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"How Many Bloody Examples Do You Want?" Fieldwork and Generalisation., , and . ECSCW, page 1-20. Springer, (2013)Analysing How People Orient to and Spread Rumours in Social Media by Looking at Conversational Threads, , , , and . PLOS ONE, 11 (3): 1-29 (March 2016)"Research in the Wild": Approaches to Understanding the Unremarkable as a Resource for Design., , and . Into the Wild: Beyond the Design Research Lab, volume 48 of Studies in Applied Philosophy, Epistemology and Rational Ethics, Springer, (2020)The 'adequate' design of ethnographic outputs for practice: some explorations of the characteristics of design resources., and . Personal and Ubiquitous Computing, 7 (3-4): 147-158 (2003)Exploring the Potential of Exergames to affect the Social and Daily Life of People with Dementia and their Caregivers., , , , , and . CHI, page 62. ACM, (2018)From Front-End to Back-End and Everything In-Between: Work Practice in Game Development., , , , and . CHI PLAY, page 141-150. ACM, (2015)'Memories are made of this': explicating organisational knowledge and memory., , , , and . Eur. J. Inf. Syst., 10 (2): 113-121 (2001)Doing Design Ethnography, , and . Human-Computer Interaction Series Springer, (2012)Ethnography, CSCW and Ethnomethodology., , and . Comput. Support. Cooperative Work., 30 (2): 189-214 (2021)Cyber-Physical Systems for Knowledge and Expertise Sharing in Manufacturing Contexts: Towards a Model Enabling Design., , , , , and . Comput. Support. Cooperative Work., 28 (3-4): 469-509 (2019)