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Evaluating the Experience of Use of a Squeezable Interface., and . CHItaly, page 42-49. ACM, (2015)Robots as social mediators for children with Autism - A preliminary analysis comparing two different robotic platforms., , , , and . ICDL-EPIROB, page 1-6. IEEE, (2011)Exploring movement qualities in reciprocal engagement., , , and . ICDL-EPIROB, page 124-129. IEEE, (2014)'Make it move': playing cause and effect games with a robot companion for children with cognitive disabilities., , , , and . ECCE, page 105-112. Universitätsdruckerei Rostock, Germany / ACM, (2011)From Stigma to Objects of Desire: Participatory Design of Interactive Jewellery for Deaf Women., , , , and . ArtsIT/DLI, volume 265 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 429-438. Springer, (2018)Narratives and emotions in seniors affected by dementia: A comparative study using a robot and a toy., and . RO-MAN, page 318-323. IEEE, (2016)Anticipated, Momentary, Episodic, Remembered: the many facets of User eXperience., and . FedCSIS, volume 8 of Annals of Computer Science and Information Systems, page 1647-1655. IEEE, (2016)Social and empathic behaviours: Novel interfaces and interaction modalities., and . RO-MAN, page 217-222. IEEE, (2015)Experience over time: evaluating the experience of use of a squeezable interface in the medium term., and . Multimedia Tools Appl., 76 (4): 5095-5116 (2017)Game of Stimuli: an Exploratory Tangible Interface Designed for Autism., , and . ECCE, page 30:1-30:2. ACM, (2015)