5.4 References
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Dougherty, D. (2012). The maker movement. Innovations: Technology, governance, globalization, 7(3), 11-14.
Dunne, A. (1999). Hertzian tales: Electronic products, aesthetic experience and critical design. Art Books Intl Ltd.
El Saddik, A. (2018). Digital twins: The convergence of multimedia technologies. IEEE MultiMedia, 25(2), 87-92.
Fredericks, J., Caldwell, G. A., Foth, M., & Tomitsch, M. (2019). The City as Perpetual Beta: Fostering Systemic Urban Acupuncture. In: M. de Lange & M. de Waal (Eds.), The Hackable City. Singapore: Springer.
Irwin, A. (1995). Citizen science: A study of people, expertise and sustainable development. Psychology Press.
Koskinen, I., Zimmerman, J., Binder, T., Redstrom, J., & Wensveen, S. (2011). Design research through practice: From the lab, field, and showroom. Elsevier.
Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., van Ruijven, T., ... & Wenzler, I. (2014). The research and evaluation of serious games: Toward a comprehensive methodology. British journal of educational technology, 45(3), 502-527.
Olejniczak, K., Borkowska-Waszak, S., Domaradzka-Widła, A., & Park, Y. (2020). Policy labs: the next frontier of policy design and evaluation? Policy & Politics, 48(1), 89-110(22).
Peeters, M. M. R., & Megens, C. J. P. G. (2014). Experiential design landscapes: how to design for behaviour change, towards an active lifestyle. Eindhoven: Technische Universiteit Eindhoven.
Scholl, C., & Kemp, R. (2016). City labs as vehicles for innovation in urban planning processes. Urban Planning, 1(4), 89-102.
Schön, D. A. (1984). The reflective practitioner: How professionals think in action (Vol. 5126). Basic books.
Van Kollenburg, J., & Bogers, S. J. A. (2019). Data-enabled design: A situated design approach that uses data as creative material when designing for intelligent ecosystems. Eindhoven: Technische Universiteit Eindhoven.
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