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Exploring user gains in participatory design processes with vulnerable children.

, , and . PDC (2), page 25:1-25:5. ACM, (2018)

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Designing for Tangible (Un-)Connectedness., , , , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 409-412. ACM, (2020)Uses and Gratifications of Initiating Use of Gamified Learning Platforms., , and . CHI Extended Abstracts, ACM, (2018)Designing a mobile task based UI for tourists., , and . Mobile HCI, ACM, (2009)Developing Ideas and Methods for Supporting Whole Body Interaction in Remote Co-Design with Children., , , , , and . IDC, page 675-678. ACM, (2021)Informing Content-driven Design of Computer Programming Games: a Problems Analysis and a Game Review., and . NordiCHI, page 61. ACM, (2016)Introducing a Pairwise Comparison Scale for UX Evaluations with Preschoolers.. INTERACT (2), volume 5727 of Lecture Notes in Computer Science, page 634-637. Springer, (2009)The FaceReader: measuring instant fun of use., and . NordiCHI, page 457-460. ACM, (2006)Bridging the Gaps: Participatory Science Communication and Dissemination With and for Children., , and . IDC, page 142-156. ACM, (2024)Fun as a user gain in participatory design processes involving children: a case study., , and . IDC, page 396-404. ACM, (2018)Tangibles for children, : the challenges., , , and . CHI Extended Abstracts, page 4729-4732. ACM, (2009)