References
- Ahmed, Sara. On being included: Racism and diversity in institutional life. Duke University Press, 2012
- Allahyari, M. (2019). “Material speculation: ISIS, http://www.morehshin.com/material-speculation-isis/
- Atkinson, R. (2007). The life story interview as a bridge in narrative inquiry. In D. J. Clandinin (Ed.), Handbook of narrative inquiry: Mapping a methodology (pp. 224–245). Sage Publications, Inc. https://doi.org/https://doi.org/10.4135/9781452226552.n9
- Bardzell, J., Bardzell, S., Lazar, A., & Su, N. (2019). “(Re-)framing menopause experiences for HCI and design.” In proceedings of the 2019 chi conference on human factors in computing systems: 115. Glasgow, Scotland.
- Bardzell, S. (2010). Feminist HCI: Taking stock and outlining an agenda for design. CHI2010. Atlanta.
- Bardzell, S., Churchill, E., Bardzell, J., Forlizzi, J., Grinter, B., & Tatar, D. (2011). Feminism and interaction design. In CHI2011 Extended Abstracts on Human Factors in Computing Systems, ACM pp. 1–4.
- Bell, G., Blythe, M., & Sengers, P. (2005). Making by making strange: Defamiliarization and the design of domestic technologies. ACM Transaction Computer Human Interaction, 12(2), 149–173. https://doi.org/https://doi.org/10.1145/1067860.1067862
- Bellini, R., Strohmayer, A., Alabdulgader, E., Ahmed, A., Spiel, K., Bardzell, S., & Balaam, M. (2018). “Feminist HCI: taking stock, moving forward, and engaging community.” In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, ACM, pp. 1–4. 2018.
- Benjamin, R. (2016). Racial fictions, biological facts: Expanding the sociological imagination through speculative methods. In Catalyst: Feminism, theory, technoscience ,2(2), 1–28.
- Benjamin, R. (2019). Captivating technology: Race, carceral technoscience, and liberatory imagination in everyday life. Duke University Press.
- Bennett, C., Peil, B., & Rosner, D. (2019). Biographical prototypes: Reimagining recognition and disability in design DIS. San Diego. ACM.
- Bernhaupt, R., Isbister, K., & Freitas, S. D. (2015). Introduction to this special issue on HCI and games. Human Computer Interaction, 30(3–4), 195–201. https://doi.org/https://doi.org/10.1080/07370024.2015.1016573
- Bjørn, P., & Boulus, N. (2011). Dissenting in reflective conversations: Critical components of doing action research. Action Research Journal, 9(3), 282–302. https://doi.org/https://doi.org/10.1177/1476750310396949
- Bjørn, P., & Boulus-Rødje, N. (2015). The multiple intersecting sites of design in CSCW research. Computer Supported Cooperative Work (CSCW): An International Journal, 24(3), 319–351. https://doi.org/https://doi.org/10.1007/s10606-015-9227-4
- Bjørn, P., & Boulus-Rødje, N. (2018). Intrastructural inaccessibility: Tech Entrepreneurs in occupied Palestine. ACM Transaction on Computer-human Interaction (TOCHI), 25(5), 31. https://doi.org/https://doi.org/10.1145/3219777
- Bjørn, P., & Menendez-Blanco, M. (2019). FemTech: Broadening participation to Digital technology development. ACM Multimedia.
- Bjørn, P., & Østerlund, C. (2014). Sociomaterial-design: Bounding technologies in practice. Springer.
- Bjørn, P., Søderberg, A.-M., & Krishna, S. (2017). Translocality in global software development: The dark side of global agile. Human-Computer Interaction, 34(2), 174–203. https://doi.org/https://doi.org/10.1080/07370024.2017.1398092
- Blomberg, J., & Karasti, H. (2013). Reflections on 25 years of ethnography in CSCW. Computer Supported Cooperative Work (CSCW): An International Journal, 22(4–6), 373–423. DOI:https://doi.org/10.1007/s10606-012-9183-1
- Bødker, S. (2015). Third-wave HCI, 10 years later – Participation and sharing. Interaction, 22(5), 24–31. https://doi.org/https://doi.org/10.1145/2804405
- Briscoe, D. (2019). Queering BIM: A changing narrative to digital objects. Journal of Architectural Education, 73(2), 203–210. https://doi.org/https://doi.org/10.1080/10464883.2019.1633200
- Broussard, M. (2018). Artificial unintelligence: How computers misunderstand the world. MIT Press.
- Brumfiel, G. (2017). Total failure: The world’s worst video game. NPR May 31. All Things Considered. https://www.npr.org/2017/05/31/530235165/total-failure-the-worlds-worst-video-game?t=1609327834168
- Button, G., & Dourish, P. (1996). Technomethodology: Paradoxes and possibilities. In Proceedings of the SIGCHI conference on Human factors in computing systems, (pp. 19–26). ACM.
- Campt, T. (2017). Listening to images. Duke University Press.
- Chan, T., Mills, M., & Sayers, J. (2018). Optophonic reading, prototyping optophones. In Amodern (pp. 8). https://doi.org/http://dx.doi.org/10.17613/M6862BB1J
- Christensen, L., & Bjørn, P. (2014). Documentscape: Intertextuallity, sequentiality and autonomy at work. “ In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2451–2460.
- Dantec, C. L., & DiSalvo, C. (2013). Infrastructuring and the formation of publics in participatory design. Social Studies of Science, 43(2), 241–264. https://doi.org/https://doi.org/10.1177/0306312712471581
- Derrida, J. (1992). From Shibboleth – For Paul Celan, chapter 10. In Acts of literature. Routledge.
- Disalvo, C. (2012). Adversarial design. In Cambridge massachuetts. MIT Press.
- Disalvo, C., Jenkins, T., & Lodato, T. (2016). Designing speculative civics. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 4979–4990. . San Jose.
- Dourish, P. (2018). The allure and the paucity of design: Cultures of design and design in culture. In Human computer interaction (pp. 1–21).
- Ensmenger, N. (2010). The computer boys take over: Computers, programmers, and the politics of technical expertise. MIT press.
- Fox, S., Lampe, M., & Rosner, D. K. (2018). “Parody in place: Exposing socio-spatial exclusions in data-driven maps with design parody.” In proceedings of the 2018 CHI conference on human factors in computing systems, pp. 1–13.
- Gärtner, J., & Wagner, I. (1996). Mapping actors and agendas: Political frameworks of systems design and participation. Human-Computer Interaction, 11(3), 187–214. https://doi.org/https://doi.org/10.1207/s15327051hci1103_1
- Goldberg, M., & Wendel, C. (2012). Atari inc: Business is fun, syzygy company.
- Hamidi, F., Scheuerman, M. K., & Branham, S. (2018). Gender recognition or gender reductionism? The social implications of automatic gender recognition systems. In Proceedings of the 2018 chi conference on human factors in computing systems, pp. 1–13. . ACM.
- Hartman, S. (2008). Venue in two acts. Small Axe, 12(2), 1–14. https://doi.org/https://doi.org/10.1215/-12-2-1
- Hartman, S. (2019). Beautiful experiments: Intimate histories of social upheaval. Wayward Lives, WW Norton & Company.
- Hicks, M. (2017). Programmed inequality. How Britain descarded women technologists and lost its edge in computing, MIT Press.
- Hine, C. (2007). Multi-sited ethnography as a middle range methodology for contemporary STS. Science, Technology & Human Values, 32(6), 652–671. https://doi.org/https://doi.org/10.1177/0162243907303598
- Hooks, B. (2000). Feminism is for everybody: Passionate politics. Pluto Press.
- Houston, L., Jackson, S. J., Rosner, D. K., Ahmed, S. I., Young, M., & Kang, L. (2016). “Values in repair.” In Proceedings of the 2016 CHI conference on human factors in computing systems: 1403–1414.San Jose, CA, USA
- http://mimionuoha.com/the-library-of-missing-datasets.
- Hult, L., Irestig, M., & Lundberg, J. (2006). Design perspectives. Human Computer Interaction, 21(1), 5–48. https://doi.org/https://doi.org/10.1207/s15327051hci2101_2
- Iacovides, I., Cox, A., McAndrew, P., Aczel, J., & Scanlon, E. (2015). Game-play breakdowns and breakthroughs: Exploring the relationship between action, understanding, and involvement. Human Computer Interaction, 30(3–4), 202–231. https://doi.org/https://doi.org/10.1080/07370024.2014.987347
- Jary, S. (2011). “HP touchPads to be dumped in landfill?” Tech. In Advisor(https://www.techadvisor.co.uk/feature/tablets/hp-touchpads-to-be-dumped-in-landfill-3298074/).
- Jenkins, H. (2006). Convergence culture: Where old and new media collide. University Press.
- Kaptelinin, V., & Bannon, L. (2012). Interaction design beyond the product: Creating technology-enhanced activity spaces. Human Computer Interaction, 27(3), 277–309.Tech Advisor.
- Kaziunas, E., Lindtner, S., Ackerman, M., & Lee, J. (2018). Lived data: Tinkering with bodies, code and care work. Human Computer Interaction, 33(1), 49–92. https://doi.org/https://doi.org/10.1080/07370024.2017.1307749
- Keyes, O. (2018). The misgendering machines: Tran/HCI implications of automatic gender recognition. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), pp. 1–22 In CSCW.
- Klemmer, S., & Carroll, J. (2014). Introduction to this special issue on understanding design thinking. Human Computer Interaction, 29(5–6), 415–419. https://doi.org/https://doi.org/10.1080/07370024.2014.919212
- Kurbak, E. (2018). Self published(http://ebrukurbak.net/stitching-worlds/). Stitching worlds.
- Lapetino, T., & Conte, R. (2016). Art of atari. In Dynamite Entertainment.
- Lessel, P., Vielhauer, A., & Krüger, A. (2017). Expanding video game live-streams with enhanced communication channels: A case study. Proceedings of the 2017 CHI conference on human factors in computing systems. Denver, Colorado, USA, ACM.
- Lien, T. (2014). “Why E.T. wasn’t the worst game in history.” Polygon https://www.polygon.com/2014/6/3/5775026/e-t-myth-worst-game-ever.
- Lindström, K., & Ståhl, Å. (2019). Caring design experiments in the aftermath.In The 8th Bi-Annual Nordic Design Research Society Conference-Who Cares? 2-4th of June 2019 Finland, pp. 1–9. Nordic Design Research.
- Lowood, H. (2009). Videogames in computer space: The complex history of pong. IEEE Annals of the History of Computing: IEEE Computer Society, 31(3), 5–19. https://doi.org/https://doi.org/10.1109/MAHC.2009.53
- Marcoux, Y., & Rizkallah, E. (2009). Intertextual semantics: A seminatics for information design. Journal of the American Society for Information Science and Technology, 60(9), 1895–1909. https://doi.org/https://doi.org/10.1002/asi.21134
- Massanari, D. (2017). #Gamergate and the fappening: How reddit’s algorithm, governance, and culture support toxic techno culture. New Media & Society, 19(3), 329–346. https://doi.org/https://doi.org/10.1177/1461444815608807
- Matthiesen, S., Bjørn, P., & Trillingsgaard, C. (2020). Attending to implicit bias as a way to move beyond negative steriotyping in GSE.In Proceedings of the 15th International Conference on Global Software Engineering, pp. 22–32.
- Menéndez, M., Bjørn, P., & Angeli, A. D. (2017). “Fostering cooperative activism through critical design.” In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, pp. 618–629.
- Menendez-Blanco, M., & Bjørn, P. (2019). Makerspaces on social media: Shaping access to open design. In Human computer interaction, 34(5-6), pp. 470–505.
- Menendez-Blanco, M., Bjørn, P., Møller, N. H., Bruun, J., Dybkjær, H., & Lorentzen, K. (2018). “GRACE: Broadening narratives of computing through history, craft and technology “ In Proceedings of the 2018 ACM Conference on Supporting Groupwork, pp. 397–400.
- Metz, C. (2019). “The gender gap in computer science research won’t close for 100 years.” New York Times June 21st.
- Mnih, V., Kavukcuglu, K., Silver, D., Graves, A., Antonoglou, I., Wierstra, D., & Riedmiller, M. (2013). “Playing atari with deep reinforcement learning. arXiv Preprint arXiv, 1312, 5602.
- Møller, N. H., Fitzpatrick, G., & Dantec, C. L. (2019). “Assembling the case: Citizens’ strategies for exercising authority and personal autonomy in social welfare.” Proceedings of the ACM hum.-compu.interact. 3(GROUP), pp. 1–21.
- Montford, N., & Bogost, I. (2009). Racing the beam: The atari video computer system. Cambridge Massachuttes, MIT Press.
- Muller, M. (2011). Feminism asks the ‘who’ questions in HCO. Interacting with Computers, 23(5), 447–449. https://doi.org/https://doi.org/10.1016/j.intcom.2011.02.001
- Newman, M. (2017). Atari age: The emergence of video games in America. Cambridge Masssachsett, MIT.
- Nielsen, T. R., & Møller, N. H. (2020). “Work of the ‘unemployed’: A design fiction.” Proceedings of 18th European conference on computer-supported cooperative work. European Society for Socially Embedded Technologies (EUSSET).
- Nooney, L. (2013). A pedestal, a table, a love letter: Archaeologies of gender in videogame history. Game Studies, 13(2). https://nyuscholars.nyu.edu/en/publications/a-pedestal-a-table-a-love-letter-archaeologies-of-gender-in-video
- Nooney, L., & Brain, T. (2019). A speculative pasts pedegogy: Where speculative design meets historical thinking. Digital Creativity, 30(4), 218–234. https://doi.org/https://doi.org/10.1080/14626268.2019.1683042
- Onuoha, M. (2016). “The library of missing datasets “ https://github.com/MimiOnuoha/missing-datasets
- Penn, Z. (2014). “Atari: Game over.” Movie, DVD.
- Piccini, A. (2015). Media-archaeologies: An invitation. Journal of Contemporary Archaeology, 2(1), 1–147. https://doi.org/https://doi.org/10.1558/jca.v2i1.27134
- Porter, J. (1986). Intertextuality and the discourse community. Rhetorical Review, 5(1), 34–47. https://doi.org/https://doi.org/10.1080/07350198609359131
- Pow, W. (2019). Stored in memory. IEEE Annals of the History of Computing, 41(1), 64–65. https://doi.org/https://doi.org/10.1109/MAHC.2019.2897903
- Radio, N. (2014). “When women stopped coding.” Morning edition https://www.npr.org/sections/money/2014/10/21/357629765/when-women-stopped-coding?t=1568460375948.NPR
- Rankin, J. L. (2018). A people’s history of computing in the United States. Harvard University Press.
- Rankin, Y., & Thomas, J. (2019). Straighten up and fly right: Rethinking intersectionality in HCI research. Interactions, 26(6), 64–68. https://doi.org/https://doi.org/10.1145/3363033
- Roberts, A. (2020). The end of bootstraps and good masters: Fostering social inclusion by creating counternarratives. Columbia University Press.
- Rode, J. (2011). A theoretical agenda for feminist HCI. Interacting with Computers, 23(5), 393–400. https://doi.org/https://doi.org/10.1016/j.intcom.2011.04.005
- Rosner, D., Shorey, S., Craft, B., & Remick, H. (2018). Making core memory: Design inquiry into gendered legacies of engineering and craftwork. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–13.
- Ruberg, B. (2019). Video games have always been queer. NYU Press.
- Sharpe, C. (2016). In the wake: On blackness and being. Duke University Press.
- Shorey, S., & Rosner, D. (2019). “A voice of process: Re-presencing the gendered labor of Apollo innovation.” Communication ± 1 7: 4.
- Speiser, E. A. (1942). The Shibboleth incident (Judges 12:6). In Bulletin of the American schools of oriental research, JSTOR, The University of Chicago Press, (85) (pp. 10–13). https://www.jstor.org/stable/1355052?seq=1
- Star, S. L. (1990). Power, technology and the phenomenology of conventions: On being allergic to onions. The Sociological Review, 38(no. 1_suppl), 26–56. https://doi.org/https://doi.org/10.1111/j.1467-954X.1990.tb03347.x
- Stine, K. (2019). Critical hardware: The circuit of image and data. Critical Inquiry, 45(3), 762–786. https://doi.org/https://doi.org/10.1086/702614
- Stolterman, E., & Wiberg, M. (2010). Concept-driven interaction design research. Human Computer Interaction, 25(2), 95–118. https://doi.org/https://doi.org/10.1080/07370020903586696
- Sutton, R., Eisenhard, K., & Jucker, J. (1986). Managing organizational decline: Lessons from atari. Organizational Dynamics, 14(4), 17–29. https://doi.org/https://doi.org/10.1016/0090-2616(86)90041-0
- Treusch, P. (2019). “Do robots dream of knitting?”. “https://blogs.tu-berlin.de/zifg_stricken-mit-robotern/.”
- Treusch, P., Berger, A., & Rosner, D. K. (2020). “Useful uselessness? Teaching robots to knit with humans “ Proceedings of the 2020 ACM designing interactive systems conference: 193–203.
- Tutia, A., Baljon, K., Vu, L., & Rosner, D. (2019). “HCI and menopause: Designing with and around the aging body.” Extended abstracts of the 2019 CHI conference on human factors in computing systems, pp. 1–8.
- Wakkary, R., Desjardins, A., Hauser, S., & Maestri, L. (2013). A sustainable design fiction: Green practices. ACM Transaction Computer Human Interaction, 20(4), Article 23. https://doi.org/https://doi.org/10.1145/2494265
- Warshaw, H. (2003). “Once upon Atari.” Video, DVD.
- Williams, A., Lindtner, S., Anderson, K., & Dourish, P. (2014). Multisited design: An analytical lens for transnational HCI. Human-computer Interaction, 29(1), 78–108. https://doi.org/https://doi.org/10.1080/07370024.2013.823819
- Zewde, S. (2016). Transatlantic memory: Material and immaterial design at the valongo wharf, rio de janeiro, brazil. In J. Hutton (Ed.), (Jovis, 2016), Landscript 5: Material culture: Assembling and disassembling landscapes.
- Zimmerman, J., Stolerman, E., & Forlizzi, J. (2010). An analysis and critique of research through design: Towards a formalization of a research approach. In proceedings of the 8th ACM conference on designing interactive systems, pp. 310–319.