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Cabinet: merging designers' digital and physical collections of visual materials., , and . Personal and Ubiquitous Computing, 10 (2-3): 183-186 (2006)Designing Persuasive Interactive Environments., , , , , , and . AmI, volume 7683 of Lecture Notes in Computer Science, page 455-456. Springer, (2012)Demo hour., , , , , , , , , and 7 other author(s). Interactions, 26 (6): 8-11 (2019)ISH and the search for resonant tangible interaction., and . Personal and Ubiquitous Computing, 8 (5): 385-388 (2004)Experience Design for Interactive Products: Designing Technology Augmented Urban Playgrounds for Girls., , and . PsychNology Journal, 6 (2): 173-188 (2008)Explorascope: stimulation of language and communicative skills of multiple handicapped children through an interactive, adaptive educational toy., , , , , , and . Digit. Creativity, 18 (2): 79-88 (2007)Prototype-Centric Explorative Interaction Design Approach in the Case of Office Energy Coaches Projects., , and . HCI (18), volume 10288 of Lecture Notes in Computer Science, page 597-613. Springer, (2017)A natural human hand model., , , and . Vis. Comput., 24 (1): 31-44 (2008)The Development of LinguaBytes: An Interactive Tangible Play and Learning System to Stimulate the Language Development of Toddlers with Multiple Disabilities., , , , , , and . Adv. Human-Computer Interaction, (2008)The Interactive Installation ISH: In Search of Resonant Human Product Interaction., , and . Funology, volume 3 of Human-Computer Interaction Series, Springer, (2005)