8. Bibliography/Works Consulted

Jungsoo Park
@jungsooxpark/User Interface Study
1 min readMar 17, 2018
  • Burns, David D. Feeling Good Together: the Secret to Making Troubled Relationships Work. Vermilion, 2009.
  • Csikszentmihalyi, Mihalyi. “Why We Need Things.” History from Things: Essays on Material Culture, Smithsonian Institution Press, 2000, pp. 20–29.
  • Kuriyama, Cesar. “One second every day.” Cesar Kuriyama: One second every day | TED Talk, www.ted.com/talks/cesar_kuriyama_one_second_every_day.
  • Lorenz, Taylor. “Teens explain the world of Snapchat’s addictive streaks, where friendships live or die.” Business Insider, Business Insider, 14 Apr. 2017, www.businessinsider.com/teens-explain-snapchat-streaks-why-theyre-so-addictive-and-important-to-friendships-2017-4.
  • Monyer, Hannah, and Martin Gessmann. Das Geniale Gedächtnis Wie Das Gehirn Aus Der Vergangenheit Unsere Zukunft Macht. Penguin, 2017.
  • O’reilly, Randall C. “Biologically Based Computational Models of High-Level Cognition.” Biologically Based Computational Models of High-Level Cognition, vol. 314, no. 5796, June 2006, pp. 91–94., doi:10.1126/science.1127242.
  • Rumsey, Abby Smith. When We Are No More: How Digital Memory Is Shaping Our Future. Bloomsbury Press, 2016.
  • “Sand Mandala Lecture.” Blanton Museum of Art. accessed Sep. 7 2017. https://www.youtube.com/watch?v=iXIneiOyhTc.
  • “The Johnny Cash Project.” http://milk.co. accessed Sep. 7 2017. http://milk.co/jcp.
  • “We Feel Fine.” Jonathan Harris. accessed Sep. 7 2017. Jonathan Harris 2006. http://wefeelfine.org/.
  • Zichermann, Gabe, and Christopher Cunningham. Gamification by design: implementing game machanics in web and mobile apps. Oreilly & Assoc. Inc., 2011.

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Jungsoo Park
@jungsooxpark/User Interface Study

Interaction Designer x Creative Technologist who wants to bridge the gap between differences through design. http://uxjungsoopark.com