| 2017 | The development and use of personas in a user-centred mHealth design project. | Leanna Woods, Elizabeth Cummings, Jed Duff, Kim Walker |
| 2017 | Towards thriving: extending computerised cognitive behavioural therapy. | Cara Wilson, Steve Draper, Margot Brereton, Daniel M. Johnson |
| 2017 | Experience of designing and deploying a tablet game for people with dementia. | Bree J. Westphal, Hyowon Lee, Ngai-Man Cheung, Chor Guan Teo, Wei Kiat Leong |
| 2017 | Strive: exploring assistive haptic feedback on the run. | Frederik Mrch Valsted, Christopher V. H. Nielsen, Jacob Qvist Jensen, Tobias Sonne, Mads Mller Jensen |
| 2017 | Exploring relatedness in single-player video game play. | April Tyack, Peta Wyeth |
| 2017 | Appeal of online collectible card games: social features of hearthstone. | Selen Trkay, Sonam Adinolf |
| 2017 | Proposing augmentation of live sporting events with gamification and social sharing. | Alexandra Thompson, Leigh Ellen Potter |
| 2017 | Diversity and coherence in a hackerspace for people from a low socioeconomic community. | Jennyfer Lawrence Taylor, Dhaval Vyas, Tony Sharp |
| 2017 | WePatch: a system enabling users to improve bad user interfaces on the web. | Kazuki Tajima, Satoshi Nakamura |
| 2017 | Designing an app for pregnancy care for a culturally and linguistically diverse community. | Wally Smith, Greg Wadley, Oliver Daly, Marianne Webb, Jo Hughson, John Hajek, Anna Parker, Robyn Woodward-Kron, David Story |
| 2017 | Co-designing interactive applications with adults with intellectual disability: a case study. | Laurianne Sitbon, Shanjana Farhin |
| 2017 | Data in the garden: a framework for exploring provocative prototypes as part of research in the wild. | Geraint Rhys Sethu-Jones, Yvonne Rogers, Nicolai Marquardt |
| 2017 | The bird is the word: a usability evaluation of emojis inside text passwords. | Tobias Seitz, Florian Mathis, Heinrich Hussmann |
| 2017 | PASDJO: quantifying password strength perceptions with an online game. | Tobias Seitz, Heinrich Hussmann |
| 2017 | Challenges of situational impairments during interaction with mobile devices. | Zhanna Sarsenbayeva, Niels van Berkel, Chu Luo, Vassilis Kostakos, Jorge Gonalves |
| 2017 | Birdsound: enticing urban dwellers to engage with local birds around their home. | Mangalam Sankupellay, Anna Kalma, Sean Magin, Jessica L. Cappadonna, Paul Roe, Margot Brereton |
| 2017 | Otago polytechnic accessibility software hub: an open source repository of accessibility software for motor impairment. | David Rozado Fernandez, Patricia Haden |
| 2017 | Exploring the flexibility of everyday practices for shifting energy consumption through clockcast. | Majken Kirkegaard Rasmussen, Mia Kruse Rasmussen, Nervo Verdezoto, Robert S. Brewer, Laura L. Nielsen, Niels Olof Bouvin |
| 2017 | Does culture matter?: understanding the impact of cultural contents in digital games on older people. | Aung Pyae, Leigh Ellen Potter |
| 2017 | To be (me) or not to be?: photorealistic avatars and older adults. | Arushi Puri, Steven Baker, Thuong N. Hoang, Romina Carrasco Zuffi |
| 2017 | Regen: collaborative co-production of upcycled products. | Namrata Primlani, Shreeyash Salunke, Kavya D, Sagar Sutar, Kshitiz Sharma |
| 2017 | Deepening user involvement through living labs. | Gareth Priday, Sonja Pedell |
| 2017 | The transition of stroke survivors from hospital to home: understanding work and design opportunities. | Bernd Ploderer, Jonathon Stuart, Vivian Tran, Theresa L. Green, Jennifer Muller |
| 2017 | Exploring in-hospital rehabilitation exercises for stroke patients: informing interaction design. | Michelle Pickrell, Elise van den Hoven, Bert Bongers |
| 2017 | Collective interaction: a designerly visual analysis of seven research prototypes. | Marianne Graves Petersen, Majken Kirkegrd Rasmussen, Peter Gall Krogh |