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Exploring Creativity and Learning through the Construction of (Non-Digital) Board Games in HCI Courses.. ITiCSE, стр. 246-251. ACM, (2020)"My Life Doesn't Have to Be an Open Book": A Model to Help Designers to Enhance Privacy Controls on Social Network Sites., и . HCI (24), том 8533 из Lecture Notes in Computer Science, стр. 387-399. Springer, (2014)Just Rate It! Gamification as Part of Recommendation., , и . HCI (3), том 8512 из Lecture Notes in Computer Science, стр. 786-796. Springer, (2014)Do Gender and Age Matter? A User Study on Differences in Photo Collection Management., , , , и . HCI (3), том 8512 из Lecture Notes in Computer Science, стр. 199-207. Springer, (2014)How to Join Theoretical Concepts, Industry Needs and Innovative Technologies in HCI Courses? The Big Challenge of Teaching HCI., , , и . HCI (1), том 9169 из Lecture Notes in Computer Science, стр. 27-36. Springer, (2015)Online Ethnography Studies in Computer Science: A Systematic Mapping., , и . HCI (13), том 10913 из Lecture Notes in Computer Science, стр. 32-45. Springer, (2018)Overview of the Brazilian Computer Society's Council for Human-Computer Interaction (CEIHC)., , , , и . INTERACT (4), том 6949 из Lecture Notes in Computer Science, стр. 679-680. Springer, (2011)Inspeção semiótica e avaliação de comunicabilidade: identificando falhas de comunicabilidade sobre as configurações de privacidade do Facebook., , , , и . IHC (Companion), стр. 73-74. Brazilian Computer Society / ACM, (2012)978-85-7669-262-1.Uma introdução à engenharia semiótica: conceitos e métodos., , и . IHC, стр. 356-358. Brazilian Computer Society / ACM, (2013)Data visualization on focus: exploring communicability of dashboards generated from BI tools., , , , , , , и . IHC, стр. 43:1-43:6. ACM, (2020)