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Touch style: creativity in tangible experience design., , and . Creativity & Cognition, page 281-290. ACM, (2013)Open Source, Open Vision: The MakerPro Network and the Broadening of Participation in Setting Taiwan's IT Vision Agenda., , and . Hum. Comput. Interact., 34 (5-6): 506-540 (2019)Persuasive Anxiety: Designing and Deploying Material and Formal Explorations of Personal Tracking Devices., , , and . Hum. Comput. Interact., 32 (5-6): 297-334 (2017)Learning About Plant Intelligence from a Flying Plum Tree: Music Recommenders and Posthuman User Experiences., and . MindTrek, page 343-346. ACM, (2022)Boundary Troubles: Here, There, Design, Make, Research., , , , , and . CHI Extended Abstracts, page 1051-1056. ACM, (2016)Wanting To Live Here: Design After Anthropocentric Functionalism., , and . CHI, page 293:1-293:24. ACM, (2021)Machinima production tools: a vernacular history of a creative medium., , , and . CHI, page 971-980. ACM, (2013)Skeu the evolution: skeuomorphs, style, and the material of tangible interactions., , and . TEI, page 53-60. ACM, (2014)SKIN: designing aesthetic interactive surfaces., , and . TEI, page 85-92. ACM, (2010)Understanding affective interaction: Emotion, engagement, and internet videos., , and . ACII, page 1-8. IEEE Computer Society, (2009)