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The car as an arena for gaming, , , , , and . Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion, page 233--236. ACM, (2012)Users' needs, desires, and design preferences for recommendations in the living room., , , and . Multim. Syst., 15 (3): 159-171 (2009)Are 5 buttons enough: destination input on touchscreen keyboards., , and . AutomotiveUI, page 277-280. ACM, (2012)Passagier Computer Interaktion., , , , and . MuC, page 313-316. Oldenbourg Verlag, (2013)Ethnographic insights on security, privacy, and personalization aspects of user interaction in interactive TV., , , , and . EuroITV, page 187-196. ACM, (2010)Computerized experience sampling in the car: issues and challenges., , , , and . AutomotiveUI, page 220-223. ACM, (2013)Gaming to sit safe: the restricted body as an integral part of gameplay., , , , , , , , and . Conference on Designing Interactive Systems, page 715-724. ACM, (2014)Come drive with me: an ethnographic study of driver-passenger pairs to inform future in-car assistance., , , , and . CSCW, page 1539-1548. ACM, (2013)Using emotion in games: emotional flowers., , , , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 41-48. ACM, (2007)"Dad, Stop Crashing My Car!": Making Use of Probing to Inspire the Design of Future In-Car Interfaces., , , , and . AutomotiveUI, page 27:1-27:8. ACM, (2014)