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Trajectories of Engagement and Disengagement with a Story-Based Smoking Cessation App.

, , , , and . CHI, page 3045-3056. ACM, (2017)

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Audience experience in social videogaming: effects of turn expectation and game physicality., , , , and . CHI, page 3473-3482. ACM, (2014)The Future of Emotion in Human-Computer Interaction., , , , , , , , , and . CHI Extended Abstracts, page 93:1-93:6. ACM, (2022)Co-Designing with Orangutans: Enhancing the Design of Enrichment for Animals., , , and . Conference on Designing Interactive Systems, page 1713-1725. ACM, (2020)Trajectories of Engagement and Disengagement with a Story-Based Smoking Cessation App., , , , and . CHI, page 3045-3056. ACM, (2017)The Relationship between Process and Practice: The Case of a Sales Order Office., , and . ACIS, (2003)Frame Analysis of Voice Interaction Gameplay., , , , and . CHI, page 393. ACM, (2019)Introducing the ambivalent socialiser., , , , and . CHI, page 1511-1514. ACM, (2012)Engaging with Nature through Technology: A Scoping Review of HCI Research., , , and . CHI, page 521:1-521:18. ACM, (2023)The Hidden Rules of Hanabi: How Humans Outperform AI Agents., , and . CHI, page 757:1-757:16. ACM, (2023)Cooperating to Compete: the Mutuality of Cooperation and Competition in Boardgame Play., , and . CHI, page 193. ACM, (2018)