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Engaging children in longitudinal behavioral studies through playful technologies.

, , , , and . IDC, page 396-399. ACM, (2013)

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Augmenting Customer Journey Maps with quantitative empirical data: a case on EEG and eye tracking, , , , , and . CoRR, (2012)What-I-See: A Tangible Visualization of Energy., , , and . AVI, page 120-127. ACM, (2016)Beyond Eco-feedback: using art and emotional attachment to express energy consumption., , , and . Creativity & Cognition, page 381-382. ACM, (2011)The state of user experience evaluation practice., , and . NordiCHI, page 93-102. ACM, (2014)SINAIS: home consumption package: a low-cost eco-feedback energy-monitoring research platform., , , and . Conference on Designing Interactive Systems, page 419-421. ACM, (2010)Mapping ConcurTaskTrees into UML 2.0., , and . DSV-IS, volume 3941 of Lecture Notes in Computer Science, page 237-248. Springer, (2005)Why don't families get along with eco-feedback technologies?: a longitudinal inquiry., , and . CHItaly, page 16:1-16:4. ACM, (2013)Fostering ambiguity: decontextualizing and repurposing a familiar public display., , , , , and . CHItaly, page 23:1-23:10. ACM, (2013)LoRattle - An Exploratory Game with a Purpose Using LoRa and IoT., , , and . ICEC-JCSG, volume 11863 of Lecture Notes in Computer Science, page 263-277. Springer, (2019)A Bridge too Far: The WISDOM Approach., and . ECOOP Workshops, volume 1743 of Lecture Notes in Computer Science, page 283. Springer, (1999)