Collins, J. C. (2001). Good to Great: Why Some Companies Make the Leap and Others Don't. William Collins. Eiberg, K., Karsholt, E., & Simon, T. (2008). Integreret markedskommunikation. Samfundslitteratur. Fuggetta, R. (2012). John Wiley and Sons. Brand Advocates . Godin, S. (1999). Simon and Schuster. Permission Marketing. Kahneman, D. (2011). Farrar, Straus and Giroux. Tninking Fast and Slow. Korn, K. & Pine, B. J. ( 2011). Infinite Possibility: Creating Customer Value on the Digital Berrett-Koehler Publishers. Frontier. Lindstrøm, M. (2008). Broadway books. Buyology - Truth and Lies About Why We Buy. Moore, G. (1991). Crossing the Chasm: Marketing and Selling High-Tech Products to HarperBusiness. Mainstream Customers. Norman, D. (1988). Basic Book. The Design of Everyday Things. Preece, J., Rogers, Y. & Sharp, H. (2002). Interaction Design: beyond human-computer John Wiley & Sons. interaction. Scott, D. M. (2010). John Wiley and Sons. The New Rules of Marketing and PR. Sinek, S. (2011). Penguin Books Ltd. Start with Why. Siltanen, S. (2012). VTT. Theory and applications of marker-based reality. Slovic, P. E. (2006). SAGE. Risk Perception and Affect. Internetsider: Kaspersen, L. B. (1999). . Kvalitative og kvantitative metoder. Gartner (2014). . Hype Cycles. Specialer, artikler, mm: Epinion & Leadership (2012). Kulturministeriet. Danskernes Kulturvaner . Vistisen, P. (2011). Aalborg Universitet. Strategisk Digital Designtænkning.
Collins, J. C. (2001). Good to Great: Why Some Companies Make the Leap and Others Don't. William Collins. Eiberg, K., Karsholt, E., & Simon, T. (2008). Integreret markedskommunikation. Samfundslitteratur. Fuggetta, R. (2012). Brand Advocates . John Wiley and Sons. Godin, S. (1999). Permission Marketing. Simon and Schuster. Kahneman, D. (2011). Tninking Fast and Slow. Farrar, Straus and Giroux. Korn, K. & Pine, B. J. ( 2011). Infinite Possibility: Creating Customer Value on the Digital Frontier. Berrett-Koehler Publishers. Lindstrøm, M. (2008). Buyology - Truth and Lies About Why We Buy. Broadway books. Moore, G. (1991). Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers. HarperBusiness. Norman, D. (1988). The Design of Everyday Things. Basic Book. Preece, J., Rogers, Y. & Sharp, H. (2002). Interaction Design: beyond human-computer interaction. John Wiley & Sons. Scott, D. M. (2010). The New Rules of Marketing and PR. John Wiley and Sons. Sinek, S. (2011). Start with Why. Penguin Books Ltd. Siltanen, S. (2012). Theory and applications of marker-based reality. VTT. Slovic, P. E. (2006). Risk Perception and Affect. SAGE. Internetsider: Kaspersen, L. B. (1999). Kvalitative og kvantitative metoder. . Gartner (2014). Hype Cycles. . Specialer, artikler, mm: Epinion & Leadership (2012). Danskernes Kulturvaner . Kulturministeriet. Vistisen, P. (2011). Strategisk Digital Designtænkning. Aalborg Universitet.
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