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Teenagers talking about technologies: designing technology to reduce teen energy use.

, , , , , , , and . CHI Extended Abstracts, page 1491-1496. ACM, (2013)

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Thumbs-up scale and frequency of use scale for use in self reporting of children's computer experience., , and . NordiCHI, page 699-702. ACM, (2010)InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games., , and . HCI (31), volume 12211 of Lecture Notes in Computer Science, page 97-116. Springer, (2020)Designing experiments for children and robots., , and . IDC (Extended Abstracts), page 169-174. ACM, (2020)Respecting and Facilitating Children's Contributions to Research, Design and Evaluation in HCI: Course Submission., and . CHI Extended Abstracts, page 126:1-126:3. ACM, (2022)The Usability of Handwriting Recognition for Writing in the Primary Classroom., , and . BCS HCI, page 135-150. Springer, (2004)The Peer Data Labelling System (PDLS). A Participatory Approach to Classifying Engagement in the Classroom., , and . INTERACT (2), volume 14143 of Lecture Notes in Computer Science, page 224-233. Springer, (2023)Empirical research methods for human-computer interaction., , and . CoRR, (2024)Being heroically lost, being heroically found., , and . SEACHI@CHI, page 42-45. ACM, (2016)Interactive whiteboards in the living room?: asking children about their technologies., and . BCS HCI (2), page 147-148. BCS, (2008)Where we Succeed and Fail: Reflecting on the Challenge of doing Research with Children., , , , and . IDC, page 712-714. ACM, (2022)