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Learning from Games: HCI Design Innovations in Entertainment Software., , , and . Graphics Interface, page 237-246. (2003)Supporting Family Awareness with the Whereabouts Clock., , , , and . Awareness Systems, Springer, (2009)Increasing the Awareness of Daily Activity Levels with Pervasive Computing., , , , , , , and . PervasiveHealth, page 1-9. IEEE, (2006)Member-Owned Alternatives: Exploring Participatory Forms of Organising with Cooperatives., , , and . PACMHCI, 2 (CSCW): 100:1-100:19 (2018)Unpacking the television: User practices around a changing technology., and . ACM Trans. Comput.-Hum. Interact., 16 (3): 15:1-15:22 (2009)Friendly but not Friends: Designing for Spaces Between Friendship and Unfamiliarity: Short Paper., , , , , and . C&T, page 169-172. ACM, (2017)Market Design for HCI: Successes and Failures of Peer-to-Peer Exchange Platforms., and . CHI, page 4331-4343. ACM, (2017)From in the wild to in vivo: Video Analysis of Mobile Device Use., , and . MobileHCI, page 494-503. ACM, (2015)Flipping the classroom (abstract only).. SIGCSE, page 681. ACM, (2012)The sociality of fieldwork: designing for social science research practice and collaboration., and . GROUP, page 35-44. ACM, (2012)