[
Bateson, P. & Martin, P. (2013). Play, Playfulness, Creativity and Innovation. Cambridge University Press10.1017/CBO9781139057691
]Search in Google Scholar
[
Bernstein, B. (1996). Pedagogy, symbolic control and identity. Theory, research, critique. London: Taylor and Francis.
]Search in Google Scholar
[
Boer, L., & Donovan, J. (2012). Provotypes for participatory innovation. Designing Interactive Systems, DIS2012, June 13-15th, Newcastle, UK.10.1145/2317956.2318014
]Search in Google Scholar
[
Brinkmann, S., & Tanggaard, L. (2010). Toward an epistemology of the hand. Studies in philosophy and education, 29(3), 243-257.10.1007/s11217-009-9164-0
]Search in Google Scholar
[
Brown, S. (2009). Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul. Penguin Group
]Search in Google Scholar
[
Brynildsen, J. (2002, 09 24). SignWave Auto-Illustrator. Retrieved 27 06, 2012, from: Flashmagazine: http://www.flashmagazine.com/news/detail/signwave_auto_illustrator/
]Search in Google Scholar
[
Buxton, B. (2007). Sketching User Experiences - Getting the Design Right and the Right Design. San Fransisco, Morgan Kaufmann.
]Search in Google Scholar
[
Chan, K. (2011). Articulating value proposition through video gaming. Proc. PINC2011 Participatory Innovation Conference, Sønderborg, Denmark.
]Search in Google Scholar
[
Csikszentmihalyi, M. (1996). Creativity: The Work and Lives of 91 Eminent People. HarperCollins.
]Search in Google Scholar
[
De Bono, E. (1990). Lateral thinking: creativity step by step. New York, Harper Collins.
]Search in Google Scholar
[
De Bono, E. (1972). Po: Beyond Yes and No. Penguin Books.
]Search in Google Scholar
[
Dunne, A. (2005). Hertzian Tales: Electronic Products, Aesthetic Experience, and Critical Design. MIT Press.
]Search in Google Scholar
[
Dunne, A. & Raby, F. (2013). Speculative everything: Design, Fiction and Social dreaming. The MIT Press
]Search in Google Scholar
[
Eikhof, D., & Haunschild, A. (2006). Lifestyle Meets Market: Bohemian Entrepreneurs in Creative Industries. Journal of Creativity and Innovation Management, 15 (3).10.1111/j.1467-8691.2006.00392.x
]Search in Google Scholar
[
Ferguson, E. S. (1992). Engineering and the mind’s eye. Cambridge, MA, MIT Press.
]Search in Google Scholar
[
Foss, S. (2004) Framing the study of visual rhetoric: Toward a transformation of rhetorical theory. In Hill, C.A. and Helmes, M. (eds.) Defining Visual Rhetorics. Lawrence Erlbaum Associates inc.
]Search in Google Scholar
[
Goldschmidt, G. (2003). The Backtalk of Self-generated Sketches. Design Issues, 19 (1), 72-88.10.1162/074793603762667728
]Search in Google Scholar
[
Goldschmidt, G. (1991). The Dialectics of Sketching. Creativity Research Journal, 4 (2), 123-143.10.1080/10400419109534381
]Search in Google Scholar
[
Hansen, N.B. & Dalsgaard P. (2012). The productive role of material design artefacts in participatory design events. In Proceedings of the 7th Nordic Conference on Human-Computer Interaction (NordiCHI ’12). ACM, New York, NY, USA, p. 665-67410.1145/2399016.2399117
]Search in Google Scholar
[
Hesmondhalgh, D. (2007). The Cultural Industries. Sage.
]Search in Google Scholar
[
Howkins, J. (2001). The Creative Economy: How People Make Money from Ideas. Penguin
]Search in Google Scholar
[
Kress, G. (2000). Multimodality: Challenges to Thinking about Language. Teachers of English to Speakers of Other Languages, Inc. (TESOL), 34, No. 2, pp. 337-34010.2307/3587959
]Search in Google Scholar
[
Lübbe, A. (2011). Principles for business modelling with novice users. Proc. PINC2011 Participatory Innovation Conference, Sønderborg, Denmark.
]Search in Google Scholar
[
Lash, S., & Urry, J. (1994). Economies of Sign and Space. Sage.
]Search in Google Scholar
[
McGown, A., & Green, G. (1998) Visible ideas, informational patterns of conceptual sketch activity. Design studies, 19, 431-453.10.1016/S0142-694X(98)00013-1
]Search in Google Scholar
[
Mitchell, R., & Buur, J. (2010). Tangible business model sketches to support participatory innovation. DESIRE ’10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design. Lancaster: ACM Press.
]Search in Google Scholar
[
Mitchell, R. & Nørgaard, M. (2011). Using DIY cartoon storyboards, live sketching and co-sketching to involve young and older users in participatory design. Proceedings of IASDR2011, the 4th World Conference on Design Research, 31 October - 4 November, Delft, the Netherlands.
]Search in Google Scholar
[
Mirzoeff, N. (2002). The Visual Culture Reader. Routledge (2nd ed.)
]Search in Google Scholar
[
Newell, A. F.; Morgan, M. E.; Gregor, P. and Carmichael, A. (2006). Theatre as an intermediary between users and CHI designers, CHI 2006 Montreal, Quebec, Canada, 22-27 April, pp.111-117.
]Search in Google Scholar
[
Nørgaard, M. (2011). Using extreme sketching to help reflections on business. Proc. PINC Participatory Innovation Conference 2011, (pp. 341-345), Sønderborg, Denmark.
]Search in Google Scholar
[
Nørgaard, M. (2012) Using extreme sketching in creative business modelling. Cumulus conference proceedings, Santiago Chile.
]Search in Google Scholar
[
Nørgaard, M. (2015). Hvad er forskellen på visuel facilitering og grafisk facilitering? http://mienoergaard.dk/2015/07/hvad-er-forskellen-pa-visuel-facilitering-og-grafisk-facilitering/, retrieved Jan. 3rd, 2017.
]Search in Google Scholar
[
Osterwalder, A., & Pigneur, Y. (2009). Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers. Amsterdam, Modderman Drukwerk.
]Search in Google Scholar
[
Oulasvirta, A.;Kurvinen, E.; Kankainen, T. (2003). Understanding context by being there, case studies in body storming, Personal Ubiquitous Computing, 7 (2), 125-134.10.1007/s00779-003-0238-7
]Search in Google Scholar
[
Paton, B. & Dorst, K. (2011). Briefing And Reframing: A Situated Practice. Design Studies, vol. 32, no. 6, pp. 573-587.10.1016/j.destud.2011.07.002
]Search in Google Scholar
[
Power, P. (2011). Playing with Ideas: The Affective dynamics of creative play. American Journal of Play, 2011, p. 288-323
]Search in Google Scholar
[
Sacks, H. (1992). Lectures on Conversation. Oxford, Basil Blackwell.
]Search in Google Scholar
[
Schön, D.A. (1983) The reflective practitioner - how professionals think in action. Basic Books.
]Search in Google Scholar
[
Sibbet, D. (2001). A Graphic Facilitation Retrospective. Adapted from presentation at the International Association of Facilitators The Art and Mastery of Facilitation – Navigating the Future IAF Conference, 2001, May 16-20, Minnesota.
]Search in Google Scholar
[
Sibbet, D. (2008). Visual intelligence: Using the Deep Patterns of Visual Language to Build Cognitive Skills. Theory Into Practice, 47, pp 118-127.10.1080/00405840801992306
]Search in Google Scholar
[
Sutton-Smith, B. (1997). The Ambiguity of Play. Cambridge, Mass., Harvard University Press, 2nd edition
]Search in Google Scholar
[
Ullman, D., Wood, S., & Craig, D. (1990). The Importance of Drawing in the Mechanical Design Process. Computers & Graphics, 2, pp. 263-274.10.1016/0097-8493(90)90037-X
]Search in Google Scholar