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Eugenie: gestural and tangible interaction with active tokens for bio-design., , , , and . UIST (Adjunct Volume), page 127-128. ACM, (2014)SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design., , , , , , and . TEI, page 141-149. ACM, (2016)Augmenting spatial skills with semi-immersive interactive desktop displays: do immersion cues matter?, , , , and . AH, page 53-60. ACM, (2015)Teaching Computational Thinking Through Bio-Design (Abstract Only)., , and . SIGCSE, page 698. ACM, (2016)DIY Assistive Technology for Others: Considering Social Impacts and Opportunities to Leverage HCI Techniques., and . FabLearn, page 152-155. ACM, (2019)Computational Thinking in the Making: Lessons for Second Graders in a STEM Computer Science Immersion School., , , and . SIGCSE, page 1276. ACM, (2019)Exploring the Use of Google Glass in Wet Laboratories., , , and . CHI Extended Abstracts, page 2103-2108. ACM, (2015)Bringing Ethics and Justice into CS1 Courses through Data that Shows an Incomplete Picture., , and . SIGCSE (2), page 1131. ACM, (2022)Dimensional Reasoning and Research Design Spaces., , and . Creativity & Cognition, page 367-379. ACM, (2017)Eugenie: Multi-Touch and Tangible Interaction for Bio-Design., , , , and . TEI, page 217-224. ACM, (2015)