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Objects for Change: A Case Study of a Tangible User Interface for Behavior Change.

. TEI, page 649-654. ACM, (2015)

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Social Competence and STEM: Teen Mentors in a Makerspace., , and . IDC, page 595-600. ACM, (2016)Embracing Cheating in Gamified Fitness Applications., and . CHI PLAY, page 535-540. ACM, (2015)Designing Vyo, a robotic Smart Home assistant: Bridging the gap between device and social agent., , , , and . RO-MAN, page 1019-1025. IEEE, (2016)Towards smart rooms for children: mapping children's needs in the context of their bedrooms in the IoT era., , and . IDC (Extended Abstracts), page 223-228. ACM, (2020)The future of online therapy., , , , and . Comput. Hum. Behav., (2014)Maketec: A Makerspace as a Third Place for Children., and . TEI, page 380-385. ACM, (2016)KIP3: Robotic Companion as an External Cue to Students with ADHD., , , , , , and . TEI, page 621-626. ACM, (2016)Objects for Change: A Case Study of a Tangible User Interface for Behavior Change.. TEI, page 649-654. ACM, (2015)Design and Evaluation of a Peripheral Robotic Conversation Companion., , , , and . HRI, page 3-10. ACM, (2015)Reflecting on Your Child Needs: Designing a Tangible Object For Enhancing Parental Mentalization., , , and . IDC, page 583-587. ACM, (2023)