All Stories

  1. Age against the machine: Exploring ethical AI design and use by, with, and for children
  2. Dimensions of Influence in Trucking: Beyond Work Community
  3. A literature review on digital twins in human-computer interaction research
  4. Familiarizing Children with Artificial Intelligence
  5. Age Against the Machine: A Call for Designing Ethical AI for and with Children
  6. Brave and Kind Superheroes – Children's Reflections on the Design Protagonist Role
  7. Uncovering Children's Situated Design Capital – A Nexus Analytic Inquiry
  8. Imagining Better Futures for Everybody – Sustainable Entrepreneurship Education for Future Design Protagonists
  9. A Series of Fortunate Accidents: Lessons Learned When Things Go Sideways in Making Projects with Children
  10. From Mild to Wild: Reimagining Friendships and Romance in the Time of Pandemic Using Design Fiction
  11. Entrepreneurship Education Meets FabLab: Lessons Learned with Teenagers
  12. Researchers’ Toolbox for the Future: Understanding and Designing Accessible and Inclusive Artificial Intelligence (AIAI)
  13. Making Sense of 3D Modelling and 3D Printing Activities of Young People: A Nexus Analytic Inquiry
  14. Assessing MyData Scenarios: Ethics, Concerns, and the Promise
  15. Embedded assumptions in design and Making projects with children
  16. Researchers' Toolbox for the Future: Empowering Children to Shape Their Future
  17. Gathering garbage or going green?
  18. "Arseing around was Fun!" – Humor as a Resource in Design and Making
  19. The role of age and gender on implementing informal and non-formal science learning activities for children
  20. Empowered to Make a Change
  21. Socializers, achievers or both? Value-based roles of children in technology design projects
  22. ‘Worksome but Rewarding’ –Stakeholder Perceptions on Value in Collaborative Design Work
  23. Exclusions in social inclusion projects: Struggles in involving children in digital technology development
  24. Empowering children through design and making
  25. You have to start somewhere
  26. What if it Switched on the Sun? Exploring Creativity in a Brainstorming Session with Children Through a Vygotskyan Perspective
  27. Finding common ground: comparing children’s and parents’ views on children’s online skills and safety
  28. Service Interaction Flow Analysis Technique for Service Personalization
  29. “Maybe Some Learn It the Hard Way”: A Nexus Analysis of Teachers Mediating Children’s Online Safety
  30. Should We Design for Control, Trust or Involvement?
  31. ‘It Has to Be Useful for the Pupils, of Course’ – Teachers as Intermediaries in Design with Children
  32. Inclusive or Inflexible
  33. The planning and building of a new residential community: A discourses survey
  34. Switching perspectives: from a language teacher to a designer of language learning with new technologies
  35. Requirements and challenges of children’s genuine participation in the technology design context
  36. Different, often invisible, participants affecting the design
  37. Designing for young people's ICT use
  38. Children and Web 2.0: What They Do, What We Fear, and What Is Done to Make Them Safe
  39. Participation in Open Strategy: Sharing Performances and Opening Backstages in Acts of Strategy
  40. Video diary as a means for data gathering with children – Encountering identities in the making
  41. A Nexus Analysis of Participation in Building an Information Infrastructure for the "Future School"
  42. Understanding technological change in schools: the entwinement of strategy and technology
  43. Who's there?
  44. Differences between success factors of IS quasi-outsourcing and conventional outsourcing collaboration: a case study of two Finnish companies
  45. "It would be handy if it had pictures, if you can't read"
  46. On the brink of adulthood
  47. Children’s Participation in Constructing the Future School
  48. Understanding human values in adopting new technology—A case study and methodological discussion
  49. Investigating the Differences between Success Factors of Conventional IS Outsourcing and Quasi-Outsourcing
  50. Imitating is a natural phenomenon when doing participatory design
  51. Evaluating Human Values in the Adoption of New Technology in School Environment
  52. Experiences from NFC Supported School Attendance Supervision for Children
  53. Bringing technology into school
  54. Examining human values in adopting ubiquitous technology in school
  55. The Formation and Management of a Software Outsourcing Partnership Process
  56. Comparing Global (Multi-site) SPI Program Activities to SPI Program Models