T&T Alumni Publications
Forthcoming Lundblade, Kirk. In Press. “What Video Games Have Taught Us: Two Decades of Gaming and Learning.” In Historiographies of Game Studies: What It Has Been, What It Could Be, edited by Alisha Karabinus, Carly A Kocurek, Cody Mejur, and Emma Vossen.
Altamirano, A. (2023). Software Company Workplace Bias: Presence and Impact on Technical Communication. Proceedings of the 41st ACM International Conference on Design of Communication, 261–262. https://doi.org/10.1145/3615335.3623046
Bryan, Matthew D. (2023) “Centering Software: Drawing on UX Research to Develop Methods of Collaborative Inquiry into Software Rhetorics within Writing Centers.” SIGDOC ’23: Proceedings of the 41st ACM International Conference on the Design of Communication. dl.acm.org/doi/10.1145/3615335.3623006.
Loesel, Kathryn. 2023. “The Hierarchy of Power is Changing: James Gunn and the Rebirth of DC Studios.” Fan Studies Network North America Conference, Online, October 11 – October 15.
Lundblade, Kirk. 2023. “Sorting Things Out: Critically Assessing the Impact of Reddit’s Post Sorting Algorithms on Qualitative Analysis Methods.” In The 41st ACM International Conference on Design of Communication, 7. Orlando, FL: ACM. https://doi.org/10.1145/3615335.3623021.
Rankins-Robertson, Sherry, Sheila Carter-Tod, Shane Wood, and Matthew Bryan. “Considerations for AI and Writing Program Administration.” 2023 Teaching & Learning with AI Conference, Orlando, FL, September 24-25, 2023.
Schilaro, Priscila, and Matthew Bryan. (2023) “Engineering Conversations with Peers and Bots: Using AI Tools to Promote Critical Self-Analysis and Rhetorical Knowledge in Writing Centers” (poster). 2023 Teaching & Learning with AI Conference, Orlando, FL, September 24-25, 2023.
Watson, Keri, and Navaroli, Keidra D. (2023) This is America: Re-viewing the Art of the United States. New York: Oxford University Press, 2023.
Loesel, Kathryn. 2023. “Will They or Won’t They: Queerbaiting and Authorial Intent in Sherlock and Hannibal.” Society for Cinema and Media Studies Conference, Denver, April 12 – April 15.
Lundblade, Kirk. 2023. “If Your Empire Last More Than Two Centuries, You May Need to Speak to Your Doctor: The Effects of Historicizing Discourse in the Crusader Kings 3 Community.” In Foundations of Digital Games 2023, 7. Lisbon, Portugal: ACM. https://doi.org/10.1145/3582437.3582471.
Navaroli, Keidra D. “Fiber Art & Museum Practice,” Art Quilt Quarterly, 29 (October 2022): 1-4.
Altamirano, A. (2022). Intersectional Feminism as a Theoretical Framework for Navigating Bias in the Technical Communication Workplace. Proceedings of the 40th ACM International Conference on Design of Communication, 171–172. https://doi.org/10.1145/3513130.3559002
S. H. Stephens and A. Altamirano. (2022) “Supporting community resilience to environmental hazards through user-centered design.” SIGDOC 2022, Boston, MA. DOI: 10.1145/3513130.3558989
Altamirano, A., & Stephens, S. H. (2022). Experience report streamlining complex website design using a content audit selection heuristic. Communication Design Quarterly, 10(1), 14–23. https://doi.org/10.1145/3507454.3507456
Carmerlengo, Lauren, Diane Charnov, Keidra Daniels Navaroli, and Caroline Kipp. “Craft from Your Sofa: Recommended Reads,” Craft Quarterly, James Renwick Alliance for Craft (Summer 2022): 18-19.
Lundblade, Kirk. 2021. “Crowning Achievements: A Historioludic Analysis of the Achievement Metagame in Historical Simulation Games.” In Proceedings of the 16th International Conference on the Foundations of Digital Games, 11. Montreal, QC, Canada: ACM. https://doi.org/10.1145/3472538.3472563.
Altamirano, A. (2021, October 30). Using Web Content Audits as a Tool & Heuristic for Complex Website Design [Virtual Event]. Society of Technical Communication: Rochester Chapter. https://www.eventbrite.com/e/using-web-content-audits-as-a-tool-heuristic-for-complex-website-design-tickets-192721082947
Stephens, S., & Altamirano, A. (2021). Understanding User Expertise Through Lived Experience: Making Natural Hazard Risk and Mitigation Information More Accountable to Users. Proceedings of the 39th ACM International Conference on Design of Communication, 326–330. https://doi.org/10.1145/3472714.3473660
Sutton, F. N. (2021). Pro-wrestling fandom and digital archives of wrestling event merchandise. Transformative Works and Cultures, no. 36. https://doi.org/10.3983/twc.2021.2101
Lundblade, Kirk. 2021. “Watch Me Make History: Reenacting and
Remaking the Past in Historical Game Live Streams.” Popular Culture
Studies Journal 9: 69–87.