Proceedings of the 2014 Conference on Interactive Entertainment | 2014
Frames game jams as ludic craft and provides facilitator guidelines for designing intentional outcomes across research, education, and industry contexts.
Proceedings of the 7th International Conference on Automotive User Interfaces | 2015
Presents a context-based research-through-design process for autonomous-vehicle use cases, demonstrated through the AutoGym exertion interface for future commuting.
1st International Joint Conference of DiGRA and FDG | 2016
Analyzes player experience across four walker games to define four core design themes: interaction, temporal space, player focus, and ambiguity.
Australasian Computer Science Week Multiconference (ACSW) | 2016
Derives co-located mobile game design principles for collaborative social play, including the “pocket magic circle” concept.
OzCHI (Australian SIGCHI) | 2015
Reports two years of playful hacking in research-through-design, highlighting stronger collaboration, exploration, and unexpected reusable outcomes.
DiGRA 2017 | 2017
Argues for genre as a rigorous framing for game design research to ground designerly claims and better situate findings.
20th International Academic Mindtrek Conference | 2016
Through AstroSurf, identifies three themes for designing enveloping dome play: co-location, dome interface interaction, and exhibition context.
Digital Culture and Society | 2016
Examines how coupling activity-tracking data to a living plant reframes self-quantification as a relational and ethical practice, not just self-optimization.
1st International Joint Conference of DiGRA and FDG | 2016
Identifies six design themes for creating exhibition-style co-located play by repurposing conventional displays in DIY installation contexts.
CHI PLAY Workshop | 2015
Uses interviews with professional designers to surface motivations and themes that position game jams as a method for innovation and research.