M. Weiser, “The Computer for the Twenty-First Century,” in Scientific American. September 1991.
 G. Moore, “Cramming More Components onto Integrated Circuits," Electronics Magazine, Vol. 38, No. 8 (April 19, 1965).
 J. Gubbi, R. Butta, S. Marusic & M. Palaniswami, (2013), “Internet of Things (IoT): A vision, architectural elements, and future directions,” In Future Generation Computer Systems, Vol 29, Elsevier, 2013, pp. 1645-1660.
 G. Lakoff, and M. Johnson, Philosophy in the Flesh: The Embodied Mind and Its Challenge to Western Thought. New York: Basic Books.
 B. Fogg, “A Behavior Model for Persuasive Design,” In Design Issue. Volume 27, Number 3, April 26, 2009.
 http://www.urenio.org/2006/02/15/the-internet-of-things/ (retrieved 23.03.2018).
 M. C. Domingo, “An overview of the Internet of Things for people with disabilities,” In Journal of Network and Computer Applications, Vol 35, Elsevier, 2012, pp.584-596.
 N. Tromp, P. Hekkert, P. Verbeek, “Design for Socially Responsible Behaviour.” In Design Issue. Volume 27, Number 3, 2011.
 D. Lockton, N. Stanton, D. Harrison, “The Design with Intent Method,” In Applied Ergonomics, Volume.41, Number.3, 2010.
 N. K. Katyal, Architecture as Crime Control: A modern guide to English usage. New York: Athenaeum, 2002.
 T. O’Riordan, & V. Heather, “Sustainable Development in Western Europe: Coming to Terms with Agenda 21,” In Environmental Politics (Frank Cass Hardcover) Series, Environmental politics; vol.6, Psychology Press, 1998.
 L. Caistor-Arendar, Design for social sustainability. London: Social Life, 2011.
 D. McKenzie-Mohr, “Promoting Sustainable Behavior: An Introduction to Community-Based Social Marketing,” In Journal of Social Issues, 2000, pp.547-548.
 S. McKenzie, Social Sustainability: Towards Some Definitions. Magill, South Australia: Hawke Research Institute, N° 27, 2004.
 R. D. Young, “Changing behavior and making it stick,” In SAGE Social Science Collections, 1993.
 S. Consolvo, D. W. McDonald, J. A. Landay, “Theory-Driven Design Strategies for Technologies that Support Behavior Change in Everyday Life,” In Proceeding CHI’09 SIGCHI Conference on Human Factors in Computing systems, 2009, pp.405-414, NY: ACM.
 W. IJsselsteijn, Y. De Kort, C. Midden, B. Eggen & E. Van Den Hoven, Persuasive Technology for Human Well-Being: Setting the Scene. Springer, 2006, pp.1-5.
 G. Zichemann, & C. Cunningham, Gamification by design. Canada: O'REILLY, 2011, p.10.
 H. Pihlajaniemi, A. Luusua, M. Teirilä, T. Österlund & T. Tanska, “Experiencing Participatory and Communicative Urban Lighting through Light Stories”. In ACM, 2012, pp.65-74.