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Towards a Domain-Specific Design Platform for Wheelchair User Well-being.

, , , and . UbiComp/ISWC Adjunct, page 762-765. ACM, (2018)

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Designing an Escape Room in the City for Public Engagement with AI-enhanced Surveillance., , and . CHI Extended Abstracts, ACM, (2019)The power of play: design lessons for increasing the lifespan of outdated computers., , , , , , and . CHI, page 2735-2744. ACM, (2013)Towards a Domain-Specific Design Platform for Wheelchair User Well-being., , , and . UbiComp/ISWC Adjunct, page 762-765. ACM, (2018)Using Time Pressure to Promote Mathematical Fluency., , , , and . ITS, volume 7315 of Lecture Notes in Computer Science, page 669-670. Springer, (2012)Mining Frequent Learning Pathways from a Large Educational Dataset., , and . CoRR, (2017)Cognitive artifacts: an art-science engagement.. Creativity & Cognition, page 289. ACM, (2007)The Effects of Adaptive Sequencing Algorithms on Player Engagement within an Online Game., , , , and . ITS, volume 7315 of Lecture Notes in Computer Science, page 588-590. Springer, (2012)Some consideration on the (in)effectiveness of residential energy feedback systems., , , , and . Conference on Designing Interactive Systems, page 244-247. ACM, (2010)Monster Mischief: Designing a Video Game to Assess Selective Sustained Attention., , , and . IJGCMS, 7 (4): 18-39 (2015)RumbleBlocks: Teaching science concepts to young children through a Unity game., , , , , , , , , and 6 other author(s). CGAMES, page 162-166. IEEE Computer Society, (2012)