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Towards smart rooms for children: mapping children's needs in the context of their bedrooms in the IoT era., , and . IDC (Extended Abstracts), page 223-228. ACM, (2020)Objects for Change: A Case Study of a Tangible User Interface for Behavior Change.. TEI, page 649-654. ACM, (2015)KIP3: Robotic Companion as an External Cue to Students with ADHD., , , , , , and . TEI, page 621-626. ACM, (2016)Maketec: A Makerspace as a Third Place for Children., and . TEI, page 380-385. ACM, (2016)Reflecting on Your Child Needs: Designing a Tangible Object For Enhancing Parental Mentalization., , , and . IDC, page 583-587. ACM, (2023)Initial validation of an assistive technology to enhance executive functioning among children with ADHD., , , and . IDC, page 299-302. ACM, (2015)Digital Outdoor Play: Benefits and Risks from an Interaction Design Perspective., , , , , , and . CHI, page 284. ACM, (2018)Social Competence and STEM: Teen Mentors in a Makerspace., , and . IDC, page 595-600. ACM, (2016)Embracing Cheating in Gamified Fitness Applications., and . CHI PLAY, page 535-540. ACM, (2015)Designing Vyo, a robotic Smart Home assistant: Bridging the gap between device and social agent., , , , and . RO-MAN, page 1019-1025. IEEE, (2016)