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Slow, Unaware Things Beyond Interaction., and . Funology, 2nd ed., Springer, (2018)WELCOME: HCI and the future., and . Interactions, 23 (1): 5 (2016)Experience and design methods: cross-dressing and border-crossings., and . Digit. Creativity, 15 (4): 193-196 (2004)Two Years or More of Co-speculation: Polylogues of Philosophers, Designers, and a Tilting Bowl., , and . ACM Trans. Comput. Hum. Interact., 29 (5): 47:1-47:44 (2022)Framing complexity, design and experience: A reflective analysis.. Digit. Creativity, 16 (2): 65-78 (2005)Rules and ontologies in support of real-time ubiquitous application., , and . J. Web Semant., 3 (1): 5-22 (2005)Experience Structuring Factors Affecting Learning in Kurio Museum Guide for Families, , , , , , , and . Learning in the Synergy of Multiple Disciplines, Proceedings of the EC-TEL 2009, volume 5794 of Lecture Notes in Computer Science, Berlin/Heidelberg, Springer, (October 2009)Exploring the Potential of Apple Face ID as a Drag, Queer and Trans Technology Design Tool., , , and . Conference on Designing Interactive Systems, page 1654-1667. ACM, (2021)Steampunk as design fiction., , and . CHI, page 1583-1592. ACM, (2012)HCI interventions with nonprofit organizations: tactics for effective collaboration., , , , and . CHI Extended Abstracts, page 877-880. ACM, (2014)