1. Contexts
1.1. Games
1.1.1. inputs
1.1.1.1. whole body
1.1.1.2. gestural
1.1.1.3. granular
1.1.2. effort analysis
1.1.2.1. force of weight
1.1.2.2. spatial fiction
1.1.2.3. time and timing
1.1.2.4. ludic flow
1.1.3. representation
1.1.3.1. literal interface (simulation)
1.1.3.2. metaphorical interface
1.1.3.3. abstract interface
1.1.4. agency and skill
1.1.4.1. mirroring (neurons)
1.1.4.2. adaptation of prior knowledge
1.1.4.3. imitation
1.2. Social Apps
1.2.1. self creation
1.2.1.1. self in 3rd person
1.2.1.2. disembodied profile
1.2.1.3. social contour (sharing)
1.2.1.4. prosthetic self
1.2.2. asynchronous other
1.2.2.1. texting, chat, video
1.2.2.2. attunement
1.2.2.3. metaphor of touch
1.2.3. network shape
1.2.3.1. connection
1.2.3.2. dissonance
1.3. General HCI
1.3.1. active inputs
1.3.2. passive inputs
2. Theoretical Background
2.1. phenomenology
2.1.1. action in perception
2.2. the body and technology
2.2.1. permeable boundaries
2.2.2. discipline
2.2.3. code
2.3. ecological psychology
2.3.1. attuning to the environment
2.3.2. affordances/constraints