All Stories

  1. Feedback, Control, or Explanations? Supporting Teachers With Steerable Distractor-Generating AI
  2. GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research
  3. Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development
  4. Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults
  5. Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure Process
  6. Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding
  7. Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms
  8. miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
  9. Flexible Activity Tracking for Older Adults Using Mobility Aids — An Exploratory Study on Automatically Identifying Movement Modality
  10. Designing and evaluating explainable AI for non-AI experts: challenges and opportunities
  11. The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology
  12. Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children
  13. Explaining Call Recommendations in Nursing Homes: a User-Centered Design Approach for Interacting with Knowledge-Based Health Decision Support Systems
  14. Towards Predicting Hexad User Types from Mobile Banking Data
  15. Immersive Virtual Reality for Older Adults
  16. TIEVis: a Visual Analytics Dashboard for Temporal Information Extracted from Clinical Reports
  17. Exploring Tangible Algorithmic Imaginaries in Movie Recommendations
  18. Wearable Physical Activity Tracking Systems for Older Adults—A Systematic Review
  19. From Promoting Dignity to Installing Distrust: Understanding the Role of Continence Care Technology in Nursing Homes
  20. Middle-Aged Video Consumers' Beliefs About Algorithmic Recommendations on YouTube
  21. Designing a Tablet-Based Application for Self-Assessment Questionnaires with Nursing Home Residents
  22. Critical Reflections on Technology to Support Physical Activity among Older Adults
  23. Ageing is Not a Disease
  24. Juicy Game Design
  25. Age? It's in the Game
  26. Video games for mental health
  27. Skweezee for Processing
  28. Forum on Video Games for Mental Health
  29. The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits
  30. Can Card Games Be Used to Assess Mild Cognitive Impairment?
  31. Games for the Assessment and Treatment of Mental Health
  32. Design and Preliminary Validation of The Player Experience Inventory
  33. Lenses of Motivational Design for mHealth
  34. Challenging group dynamics in participatory design with children