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Dytective: towards detecting dyslexia across languages using an online game.

, , , , and . W4A, page 29:1-29:4. ACM, (2016)

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Predicting risk of dyslexia with an online gamified test., , , , and . CoRR, (2019)"I Am Iron Man": Priming Improves the Learnability and Memorability of User-Elicited Gestures., , and . CHI, page 359:1-359:14. ACM, (2021)Assessing the Readability of Web Search Results for Searchers with Dyslexia., , , and . SIGIR, page 1069-1072. ACM, (2018)Crowdsourcing Similarity Judgments for Agreement Analysis in End-User Elicitation Studies., , and . UIST, page 177-188. ACM, (2018)Crowdlicit: A System for Conducting Distributed End-User Elicitation and Identification Studies., , and . CHI, page 255. ACM, (2019)Distributed interaction design: designing human-centered interactions in a time of social distancing., , and . Interactions, 28 (2): 82-87 (2021)Anachronism by Design: Understanding Young Adults' Perceptions of Computer Iconography., , and . Int. J. Hum. Comput. Stud., (2021)Supporting awareness of pointing behavior among diverse groups., , , , and . PervasiveHealth, page 231-234. ACM, (2016)Understanding design considerations for adaptive user interfaces for accessible pointing with older and younger adults., , , and . W4A, page 19:1-19:10. ACM, (2015)The Participatory Design of an Adaptive Interface to Support Users with Changing Pointing Ability., , , , , , and . ASSETS, page 343-344. ACM, (2017)