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Designing Games for Vision Screening: Lessons Learned from Observing Preschool Video Game Play.

, , , , and . CHI PLAY (Companion), page 439-445. ACM, (2018)

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Using Design Fiction to Explore the Ethics of VR 'In the Wild'., , , , , , and . TVX, page 293-299. ACM, (2019)The Sugargotchi: An Embodied Digital Pet to Raise Children's Awareness of their Dental Health and Free Sugar Consumption., , , , and . CHI PLAY (Companion), page 242-247. ACM, (2020)Gorilla game lab: exploring modularity, tangibility and playful engagement in cognitive enrichment design., , , , , , and . ACI, page 6:1-6:13. ACM, (2018)An Intersectional Lifecourse Lens and Participatory Methods as the Foundations for Co-Designing with and for Minoritised Older Adults., , , , and . Proc. ACM Hum. Comput. Interact., 8 (CSCW1): 1-29 (2024)Trove: A Digitally Enhanced Memory Box for Looked after and Adopted Children., , , , , and . IDC, page 458-463. ACM, (2019)Designing Games for Vision Screening: Lessons Learned from Observing Preschool Video Game Play., , , , and . CHI PLAY (Companion), page 439-445. ACM, (2018)BrainQuest: an active smart phone game to enhance executive function., , and . IDC, page 59-68. ACM, (2015)Towards A Design For Life: Redesigning For Reminiscence With Looked After Children., , , , , , and . CHI, page 1-14. ACM, (2020)