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Human-computer interaction and the older adult: an example using user research and personas.

, , and . PETRA, ACM, (2010)

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Hey, let's take a selfie: insights of selfie defamiliarisation in the classroom., , , and . Online Inf. Rev., 47 (5): 820-837 (2023)Building an Argument for the Use of Science Fiction in HCI Education., and . CoRR, (2018)Combining Augmented Cognition and Gamification., , and . HCI (24), volume 8027 of Lecture Notes in Computer Science, page 676-684. Springer, (2013)Dance! Don't Fall - Preventing Falls and Promoting Exercise at Home., , and . pHealth, volume 177 of Studies in Health Technology and Informatics, page 254-259. IOS Press, (2012)Preface for the special issue on fun and engaging computing technologies for health., and . Entertain. Comput., (2016)A retrospective analysis and systematic review of the areas of entertainment computing and persuasive technologies for health., , and . Frontiers Comput. Sci., (2023)Science Fiction - An Untapped Opportunity in HCI Research and Education., and . HCI (18), volume 12779 of Lecture Notes in Computer Science, page 34-47. Springer, (2021)Charting Science Fiction in Computer Science Literature., and . INTETAIN, volume 429 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 100-126. Springer, (2021)Work-in-Progress: A Preliminary Study on Students' Acceptance of Chatbots for Studio-Based Learning., and . EDUCON, page 1627-1631. IEEE, (2020)Designing for Aging People., and . INTERACT (4), volume 11749 of Lecture Notes in Computer Science, page 719-724. Springer, (2019)