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Teenagers talking about technologies: designing technology to reduce teen energy use.

, , , , , , , and . CHI Extended Abstracts, page 1491-1496. ACM, (2013)

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Constructing the Cool Wall: A Tool to Explore Teen Meanings of Cool., , , , , and . PsychNology Journal, 10 (2): 141-162 (2012)Thumbs-up scale and frequency of use scale for use in self reporting of children's computer experience., , and . NordiCHI, page 699-702. ACM, (2010)The Usability of Handwriting Recognition for Writing in the Primary Classroom., , and . BCS HCI, page 135-150. Springer, (2004)InCuDe: Heuristics for Enhancing Spectator Experience in Streamed Games., , and . HCI (31), volume 12211 of Lecture Notes in Computer Science, page 97-116. Springer, (2020)Designing experiments for children and robots., , and . IDC (Extended Abstracts), page 169-174. ACM, (2020)The Peer Data Labelling System (PDLS). A Participatory Approach to Classifying Engagement in the Classroom., , and . INTERACT (2), volume 14143 of Lecture Notes in Computer Science, page 224-233. Springer, (2023)Respecting and Facilitating Children's Contributions to Research, Design and Evaluation in HCI: Course Submission., and . CHI Extended Abstracts, page 126:1-126:3. ACM, (2022)Enabling children to design for others with expanded proxy design., , and . IDC, page 184-197. ACM, (2020)Using the MemoLine to capture changes in user experience over time with children., , , , , and . Int. J. Child Comput. Interact., (2016)Child-Generated Personas to Aid Design Across Cultures., , , , , , and . INTERACT (3), volume 11748 of Lecture Notes in Computer Science, page 112-131. Springer, (2019)