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No need to stop: exploring smartphone interaction paradigms while cycling., , , , , , and . MUM, page 177-187. ACM, (2017)XR for First Responders: Concepts, Challenges and Future Potential of Immersive Training., , , , and . EuroXR, volume 14410 of Lecture Notes in Computer Science, page 192-200. Springer, (2023)From Bottom-up Insights to Feature Ideas: A Case Study into the Office Environments of Older Knowledge Workers., , , , , , and . HWID, volume 468 of IFIP Advances in Information and Communication Technology, page 83-96. Springer, (2015)Learning Success in Immersive Virtual Reality Training Environments: Practical Evidence from Automotive Assembly., , , and . NordiCHI, page 50:1-50:11. ACM, (2020)Be Active! Participatory Design of Accessible Movement-Based Games., , , , and . TEI, page 179-192. ACM, (2020)Insights into Internet Privacy for Visually Impaired and Blind People., , , and . ICCHP (1), volume 9758 of Lecture Notes in Computer Science, page 231-238. Springer, (2016)How does it feel? - Investigating Soft-Touch Surface Experience Dimensions., , , , , and . QoMEX, page 181-186. IEEE, (2021)Making Access: Increasing Inclusiveness in Making., , , , , , , , , and . CHI Extended Abstracts, page 89:1-89:5. ACM, (2022)Mobile location-based games to support orientation & mobility training for visually impaired students., , , and . MobileHCI, page 47:1-47:12. ACM, (2018)Smart Pocket Watch: Exploring the Design Space for Wearable Technology in Healthcare., , , , and . PETRA, page 269-272. ACM, (2018)