1. Games and movies: towards innovative co-design with users;Pedersen,2000
2. An office-based intervention to maintain parent-adolescent teamwork in diabetes management. Impact on parent involvement, family conflict, and subsequent glycemic control;Anderson;Diabetes Care,1999
3. An assessment of care of paediatric and adolescent patients with diabetes in a large district general hospital;Barton;Diabetic Med.,2003
4. M. Glasemann, A.M. Kanstrup, Evoking creativity: young diabetics design their own mobile diabetes supporter, in: Proceedings of the Eighth Danish Human–Computer Interaction Research Symposium, Aalborg, Denmark, 2008, pp. 37–41.
5. Using data to promote healthy behavior in children;Toscos,2010