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Creating a Feedback Loop Between Persona Development and User Research Towards Better Technology Acceptance.

, , , , , , , , and . HCI (41), volume 12423 of Lecture Notes in Computer Science, page 282-298. Springer, (2020)

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Creative Art Therapy as an Efficient Way to Improve the Well-Being of People Living with Dementia., , , and . ICIMTH, volume 305 of Studies in Health Technology and Informatics, page 553-557. IOS Press, (2023)COLAEVA: Visual Analytics and Data Mining Web-Based Tool for Virtual Coaching of Older Adult Populations., , , , , , , , , and 6 other author(s). Sensors, 21 (23): 7991 (2021)Creating a Feedback Loop Between Persona Development and User Research Towards Better Technology Acceptance., , , , , , , , and . HCI (41), volume 12423 of Lecture Notes in Computer Science, page 282-298. Springer, (2020)Exploring health profiles from physical and cognitive serious game analytics., , , and . TISHW, page 1-6. IEEE, (2018)Designing an E-coaching System for Older People to Increase Adherence to Exergame-based Physical Activity., , and . ICT4AWE, page 258-263. SciTePress, (2018)Co-design the future CAPTAIN system with older adults: focusing on the e-coaching dimensions., , , , , , , , and . PETRA, page 639-644. ACM, (2019)Teaching university students co-creation and living lab methodologies through experiential learning activities and preparing them for RRI., , and . Health Informatics J., 27 (1): 146045822199120 (2021)Virtual Coaching for Older Adults at Home using SMART Goal Supported Behavior Change., , , , , and . ICMI Companion, page 251-255. ACM, (2020)Physical Training In-Game Metrics for Cognitive Assessment: Evidence from Extended Trials with the Fitforall Exergaming Platform., , , , , and . Sensors, 21 (17): 5756 (2021)Extending Exergame-Based Physical Activity for Older Adults: The e-Coaching Approach for Increased Adherence., , , , and . ICT4AgeingWell (Selected Papers), volume 982 of Communications in Computer and Information Science, page 108-125. Springer, (2018)