Experiential Learning to Teach User Experience in Higher Education in Past 20 Years: A Scoping Review
Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision
Queering E-Therapy: Considerations for the Delivery of Virtual Reality based Mental Health Solutions with LGBTQ2IA+ Communities
Enabling Multi-Material 3D Printing for Designing and Rapid Prototyping of Deformable and Interactive Wearables
Diversifying Accessibility Education: Presenting and Evaluating an Interdisciplinary Accessibility Training Program
HyperBrush: Exploring the Influence of Flexural Stiffness on the Performance and Preference for Bendable Stylus Interfaces