Below are lists of related references that we’ve found useful in conducting our research.
Studies of Commercial Creative Application Software
- Foxman, M. (2019). United We Stand: Platforms, Tools and Innovation With the Unity Game Engine. Social Media + Society, 5(4), (online first). https://doi.org/10.1177/2056305119880177
- Fuller, M. (2001). It looks like you’re writing a letter. Retrieved from http://www.heise.de/tp/druck/mb/artikel/7/7073/1.html
- Fuller, M. (2003). Behind the blip: Essays on the culture of software. New York: Autonomedia.
- Gillespie, T. (2003). The stories digital tools tell. In A. Everett & J. T. Caldwell (Eds.), New Media (pp. 137–154). Routledge.
- Hawk, B., Rieder, D. M., & Oviedo, O. (Eds.). (2008). Small Tech: The Culture of Digital Tools. University of Minnesota Press.
- Kirschenbaum, M. G. (2016). Track Changes: A Literary History of Word Processing. Belknap Press.
- Knoblauch, H. (2008). The Performance of Knowledge: Pointing and Knowledge in Powerpoint Presentations. Cultural Sociology, 2(1), 75–97. http://doi.org/10.1177/1749975507086275
- Kvåle, G. (2016). Software as ideology. Journal of Language & Politics, 15(3), 259–273. https://doi.org/10.1075/jlp.15.3.02kva
- Manovich, L. (2002). Generation Flash. In W. H. K. Chun & T. Keenan (Eds.), New media, old media: a history and theory reader (pp. 209–218). New York: Routledge.
- Manovich, L. (2013). Software Takes Command. New York: Bloomsbury Academic.
- McKelvey, F. (2011). FCJ-128 A Programmable Platform? Drupal, Modularity, and the Future of the Web. Fibreculture Journal, (18), 232–254. https://fibreculturejournal.org/fcj-128
- Nicoll, B., & Keogh, B. (2019). The Unity Game Engine and the Circuits of Cultural Software. Springer International Publishing. https://doi.org/10.1007/978-3-030-25012-6_1
- Salter, A., & Murray, J. (2014). Flash: Building the Interactive Web. Cambridge Mass., MIT Press.
- Stark, D., & Paravel, V. (2008). PowerPoint in Public Digital Technologies and the New Morphology of Demonstration. Theory, Culture & Society, 25(5), 30–55. https://doi.org/10.1177/0263276408095215
- Uprichard, E., Burrows, R., & Byrne, D. (2008). SPSS as an “inscription device”: from causality to description? The Sociological Review, 56(4), 606–622. http://doi.org/10.1111/j.1467-954X.2008.00807.x
- Yates, J., & Orlikowski, W. (2007). The PowerPoint presentation and its corollaries: how genres shape communicative action in organizations. In M. Zachry & C. Thralls (Eds.), Communicative practices in workplaces and the professions: cultural perspectives on the regulation of discourse and organizations (pp. 67–91). Amityville, NY: Baywood Pub. Co.
- Zhao, S., Djonov, E., & van Leeuwen, T. (2014). Semiotic technology and practice: a multimodal social semiotic approach to PowerPoint. Text & Talk, 34(3). https://doi.org/10.1515/text-2014-0005
Other Academic literature on Photoshop
- Brown, A. (2014). Picture [Im]Perfect: Photoshop Redefining Beauty in Cosmetic Advertisements, Giving False Advertising a Run for the Money. Texas Review of Entertainment & Sports Law, 16, 87–106.
- Buehl, J. (2014). Toward an Ethical Rhetoric of the Digital Scientific Image: Learning From the Era When Science Met Photoshop. Technical Communication Quarterly, 23(3), 184–206. https://doi.org/10.1080/10572252.2014.914783
- Knochel, A. D. (2016). Photoshop Teaches With(out) You: Actant Agencies and Non-Human Pedagogy. Visual Arts Research, 42(1), 71–87.
- Lupton, E. (2008). Learning to Love Software: A Bridge Between Theory and Practice. Artifact, 1(3), 149–158. https://scholarworks.iu.edu/journals/index.php/artifact/article/view/1866
- Manovich, L. (2011). Inside Photoshop. Computational Culture, 1, 1–12. http://computationalculture.net/article/inside-photoshop
- Peck, A. M. (2014). A Laugh Riot: Photoshopping as Vernacular Discursive Practice. International Journal of Communication, 8(0), 25. http://ijoc.org/index.php/ijoc/article/view/2692
- Swerzenski, J. D. (2021). Fact, fiction or Photoshop: Building awareness of visual manipulation through image editing software. Journal of Visual Literacy, 40(2), 104–124. https://doi.org/10.1080/1051144X.2021.1902041
HCI & CSCW literature on creative tools
- Bardzell, J. (2007). Creativity in amateur multimedia: Popular culture, critical theory, and HCI. Human Technology, 3(1), 12–33. https://doi.org/10.17011/ht/urn.200768
- Grudin, J. (2017). From tool to partner: The evolution of human-computer interaction. Morgan & Claypool. http://dx.doi.org/10.2200/S00745ED1V01Y201612HCI035
- Jennings, P., & Giaccardi, E. (2005). Creativity support tools for and by the new media art community. NSF Workshop Report on Creativity Support Tools, 37–52.
- Losh, E. (2012) The myth of democratizing media software-specific production cultures, in Chris, C., & Gerstner, D. A. (Eds.). (2012). Media authorship. Taylor & Francis Group.
- McCullough, M. (1996). Abstracting craft: The practiced digital hand. MIT Press.
Academic literature on Design Thinking
- Beetham, H., & Sharpe, R. (Eds.). (2013). Rethinking pedagogy for a digital age: Designing for 21st century learning (Second edition.). New York : Routledge.
- Björgvinsson, E., Bjögvinsson, E., Ehn, P., & Hillgren, P.-A. (2012). Design Things and Design Thinking: Contemporary Participatory Design Challenges. Design Issues, 28(3), 101–116.
- Brown, T. (2009). Change by design: How design thinking transforms organizations and inspires innovation. (1st ed.). New York: HarperCollins Publishers.
- Catterall, K., Mickenberg, J., & Reddick, R. (2019). Design Thinking, Collaborative Innovation, and Neoliberal Disappointment: Cruel Optimism in the History and Future of Higher Education. Radical Teacher, 114, 34–47. https://doi.org/10.5195/rt.2019.548
- Cross, N. (2018). A brief history of the Design Thinking Research Symposium series. Design Studies, 57, 160–164. https://doi.org/10.1016/j.destud.2018.03.007
- Engholm, I., & Salamon, K. L. (2017). Design thinking between rationalism and romanticism—A historical overview of competing visions. Artifact, 4(1). https://doi.org/10.14434/artifact.v4i1.20158
- IDEO. (n.d.). IDEO | Design Thinking. Retrieved March 18, 2020, from https://designthinking.ideo.com/history
- Irani, L. (2019). Chasing Innovation. Princeton, NJ: Princeton University Press.
- Kafai, Y. B., & Resnick, M. (eds.) (1996). Constructionism in practice: Designing, thinking, and learning in a digital world. Mahwah, NJ: Lawrence Erlbaum Associates.
- Kātz, B. (2015). Make it new: The history of Silicon Valley design. Cambridge, Massachusetts : The MIT Press.
- Martins, A. R. Q., Capellari, M., Signori, G., Kalil, F., & Spinello, S. (2016). Use of Design Thinking as Ideas Prototyping Experience in Higher Education. Future Studies Research Journal: Trends and Strategies, 8(1), 208–224. https://doi.org/10.24023/FutureJournal/2175-5825/2016.v8i1.227
- Mateosian, R. (2005). Thinking about history and design. IEEE Micro, 25(2), 6–7. https://doi.org/10.1109/MM.2005.38
- Mynes, M. (2019). FJC-224 Design Thinking, Design Activism, Design Study. Fibreculture Journal, 30. http://thirty.fibreculturejournal.org/fcj-224-design-thinking-design-activism-design-study/
- Razzouk, R., & Shute, V. (2012). What Is Design Thinking and Why Is It Important? Review of Educational Research, 82(3), 330–348. https://doi.org/10.3102/0034654312457429
- Seitz, T. (2020). Design Thinking and the New Spirit of Capitalism (L. Cerami, Trans.). New York: Palgrave Pivot.
- Sharpe, R., & Beetham, H. (Eds.). (2007). Rethinking Pedagogy for a Digital Age: Designing and Delivering E-learning. London: Taylor & Francis.