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1. An Ontology-Based Approach to Product Customization

3. Cultures of Participation in the Digital Age: Empowering End Users to Improve Their Quality of Life

4. Enabling End Users to Create, Annotate and Share Personal Information Spaces

5. Co-evolution of End-User Developers and Systems in Multi-tiered Proxy Design Problems

6. Visual Mediation Mechanisms for Collaborative Design and Development

7. Supporting End Users to Be Co-designers of Their Tools

8. The Ecology of Participants in Co-evolving Socio-technical Environments

9. Meta-design to Face Co-evolution and Communication Gaps Between Users and Designers

21. Empowering End-Users to Develop Service-Based Applications

22. A Meta-design Framework to Support Multidisciplinary Teams’ Online Collaboration

23. DEG: Involving End Users and Domain Experts in Design of Educational Games

24. : End-User Development for Simulating Biological Systems

25. Creating Useful, Usable and Accessible VR Design Tools: An EUD-Based Approach

26. Supporting End-User Development of Web Sites through MAMBA

27. European-American Collaboration Workshop

28. Development Tools for Interactive Behaviors

29. End-User Design in Virtual Worlds: Development of Theory and Virtual Design Environments

30. EUD in Enterprise Open Source Learning Environments

31. Web of Active Documents from the End-User Perspective

32. Design Patterns in the Design of Systems for Creative Collaborative Processes

33. Designing in Use: Bridging the Design Time – Use Time Divide

34. Beyond Upload and Download: Enabling Game Design 2.0

35. Own Your Energy – Motivating People to Use Energy More Efficiently through Meta-design Environments and Cultures of Participation

36. Infrastructuring with a Focus on Developing End-Users Capabilities

37. MikiWiki: A Meta Wiki Architecture and Prototype Based on the Hive-Mind Space Model

38. Collaborative Modeling from an End-User Perspective

39. Expressing Use – Infrastructure Probes in Professional Environments

40. Managing Software Portfolios: A Comparative Study

41. MicroApps Development on Mobile Phones

42. Using Recommendations to Help Novices to Reuse Design Knowledge

43. From Consumers to Owners: Using Meta-design Environments to Motivate Changes in Energy Consumption

44. EUD Software Environments in Cultural Heritage: A Prototype

45. From Top to Bottom: End User Development, Motivation, Creativity and Organisational Support

46. Extending the Meta-design Theory: Engaging Participants as Active Contributors in Virtual Worlds

47. Collective Programming: Making End-User Programming (More) Social

48. A Framework for User-Tailored City Exploration

49. Community Network 2.0: Visions, Participation, and Engagement in New Information Infrastructures

50. Meta-design Blueprints: Principles and Guidelines for Co-design in Virtual Environments

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