading and promote the essential skills defined by the National Early Literacy Panel and the National Mathematics Advisory Panel.
An essential component of Project LAMP will be the ongoing use of research and evaluation. Dr. Michael Cohen, President of the Michael Cohen Group and one of the co-Principal Investigators of the project said, "As the project activities move forward, we foresee new forms of educational media being developed. As a result, new assessments will be required to provide the producers with useful information on children's learning and comprehension. This is an exciting process for evaluators because research findings will aid in product development, determine if goals are met, and contribute to our general understanding of the role and impact of media in young children's lives." Cohen added, "Our plan is to evaluate the applications at different stages of development by testing with children, teachers, and parents. Research will help ensure that the curricula, design, and narrative are age-appropriate, appealing, and result in student learning."
The 2010 Ready to Learn grants include outreach monies in addition to program funding. Project LAMP outreach activities will leverage wireless network technology, social media, and community-based organizations to engage children, parents, caregivers, and teachers in New York, Connecticut, and Texas the first year alone. Over the life of the grant, Project LAMP will partner for exchange of ideas, opinions, and results with: 1) persistently low achieving schools, 2) a media production program at an accredited postsecondary institution, and 3) a teacher preparation program at an accredited postsecondary institution focused on early childhood education. Callaway Digital Arts (CDA)
Geoff McGhee is a journalist who specializes in multimedia and information graphics. He currently works at the Bill Lane Center for the Amercan West at Stanford, where he previously spent a year as a John S. Knight Journalism Fellow at the university, studying data visualization.
In the following video, Journalism in the Age of Data, McGhee provides an interesting overview of the ways different disciplines are collaborating-and converging- to create visualizations that communicate data and information in effective and meaningful ways. The video is over 50 minutes long, but worth viewing.
Info from McGhee's Vimeo site:
"Journalists are coping with the rising information flood by borrowing data visualisation techniques from computer scientists, researchers, and artists. Some newsrooms are already beginning to retool their staffs and systems to prepare for a future in which data becomes a medium. But how can traditional narratives be fused with sophisticated, interactive information displays? Watch the full version with annotations and links at datajournalism.stanford.edu "
I'll post more about these later. We have a SMARTTable at my main school, so I'm curious to see how these work out. If you are working with interactive tabletop applications for students, especially those with disabilities such as autism, please let me know!
Interactive off-the-desktop technologies are taking off in many regions, including the Carolinas. I'd like to share some of this "post-WIMP" goodness with my readers. There are lots of interesting things developing in my own backyard!
About a year ago, I wrote a post about T1 Visions, the company behind the interactive technology at the T1 Tapas restaurant in Huntersville, NC. In May of this year (2010), Mike Feldman, the president of T1 Visions, LLC, and inventor of the T1 Connection Booth, participated in a panel discussion about innovative technologies for the restaurant sector at the National Restaurant Association (NRA) Show in Chicago, Illinois.
The T1 Connection booth is an integrated system that includes a durable interactive multi-user touch screen table, powered by a mac. It also includes a high-quality audio system and high-definition video screen. It can accommodate a variety of mobile devices, such as iPods, iPhones, MP3 players, and laptops. If you have digital photos, you can easily connect to the system and view them on the video screen.
The T1 Connection Booth was designed for use in restaurants, bars, and nightclubs. In the Charlotte area, booths can be found at Harper's Restaurant in South Park, and soon will be ready for action at a new restaurant, Cowfish. According to a press release, the system is more affordable than the Microsoft Surface, and can be
The T1 Connection booth looks like it could be re-purposed for a variety of settings. I've experienced the T1 Connection Booth "hands on" a few times while visiting T1 Tapas, and I'm sure that it has potential for use in museums, libraries, and other public spaces. T1Visions also provides high-definition display systems that coordinate with the T1 Connection booths. T1 Vision's displays and digital signs are in use at the newly-opened NASCAR Hall of Fame museum, and also at the Charlotte Convention Center.
T1 Visions Touchscreen Experience
2009 Five Ventures Conference: T1 Visions, Inc.
The TechnoFiles, CNN Video Feature of T-1 Vision's High Tech Restaurant, T1 Tapas (2009):
Previous IMT post about T1 Tapas, July 16, 2009: T1 Tapas, a restaurant north of Charlotte, N.C., in the Birkdale Village in Huntersville, has majority owners with a technology background. Mike Feldman and Jim Morris started up Digital Optics Corporation, which focused on optics for computers and imaging, and after they sold their company, they teamed up with Denise Feldman to establish their company. T 1 Connection Booth with Multi-User Touch Screen, HD TV, Sound System, Computer, & more: "T1 Connection Booth seating gives you access to music, photos, and videos through built-in touchscreen tabletops, brilliant monitors, speakers, and computers."-Picture and taken from the T 1 Tapas website The restaraunt serves as a test bed for T 1 Visions to try out their software and hardware designed to enhance the digitally connected dining experience.The restaurant was featured in May of this year on CNN.
Trevor van Gorp works at Affective Design. He presented at the iA Summit 2010, a conference sponsored and run by ASIS&T, the American Society for Information Science and Technology.
In this presentation, Trevor discusses concepts such as emotion, attention, and arousal, the differences between novice and experienced users, differences in goals, such as experiential, goal-directed, how stress affects arousal and performance, and other topics, accompanied by clear examples, of ways to incorporate "emotion and flow" principles into web and information design.
It should be noted that "emotion and flow" strategies have been consciously implemented in video games by designers/developers for a long time, and these concept most likely have value across various digital domains, such as multimedia journalism, interactive television, and interactive surface or large display applications.
Below are the references from the presentation, as posted on SlideShare:
References
Csikszentmihalyi, Mihaly. (1990). Flow - the Psychology of Optimal Experience . New York: Harper Perennial.
Csikszentmihalyi, Mihaly. (1990). Flow – the Psychology of Optimal Experience. New York: Harper Perennial.
Desmet, Pieter, R. (2002). Designing Emotions . Pieter Desmet. Delft.
Russell, J.A. (1980). “A circumplex model of affect”. In Journal of Personality and Social
Csikszentmihalyi, M. (2008). Creativity, Fulfillment and Flow, TED talk. 2008
Fehrman, Kenneth R. and Cherie Fehrman. (2000). Color - The Secret Influence . New Jersey: Prentice Hall, Inc.
King, Andrew B. “Chapter 2 – Flow in Web Design.” 2003. http://www.websiteoptimization.com/speed/2/ accessed on January 21/2007.
Hoffman, D.L, Novak, T (1996), “Marketing in hypermedia computer-mediated environments: conceptual foundations’”, Journal of Marketing, Vol. 60 pp. 50-68.
Novak, T.P, Hoffman, D.L (1997), “Measuring the flow experience among Web users,” Interval Research Corporation.
Novak, T, Hoffman, D, Young, Y (1998), “Measuring the flow construct in online environments: a structural modeling approach”, Owen Graduate School of Management, Vanderbilt University, working paper.
Novak, T. P., Hoffman, D. L., and Yung, Y. 2000. Measuring the Customer Experience in Online Environments: A Structural Modeling Approach. Marketing Science 19, 1 (Jan. 2000), 22-42
Rettie, R., (2001), An Exploration of Flow during Internet Use, Internet Research, 11(2), 103 – 113.
Simon, H. A. (1971), “Designing Organizations for an Information-Rich World”, in Martin Greenberger, Computers, Communication, and the Public Interest, Baltimore, MD: The Johns Hopkins Press, ISBN 0-8018-1135-X. pp. 40-41.
van Gorp, Trevor, J. (2006). Emotion, Arousal, Attention and Flow: Chaining Emotional States to Improve Human-Computer Interaction. University of Calgary, Faculty of Environmental Design, Master’s Degree Project