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» How designers design and program interactive behaviors
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167
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ICHIM
2001
68views more  ICHIM 2001»
15 years 8 months ago
Electronic Guidebooks and Visitor Attention
We describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that...
Allison Woodruff, Paul M. Aoki, Amy Hurst, Margare...
137
Voted
DATE
2007
IEEE
124views Hardware» more  DATE 2007»
16 years 1 months ago
Worst-case design and margin for embedded SRAM
An important aspect of Design for Yield for embedded SRAM is identifying the expected worst case behavior in order to guarantee that sufficient design margin is present. Previousl...
Robert C. Aitken, Sachin Idgunji
178
Voted
CHI
2000
ACM
15 years 11 months ago
Alice: lessons learned from building a 3D system for novices
We present lessons learned from developing Alice, a 3D graphics programming environment designed for undergraduates with no 3D graphics or programming experience. Alice is a Windo...
Matthew Conway, Steve Audia, Tommy Burnette, Denni...
AOSD
2007
ACM
15 years 11 months ago
On the duality of aspect-oriented and feature-oriented design patterns
Design patterns aim at improving reusability and variability of object-oriented software. Despite a notable success, aspect-oriented programming (AOP) has been discussed recently ...
Martin Kuhlemann, Marko Rosenmüller, Sven Ape...
CSCW
2008
ACM
15 years 7 months ago
Physical and Digital Artifact-Mediated Coordination in Building Design
We conducted an ethnographic field study examining how a building design team used representational artifacts to coordinate the design of building systems, structure, and architect...
Melanie Tory, Sheryl Staub-French, Barry A. Po, Fu...