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Included below are the research projects I have participated in after earning the PhD.

Autonomous Shuttles for All (ASAll)

Duration: 2022 – 2023
The project Autonomous Shuttles for All resides at the crossroads of AI (artificial intelligence), public transportation, and people with disabilities. It is a joint project between Linköping University, Umeå University, and The Swedish National Road and Transport Research Institute (VTI). The project is financed by The Wallenberg AI, Autonomous Systems and Software Program - Humanities and Society (WASP-HS) research program. Project managers are Henrik Danielsson and Mikael Wiberg.

Public transportation must be accessible for all citizens and this project focuses on how young people with intellectual disabilities experience an autonomous bus service running in Linköping. How can it be designed for them?

At the Heart of Reading (Heart)

Duration: 2021 – 2023
The project At the Heart of Reading is financed by the Swedish Research Council and is managed by Anna Martín Bylund.

This project studies reading literacy in Swedish primary school in the light of increased attention payed to pulse pounding physical activity as believed having positive impact on students' academic performance. Building on a new materialist approach, the study contests reductive and, due to accountability, priviliged reading literacies, enhancing pluralizing, multi-sensorial perspectives. The aim is to produce knowledge on different bodily dimensions, the sensuousness, of students' reading practices in primary education. How do young - avid to struggling - readers engage physiologically and affectively in activities related to reading during their school days? Working with a critical methodology of mixed methods, both qualitative and quantitative data are produced in relation to the 'heart', a metaphor for students' different physiological and affective/emotional articulations in relation to reading practice. With assemblage theory the different articulations are considered nonhierarchically and in mutual interaction, through a pragmatic application of different analytical methods that are creatively drawn together and critically examined to provide a holistic understanding of the sensorium of reading literacy. The heart of reading is a unique contribution to the societal debate on reading literacy, to educational policy makers and practitioners, as well as to different researchers engaged theoretically and empirically with the field of reading literacy and education.

Job Lab

Duration: 2018 – 2019
Jobblabb is a norm-critical innovation project that will give schools and study and career counselors tools to work with conscious career choices for students in middle school. The project was financed by VINNOVA.

The Museum of Work provides an interactive exhibition space through a collaboration with the municipalities in Östergötland. The challenge in the project, which was a collaboration between the museum and Linköping University, is to counteract norms that limit children's thoughts about career choices based on gender, social and cultural background. Mattias Arvola and his colleagues and students have worked to develop norm-creative design methods to systematically design the visitor's journey and experience before, during and after the museum visit. The innovation environment Visual Sweden has also been a project partner.

UTM 50 and UTM City

Duration: 2018 – 2022
Mattias Arvola has worked in the two UTM (unmanned aircraft systems traffic management) projects UTM 50 and UTM City under management by Jonas Lundberg. Focus of his work has been design methods development in interaction and service design. The projects have been financed by the Swedish Transport Administration and the LFV Air Navigation 699 Services of Sweden.

UTM Publications:

Böhm, C., Arvola, M., & Lundberg, J. (2021). Simulations in Service Design Prototyping: Drone deliveries with society-in-the-loop. In Proceedings of Relating Systems Thinking and Design (RSD 10) 2021 Symposium. Delft, The Netherlands, November 2-6, 2021. https://rsdsymposium.org/simulations-in-service-design-prototyping-drone-deliveries-with-society-in-the-loop/PDF ]

Lundberg, J., Arvola, M., & Palmerius, K. L. (2021). Human autonomy in future drone traffic: Joint human-AI control in temporal cognitive work. Frontiers in Artificial Intelligence, 4, Article 704082. https://doi.org/10.3389/frai.2021.704082

Lundberg, J. Arvola, M., Westin, C., Holmlid, S., Nordvall, M., & Josefsson, B. (2018). Cognitive work analysis in the conceptual design of first-of-a-kind systems - designing urban air traffic management. Behaviour & Information Technology, 37 (9), 904-925. [ PDF ]

Lundberg, J., Westin, C., Arvola, M., Holmlid, S., & Josefsson, B. (2018). Cognitive work analysis and conceptual designing for unmanned air traffic management in cities. In Proceedings of ECCE 2018 - European Conference on Cognitive Ergonomics (ECCE'18) (Article No. 17). ACM. [ PDF ]

Human Interaction with Intelligent Systems-of-Systems (HISoS)

Duration: 2019 – 2024
The research project HISoS is financed by the Swedish Foundation for Strategic Research. Project manager in the first year was Mattias Arvola and after that hs Rego Granlund been project manager.

Imagine a swarm of 50 flying drones helping to fight a forest fire. What are they going to do? How do they know what to do?

The project, which is a collaboration between RISE, Linköping University and Saab Aeronautics, is about how to design for operators' interaction with autonomous and intelligent systems of systems (such as swarms) that consist of smaller component systems (individual drones).

Oscar Bjurling at RISE is doing his doctorate in cognitive science within the framework of the project and he and the project manager Rego Granlund have started doing design workshops with the rescue service to see how swarms of drones could be used. It's particularly interesting how the operator can keep track of the whole while at the same time paying attention to, for example, an individual drone's disturbing thermal camera. Similar problems occur in many situations where people control or lead autonomous systems. Another scenario that the project group is discussing is how similar technology can be used to find missing persons and to lead autonomous vehicle fleets and traffic.

HISoS Publications:

Bjurling, O., Arvola, M., & Ziemke, T. (2021). Swarms, teams, or choirs?: Metaphors in multi-UAV systems design. In M. Zallio, C. Raymundo Ibañez, & H. Hernandez (Eds.), Advances in Human Factors in Robots, Unmanned Systems and Cybersecurity (pp. 10-15). Springer. https://doi.org/10.1007/978-3-030-79997-7_2

Bjurling, O., Granlund, R., Alfredson, J., Arvola, M., & Ziemke, T. (2020). Drone swarms in forest firefighting: A local development case study of multi-level human-swarm interaction. In Proceedings of NordiCHI 2020 (7 pages). ACM. https://doi.org/10.1145/3419249.3421239PDF ]

Crossmedia News Production in a Distributed Newsroom (CrossRed)

Duration: 2017 – 2019
The research project Crossmedia News Production in a Distributed Newsroom was financed by Anderstiftelsen. Project manager was Mattias Arvola.

The question of how a news item actually comes about was what drove our curiosity in this project. Therefore, we started by observing the work of a newsroom.

We (Mattias Arvola and Mathias Broth) attended the reporters' morning meetings, followed them to where they sat and wrote, observed those who planned the pages for the printed newspaper, and observed the web editorial staff who updated websites and apps. It soon became clear that those who work in the geographically distributed newsrooms achieve news production over time through their interaction with each other, with the news material and with various interactive systems.

It is partly about structuring where the news should be published and placed, when they should be published, and what other articles they are associated with. Such a simple and everyday thing as setting a headline that is fair, attractive and also fits in the intended space is a common activity of the web editorial staff.

If it does not draw as much reading as expected, then the title, image or text may need to be changed. It can also be moved down or up on the page or posted on social media. It took video recording with six simultaneous cameras in the newsrooms in two cities for us to be able to follow the path of a news item from the morning meeting to a newspaper and to the web. Interviews were also conducted to understand the employees' experience of the work.

The last part of the project is about the design of the editorial staff's future work tools and the employees themselves have participated in design workshops to shape the news production of the future.

CrossRed Publications:

Arvola, M., & Broth, M. (2019). Category, Time, and Space: Structures in Cross-Media Design and Production. In Proceedings of 31st European Conference on Cognitive Ergonomics (ECCE '19) (4 pages). New York, NY: ACM. https://doi.org/10.1145/3335082.3335107PDF ]

Arvola, M., Blomkvist, J., & Wahlman, F. (2017). Lifelogging in User Experience Research: Supporting Recall and Improving Data Richness. Proceedings of EAD 2017 and The Design Journal, 20 (sup1), S3954-S3965. [ PDF ]

AR in Ebbepark

Duration: 2018
In the middle of Linköping, Ebbepark is developing into a new residential and business area focusing on sustainable development and well-being. In the area, entrepreneurship, research, and innovation businesses are combined with housing and the city's social life. The strategic location between the center of Linköping, the university and Science Park Mjärdevi as well as the proximity to nature make it an excellent place to both live and work. The construction projects in Ebbepark will continue until 2028. The purpose of this project was to use visualization technology and augmented reality to create a scalable platform for open innovation and cultural promotion in Ebbepark. The project was a collaboration between RISE, Idea hunt, and Sankt Kors. Elia Mörling at Idea hunt was project manager.

PEMobil: Printed Electronics Meets Mobile

Duration: 2012 – 2014
This project has the full Swedish title "Nya plattformar för kommunikation mellan mobiltelefon och tryckta smarta etiketter" and is financed by VINNOVA. Project manager is Dr. Göran Gustafsson at Acreo.

The project aims at augmenting the functionality of smartphones using printed smart labels that can gather information from our surroundings. Our role from SICS East Swedish ICT is to contribute with design work and making prototypes of Sightlence available as a development platform for haptic user interfaces for applications of printed electronics.


Duration: 2012 – 2015
The research project "The Virtual World Meets the Authentic World in Sensuous and Integrated Learning" (abbreviated VASS from the Swedish title "Virtuell värld möter autentisk värld i ett sinnligt och samlat lärande") is financed by the Marcus and Amalia Wallenberg Foundation. Project manager is Inger Edforss-Fuchs at the Västra Ramlösa school in Helsingborg.

The objective for this project at SICS East Swedish ICT is to put mobile augmented reality (AR) to the test in regular education. Our part of the project consists of developing a browser and editor for accessing and editing computer augmented landscapes. The technical development and design builds on the original Minnesmark framework developed in the DFL-project (see below).

VASS Publications:

Arvola, M., Edfors Fuchs, I., Nyman, I, & Szczepanski, A. (2021). Mobile augmented reality and outdoor education. Built Environment, 47 (2), 223-242. https://doi.org/10.2148/benv.47.2.223 [ PDF ]

Edforss Fuchs, I., Arvola, M., Nyman, I., & Szczepanski, A. (2015). Slutrapportering av VASS-projektet "Virtuell värld möter autentisk värld i ett sinnligt, samlat lärande" (Final reporting for the VASS project: The virtual world meets the authentic world in sensuous and integrated learning). Linköping: Linköping University Electronic Press. Retrieved from https://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122044

Arvola, M., & Holm, A. (2014). Device-orientation is more engaging than drag (at least in mobile computing). In Proceedings of NordiCHI 2014. Helsinki, Finland, October 26-30, 2014. ACM. [ PDF ]

Simprov and the following Simbas project

Duration: 2012 – 2017
The research project "Simulated Provocations" is financed by The Swedish Research Council – Vetenskapsrådet. Project manager was Prof. Dr. Gunnel Colnerud.

The project has the purpose of studying (a) what intuitive strategies pre-service teachers use in classroom management, (b) what support these strategies have in scientific studies, and (c) in what ways simulations can be used to learn classroom management and to develop the ability to handle mild disturbances as well as more serious provocations.

Simprov and Simbas Publications:

Arvola, M., Samuelsson, M., Nordvall, M., & Ragnemalm, E. L. (2018). Simulated provocations: A hypermedia radio theatre for reflection on classroom management. Simulation & Gaming, 49 (2), 98-114. [ PDF ]

Samuelsson, M., Arvola, M., Nordvall, M., & Stenliden, L. (2017). Simuleringsbaserad undervisning som ett kompletterande inslag i lärarutbildningen vid Linköpings universitet. Retrieved from https://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-11767

Nordvall, M., & Arvola, M. (2016). Perception, meaning and transmodal design. In Proceedings of DRS 2016, Design Research Society 50th Anniversary Conference. Brighton, UK, 27-30 June 2016. [ PDF ]

Samuelsson, M., Colnerud, G., Ragnemalm, E., Arvola, M., & Mathias, N. (2015). Simuleringar tränar förmågan att leda klassrummet. Venue, 12, 1-5. Retrieved from https://old.liu.se/uv/lararrummet/venue/simuleringar-tranar-formagan-att-leda-klassrummet?l=sv

Nordvall, M., Arvola, M., & Samuelsson, M. (2014). Exploring Simulated Provocations: Supporting Pre-service Teachers' Reflection on Classroom Management. In P. Zaphiris, & A. Ioannou (Eds.), Learning and Collaboration Technologies. Technology-Rich Environments for Learning and Collaboration. Lecture Notes in Computer Science Volume 8524, pp. 182-193. Springer. [ PDF ]


Duration: 2012 – 2014
The subtitle for the Sightlence-project is "Design tools for development and testing of haptic supports for increased availability of information and communication technology for people with deafblindness". The project is financed by the Swedish Post and Telecom Authority (PTS) and is carried out at SICS East Swedish ICT. Project manager was Mattias Arvola.

The aim of this project is to make it easier for developers of information and communication technology to make use of the haptic modality to support people with deafblindness. We aim to explore and develop tools for development and design of haptic user interfaces.

Sightlence Publications:

Nordvall, M., Arvola, M., Boström, E., Danielsson, H. & Overkamp, T. (2016). VibEd: A prototyping tool for haptic game interfaces. In iConference 2016 Proceedings. iSchools. [ PDF ]

Nordvall, M., & Arvola, M. (2016). Perception, meaning and transmodal design. In Proceedings of DRS 2016, Design Research Society 50th Anniversary Conference. Brighton, UK, 27-30 June 2016. [ PDF ]


Duration: 2010 – 2011
The research project "Augmented Reality in Astrid Lindgren's Landscape" (abbreviated DFL from the Swedish title "Datorförstärkta landskap i Astrid Lindgrens bygd") was financed by NCU - National Center for Outdoor Educatino with support from the Swedish Agency for Economic and Regional Growth – Tillväxtverket. Project manager was Mattias Arvola.

The objective for this project was to develop a demonstrator of a computer augmented landscape that made Astrid Lindgren's life and authorship accessible in the landscape that she wrote about and grew up in. The mobile augmented reality platform Minnesmark was developed and it has the capacity to be re-used in completely new computer augmented landscapes. The demonstrator focused on Astrid Lindgren's Näs (her childhood home). A technical point of departure was to build on easily accessible technology as for example mobile phones through which visitors in the landscape can access information about the places they visit.

DFL Publications:

Nilsson, S., Arvola, M., & Szczepanski, A. (2012). Exploring Place and Direction: Mobile Augmented Reality in the Astrid Lindgren Landscape. In Proceedings of OzCHI 2012. Melbourne, Australia, November 26 - 30, 2012. ACM. [ PDF ]

Arvola, M., Blomkvist, J., Holmlid, S., & Pezone, G. (2012). A service walkthrough in Astrid Lidgren's footsteps. In Proceedings of ServDes.2012: Service Design and Innovation Conference. Espoo, Finland, February 8-10, 2012. [ PDF ]


Duration: 2008 – 2010
The research project "Appreciation Practices Among Digital Creatives" (abbreviated DKV from the Swedish title of the project "Digitala kreatörers värderingspraktiker") was financed from 2008 through 2010 by The Foundation for Baltic and East European Studies (Östersjöstiftelsen). Project manager was Mattias Arvola.

How do creatives in digital media (especially digital art, film and interactive media) negotiate partly shared and partly opposing ways of judging and appreciating their own and others material? The means for production and distribution for digital media are today available to almost each and everyone. This is true for visual art, film, games as well as interactive media (e.g. flash productions and web sites). Non-professional creatives can also reach an audience with their material. The conditions for creative work are changing, and material produced by both professionals and laypersons is shared and transformed by several creatives in interaction and cooperation with each other. There is now an opportunity to multiple interpretations of creations, and it is not obvious that people with professional authority has preferential right of interpretation. This can, however, also lead to a need for professional creatives to fortify and justify their authority and trained professional knowledge. It is likely that creatives from different schools and traditions have different ideals when judging and appreciating a particular material. This leads to a multitude of different appreciation practices among both professionals and laypersons. The variation in Internet usage, design and art training, traditions and conditions in the Baltic region, despite the geographical proximity, makes this region particularly interesting to study. Based on theories of professional vision, this project aims at clarifying variants and invariants in appreciation practices among creatives who work in digital media in the Baltic region. We therefore plan to cover both laypersons and professionals with different backgrounds in training and traditions in the region. The project focuses on three domains of digital creativity: digital art, film and interactive media. Our participants come from several countries in the Baltic region, and this will provide a variation in formal training, traditions, and conditions.

DKV Publications:

Arvola, M. (2012). Grading in interaction design education using design practitioners’ conceptions of process quality. Interacting with Computers, 24 (6), 472-481. [ PDF ]

Arvola, M., Karsvall, A., & Tholander, J. (2011). Values and qualities in interaction design meetings. In The Endless End: The 9th International European Academy of Design Conference. Porto, Portugal, May 4-7, 2011. [ PDF ]

Manker J., & Arvola, M. (2011). Prototyping in game design: Externalization and internalization of game ideas. In Proceedings of HCI 2011: Health, Wealth & Happiness: The 25th BCS Conference on Human-Computer Interaction. Newcastle Upon Tyne, UK, July 4-8, 2011. [ PDF ]

Arvola, M. (2010). Interaction Design Qualities: Theory and Practice. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction (NordiCHI 2010). Reykjavik, Iceland, October 16 - 20, 2010. [ PDF ]

Arvola, M., Lundberg, J., & Holmlid, S. (2010). Analysis of Precedent Designs: Competitive Analysis Meets Genre Analysis. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction (NordiCHI 2010). Reykjavik, Iceland, October 16 - 20, 2010. [ PDF ]

Arvola, M. (2010). Interaction designers' conceptions of design quality for interactive artifacts. In Proceedings of Design Research Society (DRS) 2010, Montreal, July 7-9 2010. [ PDF ]

Arvola, M. (2010). Assessment criteria for interaction design projects: Fostering professional perspectives on the design process. In Proceedings of the 12th International Conference on Engineering and Product Design Education (EPDE10), Trondheim, 2-3 September 2010. [ PDF ]

Arvola, M. & Artman, H. (2008). Studio life: The construction of digital design competence. Digital kompetanse / Nordic Journal of Digital Literacy, 3 (2), 78-96. [ PDF ]

Hernwall, P., & Arvola, M. (2008). Editorial: Interaction design, pedagogical practice, and emancipation. Digital kompetanse / Nordic Journal of Digital Literacy, 3 (2), 63-77. [ PDF ]

DKV Publications by Other Authors:

Wolrath Söderberg, M., & Manker, J. (2010). Spelets retorik. Rhetorica Scandinavica, 2010 (55), p. 54-71.

Manker, J. (2011). Game Prototyping – The Negotiation of an Idea. In Proceedings of the 2011 Digital Games Research Association Conference (Digra 2011), 14-17 September, Utrecht, The Netherlands.

Hagen, U. (2010). Designing for Player Experience: How Professional Game Developers Communicate Design Visions. In Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. August 16-17, 2010, Stockholm, Sweden. [ Download PDF from Digra.org ]

Hagen, U. (2009). Where do Game Design Ideas Come From? Innovation and Recycling in Games Developed in Sweden. In B. Atkins, H. Kennedy and T. Krzywinska (Eds.), Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of the 2009 Digital Games Research Association Conference (Digra 2009), September 2009, London, UK. London: Brunel University. [ Download PDF from Digra.org ]

Personas for Elderly Users of New Tools for Health

Duration: 2007
Personas in Hälsans nya verktyg - New tools for health - is a regional initiative for growth with its core in Östergötland, Sweden. The focus is on health and health related business. Its mission is to make the region of Östergötland a prime mover in the development of individually adapted solutions for best possible health. In this project we, at Santa Anna, developed personas for elderly customers to health related businesses. Project manager was Mattias Arvola.

Elderly Users Publications:

Arvola, M., Holmlid, S., Nygard, S., Segelström, F., & Wentzel, J. (2008). Greta & Torsten: Två personas för äldre användare av hälsans nya verktyg (Greta & Torsten: Two personas for elderly users of new tools for health). Project report. Linköping: Santa Anna IT Research Institute AB and Hälsans Nya Verktyg. In Swedish. [ PDF ]

Elderly Users Publications by Other Authors:

Segelström, F., Raijmakers, B. & Holmlid, S. (2009). Thinking and Doing Ethnography in Service Design. In Proceedings of IASDR 2009, Rigor and Relevance in Design, Special Session on Rigor in Service Design Research. Seoul, South Korea. [ PDF ]

The Planning Portal

Duration: 2006 – 2008
Planeringsportalen (The Planning Portal) was a project for creating a web service that will support urban and regional planning and development, as well as localisation and authorization of buildings and constructions. In this project we explore how methods for setting design objectives can be used in the design of government web services. Project manager was Pål Karlsson at Boverket.

Planning Portal Publication:

Arvola, M. (2010). Interaction Design Qualities: Theory and Practice. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction (NordiCHI 2010). Reykjavik, Iceland, October 16 - 20, 2010. [ PDF ]

IxD for Nature Experience

Duration: 2006 – 2008
Interaction design for nature experience was a project funded by Naturvårdsverket (the Swedish Environmental Protection Agency) and Östersjöstiftelsen (The Foundation for Baltic and East European Studies that aims at answering the question of how interaction design can be used to advance information design, interactive services, and increase the tourist attraction at nature reserves and national parks. Johan Bornebusch was project manager for the first half of the project and Mattias Arvola was project manager for the second half.

Nature Experience Publications:

Maijala, M., Nygard, S., & Arvola, M. (2010). The stone age trail: A mobile outdoors computer game for nature experience. In P. Hernwall (Ed.), The Virtual: Interaction, A Conference 2007. Man | Medium | Machine, Nr. 4:2007, pp. 30-43. September 20-22, 2007, Haninge, Sweden. Huddinge, Sweden: Media Technology, Södertörn University. ISSN 1653-5677. [ PDF ]

Maijala, Markus & Nygard, Stefan. (2007). Stenåldersslingan: Ett mobilt spel för upplevelser vid naturbesök [The Stone Age trail: A mobile outdoors computer game for nature experience]. Master thesis (one year). School of Communication, Technology and Design, Södertörns högskola (University College).

Arvola, M., Bornebusch, J., Tholander, J., Hagen, U., Dahlström, K., & Johansson, B. (2007). Early explorations of interaction design for nature experience. In CMID ´07, The 1st international conference on Cross-Media Interaction Design, Hemavan, March 22-25, 2007. [ PDF ]


Duration: 2004 – 2006
DeKaL: Shared representations and collaborative learning of interaction design (Delade representationer och kollaborativt lärande av interaktionsdesign) was a research project funded by the Swedish research council (Vetenskapsrådet - utbildningsvetenskap). The project aimed to investigate how interactive artifacts can be used to support and strengthen shared use of representations in learning of interaction design. Project Manager: Prof. Dr. Robert Ramberg, Stockholm university.

DeKaL Publications:

Arvola, M., & Artman, H. (2007). Enactments in interaction design: How designers make sketches behave. Artifact, 1 (2), 106-119. [ PDF ]

Johansson, M., & Arvola, M. (2007). A case study of how user interface sketches, scenarios and computer prototypes structure stakeholder meetings. In L. J. Ball, M. A. Sasse, C. Sas, T. C. Ormerod, A. Dix, P. Bagnall & T. McEwan (Eds.), People and Computers XXI: HCI... but not as we know it, Proceedings of HCI 2007, The 21st British HCI Group Annual Conference, Volume 1, pp. 177-184. University of Lancaster, UK., 3 - 7 September 2007. Swindon, UK: The British Computer Society. [ Download from BCS ]

Lundberg, J., & Arvola, M. (2007). Lessons learned from facilitation in collaborative design. In W. Piekarski and B. Plimmer (Eds.), CRPIT, Vol. 64. Proceedings of the Eighth Australasian User Interface Conference (AUIC2007), pp. 51-54. January 30 - February 02, 2007. Ballarat, Australia. The Austrailian Computer Society Inc. [ PDF ]

Arvola, M. (2007). A Use-qualities approach: Judgements in interactive media design. In P. Hernwall (Ed.), The Virtual: Designing Digital Experience, A Conference 2006. Man | Medium | Machine, Nr. 4:2007, pp. 102-118. September 14-16, 2006, Rosenön, Dalarö, Sweden. Haninge, Sweden: M3 Research Platform, Södertörns högskola. ISSN 1653-5677. [ PDF ]

Arvola, M., & Artman, H. (2007). Studio Life: The Construction of Interaction Design. The 2007 Workshop on Interaction Design in Pedagogical Practice. November 1-2, 2007, Haninge, Sweden.

Arvola, M., & Artman, H. (2006). Interaction walkthroughs and improvised role play. In Proceedings of DeSForM 2006, Design & Semantics of Form and Movement. Eindhoven, The Netherlands, October 26-27, 2006. [ PDF ]


Page responsible: Mattias Arvola
Last updated: 2021-11-03