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Evaluating Software for Affective Education: A Case Study of the Affective Walkthrough., , and . HCI (27), volume 618 of Communications in Computer and Information Science, page 226-231. Springer, (2016)Activity Theory for Design From Checklist to Interview - From Checklist to Interview., , and . HWID, volume 221 of IFIP, page 1-25. Springer, (2006)Cognitive dimensions of a game scripting tool., and . Future Play, page 97-104. ACM, (2007)Improving text passwords through persuasion., , , and . SOUPS, page 1-12. ACM, (2008)Do you see your password?: applying recognition to textual passwords., , and . SOUPS, page 8. ACM, (2012)Hacking with multi-touch for Java (MT4j)., , , and . Mobile!@SPLASH, page 17-20. ACM, (2016)Postmodern prospects for conceptual modelling., and . APCCM, volume 53 of CRPIT, page 11-20. Australian Computer Society, (2006)Factoring culture into the design of a persuasive game., , , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 213-220. ACM, (2006)From pushing buttons to play and progress: value and interaction in fable., , , and . AUIC, volume 50 of CRPIT, page 61-68. Australian Computer Society, (2006)Influencing users towards better passwords: persuasive cued click-points., , , and . BCS HCI (1), page 121-130. BCS, (2008)