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Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play., , and . topiCS, 9 (2): 308-342 (2017)Demo hour., , , , , , , , , and 3 other author(s). Interactions, 21 (6): 8-11 (2014)The Haggle-O-Tron: Re-inventing Economic Transactions in Secondhand Retail., , , , , and . Creativity & Cognition, page 217-220. ACM, (2015)Watching the cars go round and round: designing for active spectating., , , , , and . CHI, page 1221-1224. ACM, (2006)iPhone in vivo: video analysis of mobile device use., , and . CHI, page 1031-1040. ACM, (2013)'Eyes free' in-car assistance: parent and child passenger collaboration during phone calls., , , and . Mobile HCI, page 332-341. ACM, (2013)Designing for Frustration and Disputes in the Family Car., , and . IJMHCI, 6 (2): 46-60 (2014)The Haggle-O-Tron: design intervention in secondhand retail., , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 137-140. ACM, (2014)Maps and Journeys: An Ethno-methodological Investigation., and . Cartographica, 40 (3): 17-33 (2005)The Trouble with Autopilots: Assisted and Autonomous Driving on the Social Road., and . CHI, page 416-429. ACM, (2017)