Suggested Readings

  • Armstrong, Helen and Stojmirovic ((2011) Participate: Designing with user-generated content. Princeton Architectural Press.
  • Battarbee K., Koskinen I. (2005), “Co-experience: user experience as interaction”, in CoDesign, Vol. 1, No. 1, March, 5 – 18; Taylor & Francis
  • Buchanan, Richard, “Wicked Problems In Design Thinking” Click here for PDF: Buchanan_Wicked_Problems
  • Burns, C., Cottam H., Vanstone C, and Winhall J., (2006). Transformation design. RED paper. 02, London, UK: Design Council. Cornwall, A.
  • Cautela C., Rizzo F., Zurlo F. (2009), Co-created with customers or co- designed with end-users?, in. Proceedings of Multipleways, Swiss Symposium on on Design, November 12-13
  • Certeau, M. (1984) “Walking in the City,” The Practice of Everyday Life, Berkeley: University of California Press. pp. 91-110.
  • Forlizzi, J. & Battarbee, K. (2004), “Understanding Experience in Interactive Systems”, in DIS2004, August 1–4, Cambridge, Massachusetts, USA.
  • Gordon, A. 2004. Keeping Good Time : Reflections on Knowledge, Power, and People. Boulder: Paradigm Publishers.
  • Gray, Dave, Brown, Sunny, Macanufo, James (2010) Game Storming: A playbook for Innovators, Rule Breakers, and Changemakers. O’reilly.
  • Hall, S. (2001). “Encoding/Decoding,” in The Cultural Studies Reader, Simon During, ed., New York: Routledge, pp. 507-517.
  • IDEO (2009). HCD Human Centered Design Toolkit.
  • Kelly, Tom (2005) The Ten Face of Innovation: Ideo’s strategies for beathing the devil’s advocate & driving creativity throughout your organization. Currency Doubleday
  • Kwon, M. (2002). One Place After Another: Site Specific Art and Locational Identity. (Cambridge: MIT Press) – selection: Chapter 4 “From Site to Community in New Genre Public Art: The Case of Culture in Action,” pp 100-138.
  • Leonard, D. and Rayport, J. (1997) ‘Spark Innovation Through Empathic Design.’ Boston, Mass.: Harvard Business Review. November-December: 102-113.
  • Leadbeater C. (2008), We Think. Mass innovation not mass production, London: Profile Books. Chapters 1-2-3-4-5-6-7-8-9
  • Malinowski, B. (1922). Argonauts of the Western Pacific: An Account of Native Enterprise and Adventure in the Archipelagoes of Melanesian New Guinea. New York: E. P. Dutton & Co.
  • Meroni, A. (2006). Creative Communities. Milano: Polidesign.
  • Mulgan, G. (2006). Social Innovation: what it is, why it matters, how it can be accelerated. London: Basingstoke Press.
  • Nonaka, I. (1998). “Toward Middle-Up-Down Management: Accelerating Information Creation.” Sloan Management Review 29, no.3 pp. 9-18.
  • Prahalad, C.K., & Ramaswamy. V (2004). The Future of Competition, co-creating unique value with customers. Boston: HBS Press.
  • Suchman, L. 2002. “Located Accountabilities in Technology Production.” Scandinavian Journal of Information Systems 14 (2): 91-105.
  • Von Hippel, E. (2005), Democratizing Innovation , The MIT Press, Cambridge/London ( Chapters 2-3-4-5-7-9
  • Wenger, E. (1998). Communities of Practice: Learning, Meaning, and Identity . Cambridge: Cambridge University Press
  • Whitney, P. and Kumar, V. (2003).. “Faster, Cheaper, Deeper User Research.” Design Management Journal April.
  • Zeisel, J., (2006), Inquiry by Design: Environment / Behavior / Neuroscience in Architecture, Interiors, Landscape, and Planning  (Revised Edition). (New York: W.W. Norton) – selections from Chapters 8 & 9 on observing environments and environmental behavior.
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