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Making chocolate-covered broccoli: designing a mobile learning game about food for young people with diabetes
Assessing the amount of carbohydrates in their food is central for people with diabetes mellitus on intensive insulin therapy. This can be a challenging task for adults, but it is particularly so forExpand
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Design for more: an ambient perspective on diabetes
The purpose of the present study is to establish a foundation for participatory design (PD) between IT professionals and people with chronic diseases resulting in IT-supported compensation in dailyExpand
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Emotions on diabetes: a design case of user mock-ups by young people living with diabetes
This paper reports a design research case on mobile learning technology for children and teenagers living with the chronic illness diabetes. A central focus in the design process was to understandExpand
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IT-services for everyday life with diabetes: learning design, community design, inclusive design
The paper presents three directions for design of IT-services supporting everyday living with the chronic illness diabetes.
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Using iterative design and development for mobile learning systems in school projects
Different approaches have been proposed on the use of digital and interactive technology in mobile learning contexts. In line with recent findings in the literature, we suggest that mobile learningExpand
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THE MOLES AND MINI MOLES SOFTWARE SYSTEM: BRIDGING THE GAP BETWEEN INDOOR AND OUTDOOR LEARNING
In this paper, we present Moles and Mini Moles, a combination of learning software tools that serve in bridging the gap between inside and outside classroom learning experiences. Secondary schoolExpand
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IT for learning diabetes.
This paper calls for IT supporting learning of diabetes self-management. Challenges of self-management and traditional IT tools for self-management are outlined--problems with data discipline,Expand
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