Using Computers to Change What We Think and Do, Science & Technology Books, 2002
Gamification. Using Game-design Elements in Non-gaming Contexts
Motivating domestic energy conservation through comparative, community-based feedback in mobile and social media
Avoiding “...too late!” - Expressing and Detecting Opportunity with EveWorks and EveXL
Nudge & influence through mobile devices
Whirlstools: Kinetic Furniture with Adaptive Affordance
The GroceryMate: Eliciting Community Empathy and Transforming It into Purposeful Action