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The significant screwdriver: care, domestic masculinity, and interaction design.

, , , , and . BCS HCI, page 371-377. ACM, (2011)

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Documenting the Research Through Design Process., , , , and . Conference on Designing Interactive Systems, page 96-107. ACM, (2016)Bifurcating the User., , , , and . HCI (20), volume 10290 of Lecture Notes in Computer Science, page 313-329. Springer, (2017)Materializing digital inequalities: the digital artifacts of the marginalized in Brazil., , and . ICTD (2), page 108-111. ACM, (2013)Glitch, please: datamoshing as a medium-specific application of digital material.. DPPI, page 175-184. ACM, (2013)A tribute to Mad skill: expert amateur visuality and world of Warcraft Machinima., , , , , and . CHI, page 2019-2028. ACM, (2013)Touch style: creativity in tangible experience design., , and . Creativity & Cognition, page 281-290. ACM, (2013)Persuasive Anxiety: Designing and Deploying Material and Formal Explorations of Personal Tracking Devices., , , and . Hum. Comput. Interact., 32 (5-6): 297-334 (2017)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)The significant screwdriver: care, domestic masculinity, and interaction design., , , , and . BCS HCI, page 371-377. ACM, (2011)