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A Scenario-based Study on Information Flow and Collaboration Patterns in Disaster Management, Disasters, vol.33, issue.2, pp.214-238, 2008. ,
Affordances for manipulation of physical versus digital media on interactive surfaces, Proc. of CHI, 2007. ,
Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology, Proc. of ACE, 2004. ,
Tabletop games: Platforms, experimental games and design recommendations, pp.271-297, 2010. ,
Tangible interaction in tabletop games, Proceedings of the international Conference on Advances in Computer Entertainment, ACE07, 2007. ,
Public and Situated Displays: Social and Interactional Aspects of Shared Display Technologies, 2004. ,
Digital board games: peripheral activity eludes ennui, Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces (ITS '11), 2011. ,
Towards the next generation of tabletop gaming experiences, Proc. of Graphics Interface, 2004. ,
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Token+constraint systems for tangible interaction with digital information, ACM Transactions on Computer-Human Interaction (TOCHI), vol.12, p.1, 2005. ,
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Flood preparedness: thoughts, feelings and intentions of the Dutch public, 2010. ,
it'll never happen to me': understanding public awareness of local flood risk, Disasters, vol.32, issue.2, pp.216-238, 2008. ,
Where the Action Is: The Foundations of Embodied Interaction, 2001. ,
Physical disabilities and computing technologies: An analysis of impairments. Chapter 25 in The Human-Computer Interaction Handbook, First Edition, pp.482-503, 2003. ,
Instrumental interaction: an interaction model for designing post-WIMP user interfaces, Proceedings of the SIGCHI conference on Human Factors in Computing Systems, pp.446-453, 2000. ,
, Author's Related publications Journals I)
From interactive surfaces to interactive game pieces in hybrid board games, Journal of Ambient Intelligence and Smart Environments, vol.16, p.5, 2016. ,
, Conferences II)
The interactive-token approach to board games, Proceedings of the European Conference on Ambient Intelligence -AMI-15, pp.138-154, 2015. ,
Making interactive board games to learn: Reflections on AnyBoard, Proceedings of the Conference on Entertainment Computing, pp.21-26 ,
Smart Cities as a Playground: the case of Crisis Training, EC-TEL Workshop on "SMART CITY LEARNING: opportunities and challenges, 2014. ,
Games for Learning Cooperation at Work: the Case of Crisis Preparedness, Proceedings of ECTEL meets ECSCW 2013, vol.1047, pp.20-24 ,
Flooded: A Location-Based Game for Promoting Citizens' Preparedness to Flooding Situations. Games and Learning Alliance, pp.90-103, 2014. ,
Designing mixed reality mobile games for crisis management training, Proceedings of the IADIS International Conference on Mobile Learning, 2013. ,
Supporting crisis training with a mobile game system, Fourth International Conference on Serious Games Development and Applications (SGDA), vol.8101, pp.165-177, 2013. ,
Collaborative Serious Games for Crisis Management: An Overview, 1st IEEE International Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises, pp.352-357, 2012. ,
Repenser les jeux de société à l'ère de l'Ubiquitous Computing, p.27, 2015. ,
, Conférence Francophone sur l'interaction Homme-Machine
Don't Panic: Enhancing Soft Skills for Civil Protection Workers, Third International Conference on Serious Games Development and Applications (SGDA), vol.7528, pp.1-12, 2012. ,
Living in the state of stuck: How assistive technology impacts the lives of people with disabilities, 2005. ,
Challenging the Place through Participation: Reflections from Working with Visually Impaired Persons. Embracing Diversity with Help of Technology and Participatory Design, 2017. ,
Change the Definition of Blindness" (PDF). World Health Organization. Archived (PDF) from the original on 14, design & innovation sociale-L'expérience SEEIT*, 2015. ,
, Blindness and Vision Impairment, vol.29, 2011.
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The prevalence of low vision and blindness in Canada, Eye, vol.20, issue.3, pp.341-347, 2006. ,
, Visual impairment and blindness Fact Sheet N°282, 2014.
, Résilience et humour chez des étudiants déficients visuels, vol.33, pp.167-175, 2013.
The science of interpersonal touch: an overview, Neuroscience and Biobehavioral Reviews, vol.34, pp.246-259, 2010. ,
The communication of emotion via touch, vol.9, pp.566-573, 2009. ,
Sensory substitution, limits and perspectives. In Touching for Knowing, Cognitive psychology of haptic manual perception, pp.275-292, 2003. ,
Touch through: experiencing remote touch across different modalities, CHI'13 Extended Abstracts on Human Factors in Computing Systems, pp.1629-1634, 2013. ,
Brain mechanisms in sensory substitution, 1972. ,
Experiences on haptic interfaces for visually impaired young children, Proceedings of the 6th international conference on Multimodal interfaces, pp.281-288, 2004. ,
Designing auditory cues to enhance spoken mathematics for visually impaired users, Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS '10, pp.75-82, 2010. ,
Iterative design of an audio-haptic drawing application, CHI'07 Extended Abstracts on Human Factors in Computing Systems, pp.2627-2632, 2007. ,
MapSense: multi-sensory interactive maps for children living with visual impairments, Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp.445-457, 2016. ,
Accessible Maps for the Visually Impaired, Proceedings of IFIP INTERACT 2011 Workshop on ADDW, CEUR, vol.792, pp.54-60, 2011. ,
Talking TMAP: automated generation of audio-tactile maps using Smith-Kettlewell's TMAP software, The British Journal of Visual Impairment, vol.24, issue.2, 2006. ,
Audio tactile systems for complex environments as a vision impaired person, 1994. ,
Instant tactile-audio map: enabling access to digital maps for people with visual impairment, Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility, pp.43-50, 2009. ,
Accessible interactive maps for visually impaired users, Mobility of Visually Impaired People, pp.537-584, 2018. ,
URL : https://hal.archives-ouvertes.fr/hal-01515347
Interactivity improves usability of geographic maps for visually impaired people. Human-Computer Interaction, vol.30, pp.156-194, 2015. ,
URL : https://hal.archives-ouvertes.fr/hal-01077434
TUIkit: Evaluating physical and functional experiences of Tangible User Interface prototypes, Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp.1267-1276, 2015. ,
The material practices of collaboration, Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work, pp.1155-1164, 2012. ,
Designing interactive museum exhibits: Enhancing visitor curiosity through augmented artifacts, Proceedings of the European Conference on Cognitive Ergonomics, pp.311-317, 2002. ,
Exhibiting interaction: Conduct and collaboration in museums and galleries, Symbolic Interaction, vol.24, pp.189-216, 2001. ,
Ethnography in Participatory Design, Proceedings of the 1998 Participatory design Conference, pp.93-105, 1998. ,
Practicalities of participation: Stakeholder involvement in an electronic patient records project, Configuring User-Designer Relations, 2009. ,
, Reflections on 25 years of ethnography in CSCW. Computer Supported Cooperative Work (CSCW), vol.22, pp.373-423, 2013.
La main, 2009. ,
URL : https://hal.archives-ouvertes.fr/hal-00003509
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Plans and Situated Actions: The Problem of Human-Machine Communication, 1987. ,
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, Author's Related publications Journals I
A Participatory Design Approach with Visually Impaired People for the Design of an Art Exhibition, International Journal of Sociotechnology and Knowledge Development (IJSKD) Special Issue Submission: Embracing Diversity with Help of Technology and Participatory Design, issue.9, 2018. ,
Sense and Sensibility: Designing a museum exhibition with Visually Impaired People, IxD&A, vol.38 ,
The Reflective Practitioner: How professionals think in action, Educational Leadership, vol.48, pp.14-16, 1983. ,