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Proceedings of the 2017 Conference on Interaction Design and Children
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Proceedings of the 2017 Conference on Interaction Design and Children (2017)Proceedings of the 2017 Conference on Int…Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Escape From Passive Learning:…Democratizing technology in a public library: A nexus analytical inquiry into a Hebocon maker activity (2024)Democratizing technology in a…Alexa doesn't have that many feelings: Children's understanding of AI through interactions with smart speakers in their homes (2023)Alexa doesn't have that many …“Hey, Alexa” “Hey, Siri”, “OK Google” ….” exploring teenagers’ interaction with artificial intelligence (AI)-enabled voice assistants during the COVID-19 pandemic (2023)“Hey, Alexa” “Hey, Siri”, “OK…Touching plantation memories : tourists and docents at the museum (2014)Touching plantation memories …A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects. (2014)A Model for the Design of Puz…THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)The Art of Computer Game Design (1984)Digital Game-Based Learning (2020)The cultural biography of things: commoditization as process (1986)The Social Life of Things (1986)Between Memory and History: Les Lieux de Mémoire (1989)Using thematic analysis in psychology (2006)Measurement Instruments for the Anthropomorphism, Animacy, Likeability, Perceived Intelligence, and Perceived Safety of Robots (2008)The Uncanny Valley [From the Field] (2012)User Acceptance of Information Technology: Toward A Unified View1 (2003)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Privacy Ethics Alignment in AI: A Stakeholder-Centric Framework for Ethical AI (2025)The impact of artificial intelligence on behavioral intentions to use mobile banking in the post-COVID-19 era (2025)Ethical AI for Young Digital Citizens: A Call to Action on Privacy Governance (2026)A Ladder Of Citizen Participation (1969)Outline of a Theory of Practice (1977)The Interaction Order: American Sociological Association, 1982 Presidential Address (1983)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative research and evaluation methods (1980)
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  • 2023Alexa doesn't have that many feelings: Children's understanding of AI through interactions with smart speakers in their homes69 cited
  • 2014A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects.38 cited
  • 2023“Hey, Alexa” “Hey, Siri”, “OK Google” ….” exploring teenagers’ interaction with artificial intelligence (AI)-enabled voice assistants during the COVID-19 pandemic19 cited
  • 2024Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education10 cited
  • 2014Touching plantation memories : tourists and docents at the museum2 cited
  • 2024Democratizing technology in a public library: A nexus analytical inquiry into a Hebocon maker activity1 cited

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