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Ecology Meets Computer Science: Designing Tools to Reconcile People, Data, and Practices.

, , , , and . CHI, page 1-13. ACM, (2020)

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Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing., , and . CHI PLAY, page 3-12. ACM, (2015)Nature Fictions: Designing for a Sustainable Future through Nature Relations., , , and . Conference on Designing Interactive Systems, page 1566-1580. ACM, (2023)Positive Gaming: Workshop on Gamification and Games for Wellbeing., , , , , and . CHI PLAY (Companion), page 657-660. ACM, (2017)Rethinking the Development of Computational Thinking Skills in Young Children through Nature Play., , , , , , and . OZCHI, page 536-549. ACM, (2023)Positively playful: when videogames lead to player wellbeing., , and . Gamification, page 99-102. ACM, (2013)The Social Context of Video Game Play: Challenges and Strategies., , , , and . Conference on Designing Interactive Systems, page 761-772. ACM, (2016)Phenology Circles: A Method to Deepen Relations in More-Than-Human Design Processes., , , and . Conference on Designing Interactive Systems, ACM, (2024)Indicators of wellbeing in recreational video game players., , and . OZCHI, page 613-617. ACM, (2015)Playing Support: Social Connectedness Amongst Male Videogame Players., , and . CHI PLAY (Companion), page 343-350. ACM, (2016)Understanding initial experiences with Mindmax, an mHealth app that draws on shared interests in sports and video games., , , , , and . OZCHI, page 438-442. ACM, (2017)