Tess Tanenbaum

Orcid: 0000-0001-5978-8021

Affiliations:
  • University of California, Irvine, Transformative Play Lab, CA, USA
  • Simon Fraser University, School of Interactive Arts & Technology, Surrey, BC, Canada


According to our database1, Tess Tanenbaum authored at least 63 papers between 2007 and 2021.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Other 

Links

Online presence:

On csauthors.net:

Bibliography

2021
At the Edge: Periludic Elements in Game Studies.
Game Stud., 2021

Exploring Food based Interactive, Multi-Sensory, and Tangible Storytelling Experiences.
Proceedings of the DIS '21: Designing Interactive Systems Conference 2021, 2021

2020
Correction to: A case study of intended versus actual experience of adaptivity in a tangible storytelling system.
User Model. User Adapt. Interact., 2020

Correction to: Hermeneutic Inquiry for Digital Games Research.
Comput. Games J., 2020

"How do I make this thing smile?": An Inventory of Expressive Nonverbal Communication in Commercial Social Virtual Reality Platforms.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Evaluating Design Fiction: The Right Tool for the Job.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Shiva's Rangoli: Tangible Storytelling through Diegetic Interfaces in Ambient Environments.
Proceedings of the Thirteenth International Conference on Tangible, 2019

A design framework for playful wearables.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Adapting the Empty Orchestra: the Performance of Play in Karaoke.
Proceedings of the 2019 DiGRA International Conference: Game, 2019

"It Started as a Joke": On the Design of Idle Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Larping (Live Action Role Playing) as an Embodied Design Research Method.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

Shiva's Rangoli: Tangible Interactive Storytelling in Ambient Environments.
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019

Evaluating the Pleasures of Agency in Shiva's Rangoli, a Tangible Storytelling Installation.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019

2018
Steampunk, Survivalism and Sex Toys: An Exploration of How and Why HCI Studies Peripheral Practices.
Proceedings of the New Directions in Third Wave Human-Computer Interaction: Volume 2, 2018

Gaming with the Subaltern: Workshop on Diversity and Inclusion in Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Design for Sexual Wellbeing in HCI.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Dynamic Demographics: Lessons from a Large-Scale Census of Performative Possibilities in Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Playing to Wait: A Taxonomy of Idle Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Introduction.
Interactions, 2017

Furious futures and apocalyptic design fictions: popular narratives of sustainability.
Interactions, 2017

Augmenting reality for augmented reality.
Interactions, 2017

Augmented Tabletop Games Workshop.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Designing Hybrid Games for Playful Fabrication: Augmentation, Accumulation & Idleness.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Teaching Pervasive Game Design in a Zombie Apocalypse.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Magia Transformo: Designing for Mixed Reality Transformative Play.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Penseive Box: Themes for Digital Memorialization Practices.
Proceedings of the TEI '16: Tenth International Conference on Tangible, 2016

The limits of our imagination: design fiction as a strategy for engaging with dystopian futures.
Proceedings of the Second Workshop on Computing within Limits, 2016

GeoPoetry: Designing Location-Based Combinatorial Electronic Literature Soundtracks for Roadtrips.
Proceedings of the Interactive Storytelling, 2016

Phylactery: An Authoring Platform for Object Stories.
Proceedings of the Interactive Storytelling, 2016

Digital Craftsmanship: HCI Takes on Technology as an Expressive Medium.
Proceedings of the Companion Publication of the 2014 ACM Conference on Designing Interactive Systems, DIS '16, Brisbane, QLD, Australia, June 04, 2016

2015
Hermeneutic Inquiry for Digital Games Research.
Comput. Games J., 2015

Costumes and Wearables as Game Controllers.
Proceedings of the Ninth International Conference on Tangible, 2015

Why we use and abandon smart devices.
Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2015

Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Fabricating Futures: Envisioning Scenarios for Home Fabrication Technology.
Proceedings of the Creativity in the Digital Age., 2015

2014
A case study of intended versus actual experience of adaptivity in a tangible storytelling system.
User Model. User Adapt. Interact., 2014

Design fictional interactions: why HCI should care about stories.
Interactions, 2014

Critical making hackathon: situated hacking, surveillance and big data proposal.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Alternate endings: using fiction to explore design futures.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Steampunking interaction design: principles for envisioning through imaginative practice.
Interactions, 2013

Performative Authoring: Nurturing Storytelling in Children through Imaginative Enactment.
Proceedings of the Interactive Storytelling - 6th International Conference, 2013

How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based Games.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Three perspectives on behavior change for serious games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

The effects of physicality on the child's imagination.
Proceedings of the Creativity and Cognition 2013, 2013

2012
Design fictions.
Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012, 2012

Steampunk as design fiction.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Games, narrative and the design of interface.
Int. J. Arts Technol., 2011

User Perceptions of Adaptivity in an Interactive Narrative.
Proceedings of the User Modeling, Adaption and Personalization, 2011

Experiencing the reading glove.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

Futura: design for collaborative learning and game play on a multi-touch digital tabletop.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

The Reading Glove: A Non-linear Adaptive Tangible Narrative.
Proceedings of the Interactive Storytelling, 2011

Imagining New Design Spaces for Interactive Digital Storytelling.
Proceedings of the Interactive Storytelling, 2011

Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Role.
Proceedings of the Interactive Storytelling, 2011

2010
Agency as commitment to meaning: communicative competence in games.
Digit. Creativity, 2010

Authoring tangible interactive narratives using cognitive hyperlinks.
Proceedings of the Intelligent Narrative Technologies III Workshop, 2010

The Reading Glove: designing interactions for object-based tangible storytelling.
Proceedings of the 1st Augmented Human International Conference, 2010

2009
Rock Band: a case study in the design of embodied interface experience.
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009

2008
Improvisation and Performance as Models for Interacting with Stories.
Proceedings of the Interactive Storytelling, 2008

2007
Affective Interaction Design and Narrative Presentation.
Proceedings of the Intelligent Narrative Technologies, 2007


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