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Redefining toys, games and entertainment products by teaching about playful interactions.

, , , and . IJART, 3 (1): 17-35 (2010)

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Let's Make Things Engaging., , , , and . Funology, 2nd ed., Springer, (2018)How Design-inclusive UXR Influenced the Integration of Project Activities: Three Design Cases from Industry., , , , and . CHI, page 1408-1418. ACM, (2017)XChanging Perspectives: Enriching Multi-stakeholder Deliberation with Embodiment in Participatory Society., , , and . CeDEM, page 147-156. IEEE Computer Society, (2017)An Intuitive Two-Handed Gestural Interface for Computer Supported Product Design., , and . Gesture Workshop, volume 1371 of Lecture Notes in Computer Science, page 197-208. Springer, (1997)Slots-story: facilitate inter-generational life story sharing and preservation of the elderly., , , and . NordiCHI, page 691-695. ACM, (2018)XChanging Perspectives: An Interactive System for Participatory Sensemaking., , , , and . Conference on Designing Interactive Systems, page 259-269. ACM, (2017)Designing for diversity: developing complex adaptive tangible products., , , , and . Tangible and Embedded Interaction, page 155-158. ACM, (2007)Squeeze, rock, and roll; can tangible interaction with affective products support stress reduction?, , and . Tangible and Embedded Interaction, page 105-108. ACM, (2008)Embodying culture: Interactive installation on women's rights., , , , , , and . First Monday, (2015)Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction., , and . Personal and Ubiquitous Computing, 11 (8): 677-690 (2007)