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Lifelink: a 4G experience game., and . Mobile HCI, volume 309 of ACM International Conference Proceeding Series, page 329-332. ACM, (2007)Design research for participatory policies: Paradoxes, Themes, Futures., , and . PDC (2), page 82-86. ACM, (2020)All the Way to Living Independently: Reflections on a Design Case., , and . ICCHP, volume 5105 of Lecture Notes in Computer Science, page 1001-1007. Springer, (2008)Meaningful Advertising: pervasive advertising in the experience economy., and . GI Jahrestagung, volume P-154 of LNI, page 3888-3893. GI, (2009)Enticing Sociability in an Intelligent Coffee Corner., , , and . VISUAL, volume 4781 of Lecture Notes in Computer Science, page 490-501. Springer, (2007)Creative Data Work in the Design Process., , , and . Creativity & Cognition, page 346-358. ACM, (2019)I-Candies: Supporting Semi-formal Communication in a Coffee Corner., , , and . INTERACT (2), volume 4663 of Lecture Notes in Computer Science, page 641-644. Springer, (2007)Open Data as a New Commons. Empowering Citizens to Make Meaningful Use of a New Resource., , , , , , and . INSCI, volume 10673 of Lecture Notes in Computer Science, page 212-221. Springer, (2017)Agorà 2.0: designing hybrid communities., and . C&T, page 16-25. ACM, (2013)Friend or fiend: prototyping for social cohesion., , and . ECCE, page 377-378. Mediamatica, Delft University of Technology, The Netherlands / ACM, (2010)