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Teenagers talking about energy: using narrative methods to inform design.

, , , , , and . CHI Extended Abstracts, page 2171-2176. ACM, (2012)

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Evaluating game preference using the fun toolkit across cultures., , and . BCS HCI, page 386-391. British Computer Society, (2012)iPad vs Paper Prototypes: Does Form Factor Affect Children's Ratings of a Game Concept?, , and . IDC, page 190-195. ACM, (2016)Child-Generated Personas to Aid Design Across Cultures., , , , , , and . INTERACT (3), volume 11748 of Lecture Notes in Computer Science, page 112-131. Springer, (2019)Too Cool at School - Understanding Cool Teenagers., , , , and . PsychNology Journal, 10 (2): 73-91 (2012)Behaviour change interventions: teenagers, technology and design., , , , , and . IDC, page 610-612. ACM, (2013)Applying the CHECk tool to participatory design sessions with children., , , , , and . IDC, page 253-256. ACM, (2014)Understanding teen UX: building a bridge to the future., , , , , and . CHI Extended Abstracts, page 79-82. ACM, (2014)Teenagers talking about technologies: designing technology to reduce teen energy use., , , , , , , and . CHI Extended Abstracts, page 1491-1496. ACM, (2013)Making your mind up?: the reliability of children's survey responses., , and . BCS HCI, page 437-438. ACM, (2011)On being cool: exploring interaction design for teenagers., , , , , and . BCS HCI, page 10. British Computer Society, (2013)