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Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human-Computer Interaction., , , and . IEEE Trans. Hum. Mach. Syst., 49 (4): 314-325 (2019)Interacting with a Social Web of Smart Objects for Enhancing Tourist Experiences., , , , , , , , , and 23 other author(s). ENTER, page 179-190. Springer, (2012)Generating Recommendations From Multiple Data Sources: A Methodological Framework for System Design and Its Application., , , and . IEEE Access, (2020)Know Thyself: A Theory of the Self for Personal Informatics., and . Hum. Comput. Interact., 32 (5-6): 335-380 (2017)Exploring the impact of commercial wearable activity trackers on body awareness and body representations: A mixed-methods study on self-tracking., , , , , , , and . Comput. Hum. Behav., (February 2024)Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools., and . Int. J. Hum. Comput. Stud., (2020)Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role-playing games.. Inf. Syst. J., 32 (1): 5-32 (2022)How Shall a Machine Call a Thing?, , and . NLDB, volume 13913 of Lecture Notes in Computer Science, page 546-557. Springer, (2023)Empowering AI competences in children: A training program based on simple playful activities., , , , , , , , , and . PSYCHOBIT, volume 3100 of CEUR Workshop Proceedings, CEUR-WS.org, (2021)Reflexive Ethnographies in Human-Computer Interaction: Theory and Practice.. CHI Extended Abstracts, ACM, (2018)