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Training Technology Probes Across Fitness Practices: Yoga, Circus and Weightlifting.

, , , and . CHI Extended Abstracts, page 1-8. ACM, (2020)

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Intercorporeal Biofeedback for Movement Learning., , and . ACM Trans. Comput. Hum. Interact., 30 (3): 43:1-43:40 (2023)On Futuring Body Perception Transformation Technologies: Roles, Goals and Values., , , , , , and . MindTrek, page 169-181. ACM, (2023)Circus, Play and Technology Probes: Training Body Awareness and Control with Children., , , and . Conference on Designing Interactive Systems, page 1223-1236. ACM, (2019)Designing for Instructed Physical Training.. TEI, page 706-708. ACM, (2018)BalBoa: A Balancing Board for Handstand Training., , , and . CHI Extended Abstracts, ACM, (2019)Exploring the Design Space of Immersive Social Fitness Games: The ImSoFit Games Model., , , , and . CHI, page 442:1-442:14. ACM, (2021)Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction., , , and . Conference on Designing Interactive Systems, page 1017-1031. ACM, (2019)Super Trouper: The Playful Potential of Interactive Circus Training., , , and . CHI PLAY (Companion), page 511-518. ACM, (2019)Co-Designing Sensory Feedback for Wearables to Support Physical Activity through Body Sensations., , , , , , , , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 8 (1): 40:1-40:31 (March 2024)Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design., , , , , , , , and . Conference on Designing Interactive Systems, page 979-991. ACM, (2020)