Publications
Post-Hackathon Learning Circles: Supporting Lean Startup Development. In CHI 2020.
post-hackathon-learning-circles-dec27-tc.pdf
aw_hh_poster_tc.pdf
. (2020). Leveraging the Proteus Effect to Motivate Emotional Support in a Serious Game for Mental Health. Public Health and Health Systems. Retrieved from https://uwspace.uwaterloo.ca/handle/10012/15199
chan_longting.pdf
. (2019). DO FEMALE AVATARS ENCOURAGE MENTAL HEALTH SUPPORT IN GAMIFIED PEER TO PEER (P2P) COGNITIVE BEHAVIOURAL THERAPY (CBT)?. Retrieved from https://uwaterloo.ca/w3-represents/do-female-avatars-encourage-mental-health-support-gamified
Presentation_Poster
. (2019). LIFEHACK - A Serious Game and Simulation by Mongolian Youth to Educate and Motivate Students to make Healthy Choices in Mongolia. Global Health Students and Young Professionals Summit, 2018.
. (2018). Designing for Engagement in Peer-to-Peer Support Using Cognitive Behavioural Therapy with Gamification and the Proteus Effect. Inter-University Workshop, 2018. Toronto.. Retrieved from https://iuw2018.wordpress.com/session2/#4
. (2018). SmartSurveys: Does context influence whether we’ll share healthcare experience data with our smartphone? . In ACM Conference on Interactive Surfaces and Spaces 2018. Association for Computing Machinery. Retrieved from https://dl.acm.org/citation.cfm?id=3279912
. (2018). Changing Peer Support Attitudes with Avatar-based Gamification. In International Conference on Persuasive Technologies.
. (2018). Changing Peer Support Attitudes with Avatar-based Gamification. In 3rd Symposium on Computing and Mental Health: Understanding, Engaging, and Delighting Users.. Massachusetts Institute of Technology.
CMH2018_paper_02.pdf
. (2018). Changing Peer Support Attitudes with Avatar-based Gamification. In Computer Human Interaction. Association for Computing Machinery.
. (2018).