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From development in the laboratory to deployment in the home: Trouble and strife with sensor networks., , , , and . LCN, page 864-871. IEEE Computer Society, (2007)Ambient wood: designing new forms of digital augmentation for learning outdoors., , , , , , , , , and 2 other author(s). IDC, page 3-10. ACM, (2004)MUDdling Through., , , and . HICSS (2), page 539-548. IEEE Computer Society, (1997)Getting more out of your images: augmenting photos for recollection and reminiscence., and . BCS HCI, page 467-472. ACM, (2011)Sitting in the Same Boat: A Case Study of a Combined Awareness System and Behaviour Change Technology., , and . OZCHI, page 309-313. ACM, (2015)Migration of a sharing platform from Copenhagen to Aarhus: a live exploration of how social innovations may travel., , , , , , , and . PDC (2), page 107-108. ACM, (2016)Integrating Textile Materials with Electronic Making: Creating New Tools and Practices., and . Tangible and Embedded Interaction, page 158-165. ACM, (2018)Curball--A Prototype Tangible Game for Inter-Generational Play., , , and . WETICE, page 412-418. IEEE Computer Society, (2006)Workshop on Computer Mediated Social Offline Interactions (SOFTec 2012)., , , , and . UbiComp, page 790-791. ACM, (2012)Exploring the space of near-future design with children., , and . NordiCHI, page 351-360. ACM, (2006)