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More Samples of One: Weaving First-Person Perspectives into Mainstream HCI Research.

, , , , , , , , , and . Conference on Designing Interactive Systems (Companion Volume), ACM, (2024)

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The playful experiences (PLEX) framework as a guide for expert evaluation., , , , and . DPPI, page 221-230. ACM, (2013)EgoFlecto: stimulating being calm and in control through self-reflection in the context of driving., , , and . MindTrek, page 92-97. ACM, (2015)Collaboration Meets Interactive Surfaces and Spaces (CMIS): Walls, Tables, Mobiles, and Wearables., , , , , and . ISS, page 505-508. ACM, (2016)Beyond the switch: explicit and implicit interaction with light., , , , , and . NordiCHI, page 785-788. ACM, (2014)Collaborative use of mobile phones for brainstorming., , and . Mobile HCI, page 337-340. ACM, (2010)MobiComics: collaborative use of mobile phones and large displays for public expression., , and . Mobile HCI, page 383-392. ACM, (2012)Integrated Workflows: Generating Feedback Between Digital and Physical Realms., and . CHI, page 60. ACM, (2019)Interaction and Humans in Internet of Things., , , , , and . INTERACT (4), volume 9299 of Lecture Notes in Computer Science, page 633-636. Springer, (2015)The PLEX Cards and its techniques as sources of inspiration when designing for playfulness., and . Int. J. Arts Technol., 6 (1): 22-43 (2013)Persuasive Technologies in Education: Improving Motivation to Read and Write for Children., , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 142-153. Springer, (2006)