# 5.4 Referenties

Corbetta, A., Kroneman, W., Donners, M., Haans, A., Ross, P., Trouwborst, M., ... & Mentink, S. (2018). A large-scale real-life crowd steering experiment via arrow-like stimuli. *arXiv preprint arXiv*:1806.09801.

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.<br>
