human-computer interaction
Delivering Design: Performance and Materiality in Professional Interaction Design

Delivering Design: Performance and Materiality in Professional Interaction Design

Interaction design is the definition of digital behavior, from desktop software and mobile applications to components of appliances, automobiles, and even biomedical devices. Where architects plan buildings, graphic designers make visual compositions, and industrial designers give form to three-dimensional objects, interaction designers define the digital components of products and services. These include websites, mobile applications,...

January, 2013 | Design and Emotion Society kickoff | Gotomedia, San Francisco

We held a successful kickoff meeting for the new Bay Area Design and Emotion Society chapter at Gotomedia in San Francisco. Thanks to all who attended!
September 9, 2012 | Thinking, Watching, and Drawing Motion | UC Berkeley Dept of Architecture

September 9, 2012 | Thinking, Watching, and Drawing Motion | UC Berkeley Dept of Architecture

I’m giving a guest lecture at Expressive Motion in Art and Design, a graduate class in UC Berkeley’s Architecture dept. Featured image excerpted from Louis Kahn’s map of traffic flow in Philadelphia. From Alison Smithson (ed.), Team 10 Primer (The MIT Press: Cambridge, 1968), p. 53.

Three Environmental Discourses in HCI.

Goodman, E. 2009. Three Environmental Discourses in HCI. In Proc. CHI EA ’09: 2535-2544.

After the Match: Mobility and First Dates

Goodman, E. and Churchill, E. 2007. After the Match: Mobility and First Dates. In Proc. DUX ’07. Article 23.

Asphalt Games: Enacting Place Through Locative Media

Chang, M. and Goodman, E. 2006. Asphalt Games: Enacting Place Through Locative Media. Leonardo Electronic Arts Almanac: Locative Media, MIT Press.

Seeing fit: visualizing physical activity in context

Goodman, E., Foucault, B. 2006. Seeing fit: visualizing physical activity in context. In CHI’06 EA: 797-802.

FIASCO: Game interface for location-based play

Chang, M. and Goodman, E. 2004. FIASCO: Game interface for location-based play. In Proc. DIS EA ’04: 329–332

Design for Hackability

Galloway, A., Brucker-Cohen, J., Gaye, L., Goodman, E. and Hill, D. 2004. Design for Hackability. In Proc DIS ’04: 363-366.

The Familiar Stranger: Anxiety, Comfort, and Play in Public Places

Paulos, E. and Goodman, E. 2004. The Familiar Stranger: Anxiety, Comfort, and Play in Public Places. In Proc. CHI ’04: 223-230.