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The WildTech Experience: a Playful Installation for Walking Through the Outcomes of a One-Month Backpacking Study.

, , , , , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 246-250. ACM, (2023)

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Wearable gaming technology: A study on the relationships between wearable features and gameful experiences., , , , and . Int. J. Hum. Comput. Stud., (January 2024)Robots as Human Companions: A Review., , and . PACIS, page 246. (2022)MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations., , , , and . CHI PLAY (Companion), page 168-172. ACM, (2020)Exploring Food based Interactive, Multi-Sensory, and Tangible Storytelling Experiences., , , , , and . Conference on Designing Interactive Systems, page 651-665. ACM, (2021)Toolkits & Wearables: Developing Toolkits for Exploring Wearable Designs., , , , , , , , , and . CHI Extended Abstracts, page 111:1-111:5. ACM, (2022)Snowflakes: A Prototyping Tool for Computational Jewelry., , , , and . CHI, page 636:1-636:15. ACM, (2021)Exploring the Application of RFID for Designing Augmented Virtual Reality Experience., , , , , and . IEEE Access, (2022)Designing and Using the Wild Probes Toolkit (v1) to Co-Design From-the-Wild., , , , , , , , , and . Conference on Designing Interactive Systems, page 765-778. ACM, (2023)Crafting Bodies and Auras: Speculative Designs for Transhuman Communication., , , , , and . MindTrek, page 354-358. ACM, (2023)Designing Gaming Wearables: From Participatory Design to Concept Creation., , , and . TEI, page 91:1-91:14. ACM, (2021)