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Matos, S., & Gieben-Gamal E. (2017).  Design and Society: Rethinking the design curriculum. NORDES'17: 7th Nordic Design Research Conference.
Cesário, V., Matos S., Radeta M., & Nisi V. (2017).  Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation through User-Driven Innovation. The 16th International Conference on Human-Computer Interaction (INTERACT ’17).
Matos, S., & Fuller M. (2017).  Feral Computing: From ubiquitous calculation to wild interactions. (Fuller, M., Ed.).How To Be a Geek: Essays on the Culture of Software. 167-190.
Radeta, M., Cesario V., Matos S., & Nisi V. (2017).  Gaming Versus Storytelling: Understanding children’s interactive experiences in a museum setting. International Conference on Interactive Digital Storytelling.
Radeta, M., Cesário V., Matos S., & Nisi V. (2017).  Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting. International Conference on Interactive Digital Storytelling (ICIDS 2017).
Cesário, V., Radeta M., Matos S., & Nisi V. (2017).  The Ocean Game: Assessing Children’s Engagement and Learning in a Museum Setting Using a Treasure-Hunt Game. 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Fun and Games and Gamification (CHIPLAY EA ’17) .
Matos, S. (2017).  The Sound Labyrinth: Computers, Constructionism and Language Learning. Proceedings of the 2017 Conference on Interaction Design and Children.
Ashby, S., Hanna J., Matos S., & Rodrigues R. (2017).  Words in Freedom: A Manifesto Machine as Critical Design. ACE 2017 - 14TH INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY.
Matos, S. (2016).  Can Languages be Saved? Linguistic Heritage and the Moving Archive. (Blom, I., Lundemo T., & Røssaak E., Ed.).Memory in Motion: Archives, Technology and the Social.