sample of publications
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articles
- Co-designing sensory feedback to transform body sensations to support overcoming barriers to physical activity.. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies. 8:1-31. 2024
- Think-4-EmCoDe framework: Highlighting key qualities in embodied co-design techniques for children. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES. 177. 2023
- Intercorporeal Biofeedback for Movement Learning. ACM Transactions on Computer-Human Interaction. 30:1-40. 2023
- Body-centric computing: results from a weeklong Dagstuhl seminar in a German castle. Interactions (Interactions). 25:34-39. 2018
- Documenting the Elusive and Ephemeral in Embodied Design Ideation Activities. Multimodal Technologies and Interaction. 2:1-40. 2018
- Embracing first-person perspectives in soma-based design. Informatics. 5. 2018
- Designing for transformative play. ACM Transactions on Computer-Human Interaction. 24:18:1-18: 28. 2017
- Bodystorming for movement-based interaction design. Human Technology. 12:193-251. 2016
- Yamove! A movement synchrony game that choreographs social interaction. Human Technology. 12:74-102. 2016
- Migration between two embodiments of an artificial pet. International Journal of Humanoid Robotics. 11. 2014
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books
- Playful Wearables: Understanding the Design Space of Wearables for Games and Related Experiences. Cambridge: MIT Press, Cambridge, MA. 2024
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conference contributions
- Body Transformation: An Experiential Quality of Sensory Feedback Wearables for Altering Body Perception. 1-19. 2024
- Co-designing sensory feedback to transform body sensations to support overcoming barriers to physical activity.. 1-31. 2024
- Embodied Hybrid Bodystorming to Design an XR Suture Training Experience. 1-12. 2024
- Towards a Minimalist Embodied Sketching Toolkit for Wearable Design for Motor Learning. 1-7. 2024
- Design Resources in Movement-based Design Methods: a Practice-based Characterization. 871-888. 2023
- Edu-larp @ CHI 2023
- Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe. 1-16. 2023
- Technology, Movement, and Play Is Hampering and Boosting Interactive Play. 231-234. 2023
- Anywear Academy: A Larp-based Camp to Inspire Computational Interest in Middle School Girls. 1192-1208. 2022
- Exploring and Materialising Bodily Experiences of Security through Lenses of Feminist HCI practices. 1-5. 2022
- Exploring the Design Space for Body Transformation Wearables to Support Physical Activity through Sensitizing and Bodystorming. 1-9. 2022
- Move to Design: Tactics and Challenges of Playful Movement-based Interaction Designers' Experiences during the Covid-19 Pandemic. 1-8. 2022
- Exploring the design space of immersive social fitness games: The imsofit games model. 1-14. 2021
- Physicalwarm-up games exploring the potential of play and technology design. 1-14. 2021
- Special Interest Group: The Present and Future of Esports in HCI. 1-4. 2021
- The Design Space of Wearables for Sports and Fitness Practices. 1-14. 2021
- Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design?. 1-8. 2020
- Chasing play potentials in food culture: Embracing children's perspectives. 46-53. 2020
- Chasing play potentials in food culture: Learning from traditions to inspire future human-food interaction design. 979-991. 2020
- Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda. 1-14. 2020
- Training Body Awareness and Control with Technology Probes: A Portfolio of Co-Creative Uses to Support Children with Motor Challenges. 823-835. 2020
- Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players. 5-18. 2019
- BalBoa: A balancing board for handstand training. 1-6. 2019
- Chasing Play Potentials in Food Culture to Inspire Technology Design. 829-834. 2019
- Chasing play potentials: Towards an increasingly situated and emergent approach to everyday play design. 1265-1277. 2019
- Circus, Play and Technology Probes: Training Body Awareness and Control with Children. 1223-1236. 2019
- Demo: A social wearable that affords vulnerability. 272-273. 2019
- Design framework for social wearables. 1001-1015. 2019
- Designing 'true colors': A social wearable that affords vulnerability. 1-14. 2019
- Designing for play that permeates everyday life: Towards new methods for situated play design. 1-4. 2019
- Enlightened Yoga: Designing an Augmented Class with Wearable Lights to Support Instruction. 1017-1031. 2019
- Exercube vs. Personal trainer: Evaluating a holistic, immersive, and adaptive fitness game setup. 1-15. 2019
- Exploring the pace of an endless runner game in stationary and mobile settings. 543-550. 2019
- Fiddling, Pointing, Hovering, and Sliding: Embodied Actions with Three Evaluation Tools for Children. 59-72. 2019
- Larping (live action role playing) as an embodied design research method. 389-392. 2019
- Super Trouper: The playful potential of interactive circus training. 511-518. 2019
- Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching. 525-534. 2019
- Using Training Technology Probes in Bodystorming for Physical Training. 1-8. 2019
- Workshop presentation of a social wearable that affords vulnerability. 461-462. 2019
- 'Not Too Much, Not Too Little' Wearables For Group Discussions. 1-6. 2018
- Designing Future Social Wearables with Live Action Role Play (Larp) Designers. 1-14. 2018
- Exteriorizing Body Alignment in Collocated Physical Training. 1-6. 2018
- Firefly: A social wearable to support physical connection of larpers. 1-4. 2018
- Movement correction in instructed fitness training: Design recommendations and opportunities. 1041-1054. 2018
- Sensory bodystorming for collocated physical training design. 247-259. 2018
- Social Affordances at Play: Game Design Toward Socio-Technical Innovationv. 1-10. 2018
- Spokeit: A co-created speech therapy experience. 1-4. 2018
- Spokeit: Building a mobile speech therapy experience. 1-12. 2018
- What's it mean to "Be Social" in VR?: Mapping the social VR design ecology. 289-294. 2018
- All the feels: Designing a tool that reveals streamers' biometrics to spectators. 1-6. 2017
- Bio-Sensed and Embodied Participation in Interactive Performance. 197-208. 2017
- Design, Appropriation, and Use of Technology in Larps. 1-4. 2017
- Paper ladder: A rating scale to collect children's opinion in user studies. 1-8. 2017
- Soma-Based Design Theory. 550-557. 2017
- Embodied Sketching. 6014-6027. 2016
- Playification: The PhySeEar case. 376-388. 2016
- Co-creating Embodied Sketches. Playing as a method to design with children. 1-7. 2015
- Do I remember you? Memory and identity in multiple embodiments. 143-148. 2013
- Memory and the design of migrating virtual agents (Extended Abstract). 1311-1312. 2013
- The Design Space of Body Games: Technological, Physical, and Social Design. 3365-3374. 2013
- The NAO models for the elderly. 187-188. 2013
- The oriboos going to Nepal: A story of playful encounters. 411. 2013
- How Do You Like Me in This: User Embodiment Preferences for Companion Agents. 112-125. 2012
- PhySeEar: Moving Yourself to Shine and Sound in Geriatric Physiotherapy Interventions. 179-182. 2012
- Revive! Reactions to Migration Between Different Embodiments When Playing With Robotic Pets. 88-97. 2012
- TEI 2011 Bodies, boogies, bugs & buddies: Shall we play?. 115-120. 2011
- ViPleo and PhyPleo: Artificial pet with two embodiments. 1-8. 2011