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SINQ: designing social media to foster everyday scientific inquiry for children.

, , and . IDC, page 503-506. ACM, (2013)

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Design partnerships for participatory librarianship: A conceptual model for understanding librarians co designing With digital youth., , and . J. Assoc. Inf. Sci. Technol., 71 (10): 1242-1256 (2020)Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic., , , , , , and . Games Cult., 17 (5): 773-794 (2022)Life goes on with Pokémon: reimagining the design of location-based games during the COVID-19 pandemic., , , and . XRDS, 28 (2): 70-75 (2021)Caring for the community: An academically based community service course in LIS., , , , and . J. Libr. Inf. Sci., 55 (1): 232-245 (March 2023)Deceptive Design Patterns in Safety Technologies: A Case Study of the Citizen App., , , , , , and . CHI, page 193:1-193:18. ACM, (2023)Participatory Approaches to the Ethics of Emerging Technologies for Children., , , , , , , and . IDC, page 795-797. ACM, (2023)Innovations in interaction design & learning., , , , and . IDC, page 462-465. ACM, (2015)Would You Rather: A Focus Group Method for Eliciting and Discussing Formative Design Insights with Children., , , , , , , , and . IDC, page 131-146. ACM, (2021)"Don't let the robots walk our dogs, but it's ok for them to do our homework": children's perceptions, fears, and hopes in social robots., , and . IDC, page 352-361. ACM, (2022)From Personal Informatics to Family Informatics: Understanding Family Practices around Health Monitoring., , , , , , and . CSCW, page 2300-2315. ACM, (2017)