The preliminary DIS 2012 program is detailed below. This will be updated as new material is added to the schedule.

Full paper talks should be 20 minutes long, plus 10 minutes for questions. Short paper talks should be 10 minutes long, plus 5 minutes for questions.

Registration will be open at 8am daily.


Monday and Tuesday



Monday and Tuesday

Monday 11th June Tuesday 12th June
Doctoral Consortium

Wednesday 13th June

9:00 AM –
10:30 AM
Opening Session
Keynote: Steve Dixon
10:30 AM –
11:00 AM
11:00 AM –
12:30 PM
Design and Appropriation Research Through Design Together Alone
12:30 PM –
2:00 PM
2:00 PM –
3:30 PM
Rich Communication Children and Development Civic Engagement
3:30 PM –
4:00 PM
4:00 PM –
5:15 PM
Rural, Remote and Indigenous Curating Me, Curating You Photos and Memories
Evening Reception and Demos

Thursday 14th June

9:00 AM –
10:30 AM
Absolutely Fab Design Theory Interaction Techniques
10:30 AM –
11:00 AM
11:00 AM –
12:30 PM
Paradigm Clash In the Moment Collaborative and Participatory
12:30 PM –
2:00 PM
2:00 PM –
3:30 PM
Design Practices and Processes Materials and Senses Public Displays
3:30 PM –
4:00 PM
4:00 PM –
5:30 PM
Design Techniques Acceptability Factor Experiencing the Network
Evening Poster Session
Conference Dinner

Friday 15th June

9:00 AM –
10:45 AM
Sustainability Organisation and Productivity Engagement with Digital Artefacts
10:45 AM –
11:15 AM
11:15 AM –
12:45 PM
Game Design Responding to Emotion Designing for the Body
12:45 PM –
2:15 PM
2:15 PM –
3:45 PM
Keynote: Chris Csikszentmihályi
Closing Session


Steve Dixon is Pro-Vice-Chancellor for Strategy and Development at Brunel University, UK. He is an internationally renowned researcher in the use of computer technologies in the performing arts, and is co-director of the AHRC-funded Digital Performance Archive, which established the largest online searchable database in the field. Steve has published extensively on subjects including theatre studies, film theory, digital arts, Artificial Intelligence, and pedagogy.


Chris Csikszentmihályi is currently Professor of Media Design Matters at the Art Center College of Design, and Distinguished Visiting Professor of Art and Design Research at Parsons the New School for Design. He cofounded and directed the MIT Center for Future Civic Media (C4), which was dedicated to developing technologies that strengthen communities. He also founded the MIT Media Lab’s Computing Culture group, which worked to create unique media technologies for cultural and political applications. Trained as an artist, he has worked in the intersection of new technologies, media, and the arts for 16 years, lecturing, showing new media work, and presenting installations on five continents and one subcontinent.


Design and Appropriation

Room: Curtis Auditorium, Session Chair: Tuck Leong

Embodied Narratives: A Performative Co-Design Technique (Full)
Elisa Giaccardi, Pedro Paredes, Paloma Díaz, Diego Alvarado Orellana

This paper describes a new co-design technique for early stages of the design process called Embodied Narratives. The technique leverages children’s natural playfulness to inspire and motivate the design process, and it uses technology as a part of the design process to encourage exploration and improvisation in familiar, lived settings.

Crafting Quality in Design: Integrity, Creativity, and Public Sensibility (Full)
Shaowen Bardzell, Daniela K. Rosner, Jeffrey Bardzell

To enrich the design research community’s notions of quality, we studied to the techniques and values of master craftspeople. The research sheds light on the qualities of interacting with integrity, the pleasures of self-expression through creative interaction with materials, and the benefits of positioning creative work in relation to the material resources, aesthetic tastes, and socio-economic needs of a public.

Kolab: Appropriation & Improvisation in Mobile Tangible Collaborative Interaction (Short)
Nicholas Dalton, Gordon MacKay, Simon Holland

Current design guidelines for TUIs tangible systems suggest that design of the tangible tokens is an important consideration in the design of tangible interaction. During the design of Kolab – a nomadic tangible interaction system- we found evidence that when permitted to improvise their own tangibles users did not seem to find the system highly impaired as might be suspected.

Design Tools in Practice: Studying the Designer-Tool Relationship in Interaction Design (Short)
Erik Stolterman, James Pierce

We present findings from interviews with professional interaction designers. The purpose of the study was to examine the relationship between interaction designers and their design tools — specifically the reasons behind their choice of tools. We argue that a deeper understanding of the complexity of the designer-tool relationship can make a difference for both design education and practice.

Research Through Design

Room: Lecture Theatre 2, Session Chair: Jodi Forlizzi

Dynamics of Research through Design (Full)
Ditte Amund Basballe, Kim Halskov

This paper uses a case study to investigate Research through Design at a micro-level, and to establish how, by use of various artefacts functioning as boundary objects, the interplay between research and design interests evolves, via a complex dynamic that continuously couples, interweaves, and decouples these two interests.

The Logic of Annotated Portfolios: Communicating the Value of ‘Research Through Design’ (Full)
John Bowers

This paper concerns how the work of Research Through Design (RtD) is best communicated in Human Computer Interaction (HCI). As an alternative to calls to make RtD more rigourous and accountable to established methods in HCI, I propose ‘annotated portfolios’ as a way of giving identity and impact to collections of related artefacts.

Processlessness: Staying Open to Interactional Possibilities (Short)
Joon-Suk Lee, Stacy Branham, Deborah Tatar, Steve Harrison

In opposition to the long established computer science tradition of system design that values the full capture and automation of processes, this paper argues an alternative. At least on some occasions, the intentional omission of process can open up new possibilities for interactions and experiences.

Discursive Navigation of Online News (Short)
Symon Oliver, Guia Gali, Fanny Chevalier, Sara Diamond

This article attempts to explore the potential for design to be influenced and directed by themes found within the humanities. Our primary influence can be found within philosophy and cultural studies. The outcome of this exploration is a framework for visualizing and navigating online news media, through an associative network of concrete and abstract connections.

Together Alone

Room: Lecture Theatre 3, Session Chair: Peter Dalsgaard

Clique Trip: Feeling Related in Different Cars (Full)
Martin Knobel, Marc Hassenzahl, Melanie Lamara, Tobias Sattler, Josef Schumann, Kai Eckoldt, Andreas Butz

This case study, the Clique Trip, is an example of designing a positive social (i.e. relatedness) experience in the automotive context, addressing the analysis, the design, and the evaluation of the experience. The Clique Trip experience creates a feeling of closeness and relatedness among friends when being in a “motorcade”.

Telematic Dinner Party: Designing for Togetherness through Play and Performance (Full)
Pollie Barden, Rob Comber, David Green, Daniel Jackson, Cassim Ladha, Tom Bartindale, Nick Bryan-Kinns, Tony Stockman, Patrick Olivier

The Telematic Dinner Party aims to recreate and re- imagine something everyday, just eating with others, a social communion. Something that is for everyone and can be shared with anyone. The study explored the influence of the social structure on designing a social presence technology platform for fostering togetherness through performance and play around the practices of a dinner party.

Kissenger: Design of a Kiss Transmission Device (Full)
Hooman Aghaebrahimi Samani, Rahul Parsani, Lenis Tejada Rodriguez, Elham Saadatian, Kumudu Harshadeva Dissanayake

We present Kissenger (Kiss Messenger), an interactive device that provides a physical interface for transmitting a kiss between two remotely connected people.

Rich Communication

Room: Curtis Auditorium, Session Chair: Pam Briggs

Considerate Audio MEdiating Oracle (CAMEO): Improving Human-to-Human Communications in Conference Calls (Full)
Rahul Rajan, Cliff Chen, Ted Selker

Audio conference calls are plagued by a number of social and technical problems, many of which are associated with the missing visual channel. This paper introduces a behavior-driven design approach to address some of these problems in a considerate manner. Using a blackboard architecture, CAMEO, the virtual facilitator, schedules advisory prompts and assistive mechanisms to augment this bandwidth-constrained medium.

Focusing on Shared Experiences: Moving Beyond the Camera in Video Communication (Full)
Jed R. Brubaker, Gina Venolia, John C. Tang

Even with the investment of significant resources, video communication in professional settings has not gained mass appeal. This contrasts with the consumer space where, despite limited resources, services such as Skype have seen widespread adoption. We studied individuals who actively use video communication in both personal and professional lives and present a new perspective that focuses on shared experiences.

I’ll Knock You When I’m Ready… Reflecting on Media Richness Beyond Bandwidth and Omitation(Full)
Majken Kirkegaard Rasmussen, Natalie Lehoux, Ioana Ocnarescu

The term Media Richness is considered outside its ordinary domain of conventional communication mediums (e.g. email, phone or video calls), with a focus on minimal communication and the qualities of suggestive interactions that mediate communication. We introduce Knock-Knock as a novel, shape-changing communication medium, and use it as a rhetorical tool to reflect upon the notion of media richness.

Children and Development

Room: Lecture Theatre 2, Session Chair: Susan Wyche

User-Centered Research in the Early Stages of a Learning Game (Full)
Asimina Vasalou, Gordon Ingram, Rilla Khaled

This paper applies the process of ‘informant design’ to distil design concepts and constraints for a learning game whose aim is to teach children conflict management skills. It underscores the diversified skills that learning game teams need, in order to balance learning objectives against competing requirements.

Designing Visualizations to Facilitate Multisyllabic Speech with Children with Autism and Speech Delays (Full)
Joshua Hailpern, Andrew Harris, Reed La Botz, Brianna Birman, Karrie Karahalios

The ability of children to combine syllables represents an important developmental milestone. This ability is often delayed or impaired in a variety of clinical groups. This work presents VocSyl, a real-time voice visualization system to help teach multisyllabic speech to children with autism and speech delays. It was designed using Task-Centered User Interface Design.

Best Paper Magic Land: The Design and Evaluation of an Interactive Tabletop Supporting Therapeutic Play with Children (Full)
Olga Pykhtina, Madeline Balaam, Gavin Wood, Sue Pattison, Ahmed Kharrufa, Patrick Olivier

Explorative study of the design and evaluation of Magic Land, a set of four applications for an interactive tabletop in play therapy with primary school children. Can assist designers in developing systems within the framework of non-directive therapy

Civic Engagement

Room: Lecture Theatre 3, Session Chair: Eric Paulos

People, Content, Location: Sweet Spotting Urban Screens for Situated Engagement (Full)
Ronald Schroeter, Marcus Foth, Christine Satchell

This paper helps the deployment and running of interactive public screen systems that aim at extracting local feedback and knowledge from passers-by. It evaluates such a system in a wide range of real world public and urban environments. It identifies a sweet spot within the nexus of people, content and location to maximise the quality of the situated engagement.

Honorable Mention Active Aging in Community Centers and ICT Design Implications (Full)
Young S. Lee, Shirley Chaysinh, Santosh Basapur, Crysta J. Metcalf, Hiren Mandalia

We describe findings from a two-phase qualitative study that investigates the current practices of community senior centers and discuss design implications for technologies that could facilitate seniors’ engagement with their local community including senior centers.

A Long-term Strategy for Designing (in) the Wild: Lessons from the Urban Mediator and Traffic Planning in Helsinki (Full)
Joanna Saad-Sulonen, Andrea Botero, Kari Kuutti

This paper addresses the move towards understanding an expanded domain of design for interactive systems. Through the long-term study of the design of the Urban Mediator and its outcomes, we show that the adoption of an expanded approach to the participatory design of technology impacts the practices and politics of citizen participation in urban planning, albeit in a modest way.

Rural, Remote and Indigenous

Room: Lecture Theatre 1, Session Chair: Abigail Durrant

Designed for Work, But Not From Here: Rural and Remote Perspectives on Networked Technology (Full)
Roberta M. Melvin, Andrea Bunt

We present insights gathered from our qualitative inquiry into use of networked technology in rural and remote environments in Canada. These include both encouraging stories and opportunities for further research.

“Dead China-Make” Phones Off the Grid: Investigating and Designing for Mobile Phone Use in Rural Africa (Full)
Susan P. Wyche, Laura L. Murphy

Mobile phone users in rural Kenya adapt to no electricity, poverty, and unpredictable services. Meanwhile, designers are forging ahead, developing for “smartphones” not the “dumb” phones of the rural householder. We draw from fieldwork in Kenya with phone owners to relate practices and issues facing them. We use our findings to motivate a design agenda for the rural poor.

Putting it in Perspective: Designing a 3D Visualization to Contextualize Indigenous Knowledge in Rural Namibia (Short)
Kasper Jensen, Heike Winschiers-Theophilus, Kasper Rodil, Naska Winschiers-Goagoses, Gereon K. Kapuire, Richard Kamukuenjandje

In a long-term research and co-design project we are creating a 3D visualization interface for an indigenous knowledge (IK) management system with rural dwellers of the Herero ethnicity in Namibia. Through drawing sessions, design discussions and a high-fidelity technology probe we explore visual perceptions and preferences of community members; focusing on representation and recognition of objects/places in their everyday environment.

Curating Me, Curating You

Room: Agriculture Lecture Theatre 1, Session Chair: Dave Kirk

Understanding Personal Digital Collections: An Interdisciplinary Exploration (Full)
Melanie Feinberg, Gary Geisler, Eryn Whitworth, Emily Clark

Demonstrates how conceptual understanding of an information artifact, the personal digital collection, derived from critical inquiry in the humanistic tradition, can inform the goals of a user study. Shows how the understanding gained from both these investigations sharpens our sense of the overall design space for personal collections.

Honorable Mention iSpace: Interactivity Expression for Self-Expression in an Online Communication Environment (Full)
Da-jung Kim, Youn-kyung Lim

This work presents the concept and the implementation of interactivity customization as a new way of one’s self-expression in an online communication environment. In many aspects, we discuss the potential of interactivity, which defines the dynamic and invisible characteristics of an interactive system, for its further implementations in the design of social applications.

Best Paper Expanding the Design Space for Intimate Partners: Supporting Mutual Reflection for Local Partners (Short)
Stacy M. Branham, Steve H. Harrison, Tad Hirsch

Most technologies for mediating intimacy have been confined to supporting abstract communication between partners separated by distance. We present qualitative findings from interviews with couples experts that suggest value in designing technologies that enable more meaningful communication, or deep interpersonal sharing, for partners that are collocated.

Photos and Memories

Room: Lecture Theatre 3, Session Chair: Marianna Obrist

A Process of Engagement: Engaging with the Process (Full)
Bernd Ploderer, Tuck Leong, Shawn Ashkanasy, Steve Howard

Drawing from fieldwork with members of a film-based photography club, we found that people who engage deeply with the various processes of phototaking experienced photography richly and meaningfully. Through this understanding, we can imagine future technologies that enrich experiences of photography through providing the means to interact with photographic processes in new ways.

Time, Topic and Trawl: Stories About How We Reach Our Past (Full)
Joon-Suk Lee, Deborah Tatar, Elin Rønby Pedersen

The Research Trails let users utilize information about both time and topic to help themselves remember and resume everyday research tasks. A model of users’ perceived past web activities informed the iterative refinement of the ResearchTrails. The user may see a past action as belonging to multiple categories at the same time or as in different categories at different times.

Photographic Social Media: A Framework for Design (Short)
Clifton Lin, Haakon Faste

In this paper we explore the potential of using photographs to promote social connections in the online space. We have conducted qualitative research on photo sharing, organizing, and viewing behaviors to identify the mechanisms and motivations driving image-based social media. We conclude with a framework of design opportunities in this area.

Absolutely Fab

Room: Curtis Auditorium, Session Chair: Jettie Hoonhout

Phybots: A Toolkit for Making Robotic Things (Full)
Jun Kato, Daisuke Sakamoto, Takeo Igarashi

Most physical UIs are not locomotive. When the programmer wants to make things move around in the environment, he faces robotics-related difficulty. Toolkits for robots, unfortunately, are usually not as accessible as those for physical UIs. To address this interdisciplinary issue, we propose Phybots, a toolkit that allows researchers and interaction designers to rapidly prototype applications with locomotive robotic things.

At the Seams: DIYbio and Opportunities for HCI (Full)
Stacey Kuznetsov, Alex S. Taylor, Tim Regan, Nicolas Villar, Eric Paulos

DIYbio (Do It Yourself Biology) aims to ‘open source’, tinker and experiment with biology outside of professional settings. We discuss the origins, practices, and challenges of DIYbio initiatives around the world. We then present three design exercises to critically re-envision the role of HCI at the emerging intersection of biology, computation and DIY.

Case Studies in the Personal Fabrication of Electronic Products (Full)
David A. Mellis, Leah Buechley

This paper investigates the use of digital fabrication for the individual production and customization of electronic devices. We present two products — a pair of speakers with laser-cut parts and a computer mouse with a 3D-printed enclosure — and describe their making and modification by workshop participants. We discuss general implications of digital fabrication for technology production and education.

Design Theory

Room: Lecture Theatre 2, Session Chair: Kim Halskov

Framespaces: Framing of Frameworks (Full)
Margaret Dickey-Kurdziolek, Deborah Tatar, Steve Harrison

Socio-cultural analysis, design practice, and philosophy all point out that we arrive at different pictures of difficult problems depending on the frames used. Yet this truism remains difficult to approach. We present framespaces as a meaning space to be explored through investigations of “wicked” problems. Framespaces allows us to account for the relationships between and across frames in multi-framed projects.

Critical Design and Critical Theory: The Challenge of Designing for Provocation (Full)
Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, John Antanitis

Critical design is a form of constructive design research that leverages critical theory to disrupt or transgress social and cultural norms through design. We present a pair of critical design projects and share what we learned about designing for provocativeness.

Honorable Mention How Learning Works in Design Education: Educating for Creative Awareness Through Formative Reflexivity (Full)
Kathryn Rivard, Haakon Faste

This paper reviews and extends educational principles from recent learning sciences literature to address the nuanced needs of creative design education. We have performed a variety of ethnographic and qualitative research activities, and reflected on our experiences as design educators and practitioners, to identify opportunities for improved design teaching and studio practice that supports creative self-leadership.

Interaction Techniques

Room: Lecture Theatre 3, Session Chair: Elizabeth Bui

Best Paper Designing Interaction with Media Façades: A Case Study (Full)
Alexander Wiethoff, Sven Gehring

We present our experiences designing a system for remote interaction with media façades. We approached the development following a user-centered design approach and addressing the process at two points with additional means: (1) using a purpose-built prototyping toolkit pre-testing our implementation and (2) experimental use and adaptation of user experience evaluation methods.

A Cross-Device Interaction Style for Mobiles and Surfaces (Full)
Dominik Schmidt, Julian Seifert, Enrico Rukzio, Hans Gellersen

This paper explores a new cross-device interaction style that uses mobile devices in a stylus-like fashion for direct input on interactive multi-touch surfaces. It thereby facilitates fluid and spontaneous interaction across device boundaries and realizes synergies between personal and shared devices. We characterize this combined interaction style and present a range of interaction techniques to demonstrate its versatility.

Small Gestures Go a Long Way: How Many Bits per Gesture Do Recognizers Actually Need?(Full)
Radu-Daniel Vatavu

We investigate the effect of bit depth on gesture recognizers. As current bit representations are artifacts of today’s hardware, they are not reflective of the true cardinality of gesture data. We show that 4-5 bits per gesture channel are enough to attain peak recognition for most metrics. This in turn lowers both memory and cost of the hardware design.

Paradigm Clash

Room: Curtis Auditorium, Session Chair: John McCarthy

Best Paper A Fieldwork of the Future with User Enactments (Full)
William Odom, John Zimmerman, Scott Davidoff, Jodi Forlizzi, Anind K. Dey, Min Kyung Lee

Designing radically new technology systems that people will want to use is complex. User Enactments (UEs) have been developed as a design approach that aids design teams in more successfully investigate radical alterations to technologies’ roles, forms, and behaviors in uncharted design spaces. This work unpacks lessons learned from the use of UEs over the past five years.

Digital Christmas: An Exploration of Festive Technology (Full)
Daniela Petrelli, Simon Bowen, Ann Light, Nick Dulake

Elaborating on the result of a field study of Christmas traditions in eight British households, we explore the design of technology specifically aimed at augmenting existing practices. Four concepts that favoured playfulness and engagement across generations were discussed in a workshop with eight people who took part in the initial field study.

What Do Lab-based User Studies Tell Us About In-the-Wild Behavior? Insights from a Study of Museum Interactives (Full)
Eva Hornecker, Emma Nicol

We present a comparison of user interactions with museum game installations in a lab-based user study and in the wild, contributing to a reflective discussion of evaluation methods. Social behavior patterns, especially between caregivers and children, differed between settings. Analysis highlights factors: physical and structural setup, the user study as focused activity, and the demand characteristics of a user study.

In the Moment

Room: Lecture Theatre 2, Session Chair: Andrew Monk

The i-Cube: Design Considerations for Block-based Digital Manipulatives and Their Applications(Full)
Wooi Boon Goh, L.L. Chamara Kasun, Fitriani, Jacquelyn Tan, Wei Shou

The i-Cube is a cube-shaped digital manipulative that provides unique 3D spatial awareness of the facets and orientation of neighboring i-Cubes. Design considerations adopted and their advantages over other cube-based tangible user interfaces are discussed. The MusiCube Arranger and Spelling Cube applications demonstrate novel tangible interactions such as free-form 3D stacking and function control through block orientation change.

Honorable Mention Sonic Cradle: Designing for an Immersive Experience of Meditation by Connecting Respiration to Music (Full)
Jay Vidyarthi, Bernhard E. Riecke, Diane Gromala

Could an interactive system trigger the psychological benefits of meditation? We are pursuing an answer to this question through a systematic “research through design” approach which explores a psychological framework of media “immersion”. Our approach has generated Sonic Cradle: an interactive system aimed at combining sensory deprivation, respiratory biofeedback and music into a mediated experience of mindfulness.

MelodicBrush: A Novel System for Cross-Modal Digital Art Creation Linking Calligraphy and Music (Full)
Michael Xuelin Huang, Will W. W. Tang, Kenneth W.K. Lo, C. K. Lau, Grace Ngai, Stephen Chan

MelodicBrush is a novel system that connects two ancient art forms: Chinese ink-brush calligraphy and Chinese music. Our system is in fact a new cross-modal musical system that endows the ancient art of calligraphy writing with a novel auditory representation to provide the users with a natural and novel artistic experience.

Collaborative and Participatory

Room: Lecture Theatre 3, Session Chair: Mark Blythe

Co-creating Games through Intergenerational Design Workshops (Full)
Mark Rice, Yian Ling Cheong, Jamie Ng, Puay Hoe Chua, Yin-Leng Theng

Three design workshops were conducted with 50 younger and older participants to explore intergenerational games. The authors report on a range of game concepts elicited from brainstorming, group sketching and storyboard designs. A number of genres and game-types are illustrated in this work, with recommendations for developing intergenerational games.

User Interface Design by Collaborative Sketching (Full)
Ugo Braga Sangiorgi, François Beuvens, Jean Vanderdonckt

In this paper, we introduced Gambit, a distributed system across multiple input/output platform/devices built with HTML5. The system is aimed at constructing prototypes and will evolve to be used at design sessions in companies with a low cost of deployment.

Provotypes for Participatory Innovation (Full)
Laurens Boer, Jared Donovan

Provotypes are ‘provocative prototypes’ that expose and embody tensions surrounding a field of interest. Provotypes support collaborative analysis and collaborative design explorations across stakeholders. We present a case study of our use of the provotypes technique, describe characteristics of design provocations, and contribute design guidelines for provotypes for participatory innovation.

Design Practices and Processes

Room: Curtis Auditorium, Session Chair: Shaowen Bardzell

Reflective Design Documentation (Full)
Peter Dalsgaard, Kim Halskov

We discuss a tool for documenting and reflecting on design projects as part of doing research through design. We address challenges concerning roles and responsibilities, lack of routines, determining what to document, finding the right level of detail. And benefits concerning support of shared reflection in on-going projects, the development and reflection upon research questions, scaffolding longitudinal and cross-project studies.

Framing, Aligning, Paradoxing, Abstracting, and Directing: How Design Mood Boards Work (Full)
Andrés Lucero

This paper introduces design mood boards to the HCI and interaction design communities. By presenting the results of an empirical study of how experienced designers from different disciplines use mood boards, five roles that mood boards play in the early stages of the design process are discussed. Two mood boards and two resulting prototypes are presented to ground the discussion.

Interaction-Driven Design: A New Approach for Interactive Product Development (Full)
Seungwoo Maeng, Youn-kyung Lim, KunPyo Lee

As a new approach to interactive product development, we found possibilities in interactions themselves as the starting point of a product development, and propose a concept of interaction-driven design. In this paper, design patterns and their characteristics for three different design approaches were examined through an ideation workshop: 1) user-driven design, 2) technology-driven design, and 3) interaction-driven design.

Materials and Senses

Room: Lecture Theatre 2, Session Chair: Jeffrey Bardzell

The Material Move How Materials Matter in Interaction Design Research (Full)
Ylva Fernaeus, Petra Sundström

The topic of Materials has recently surfaced as a major theme within the research field of interaction design. In this paper we further discuss the need for in-depth descriptions of specific design cases, by revisiting some of our own research-through-design efforts when working with new or not yet fully explored materials for mobile interaction.

Designing for Perceptive Qualities: 7 Showcases (Full)
E.J.L. Deckers, P.D. Levy

We investigate how to design for perceptive qualities in systems of interactive products. Here we show, by means of 7 showcases, the relevance and extensibility of our design relevant model and accompanying design notions. We introduce our phenomenological approach that is used as means for inspiration and input for synthesis. We illustrate the showcases and consider the insights we gained.

Identifying Unintentional Touches on Handheld Touch Screen Devices (Short)
Juha Matero, Ashley Colley

Accidental triggering of unwanted interaction when using a handheld touch screen device is a problem for many users. Accidental touches on capacitive touch screen based mobile telephones were analyzed in a user test. Patterns that are characteristic of unintentional touches were identified.

Holding onto the Magic: Lightweight Augmentation of Digital Reading Devices (Short)
Emma Thom, Matt Jones

We present a system that explores the use of hand-only gestures to pick and place content from a research paper, displayed on a reading device, into the surrounding space. Interactions are captured using a wearable bracelet and augmented with lightweight, haptic and limited visual feedback. We present findings of an exploratory user-study, highlighting the value and challenges of the approach.

Public Displays

Room: Lecture Theatre 3, Session Chair: Martyn Dade-Robertson

Virtual Prototyping using Miniature Model and Visualization for Interactive Public Displays (Full)
Yasuto Nakanishi

This paper introduces virtual simulation using miniature model and visualization for interactive public displays. The authors studied four prototyping and deployment processes for two interactive public displays using both methods in order to clarify their characteristics, and the respective merits and demerits were discussed. Based on the results, a prototyping strategy for interactive public displays was proposed.

Territoriality and Behaviour On and Around Large Vertical Publicly-Shared Displays (Full)
Alec Azad, Jaime Ruiz, Daniel Vogel, Mark Hancock, Edward Lank

This work investigates behaviours on, and around, large vertical displays during concurrent usage. Using an observational and control study, we identify fundamental patterns of how people use public displays: their orientation, positioning, group identification, collaboration, and behaviour within and between social groups just-before, during, and just-after usage. These inform a set of design implications for large publicly-shared displays.

Evaluating Ambient Displays in the Wild: Highlighting Social Aspects of Use in Public Settings(Short)
Jörn Messeter, Daryn Molenaar

This short-paper presents a case study of an ambient light display designed for a public setting. Based on results from a non-intrusive in situ evaluation, we argue that viewing ambient displays as features of a broader social setting may aid our understanding of issues regarding the evaluation of ambient displays in the wild.

Best Paper Interactive Philanthropy: An Interactive Public Installation to Explore the Use of Gaming for Charity (Short)
Tuduyen Annie Nguyen, David Kodinsky, William Skelton, Parminder Kaur, Yu Yin, Anijo Mathew, Santosh Basapur

This paper highlights the results and future implications of a project aimed at understanding how the combination of game mechanics and a large-scale public installation might affect one’s willingness to donate. The research attempts to determine if the use of an interactive public installation is an effective tool for educating the public and inciting individuals to give to a cause.

Design Techniques

Room: Curtis Auditorium, Session Chair: John Zimmerman

Autobiographical Design in HCI Research: Designing and Learning through Use-It-Yourself (Full)
Carman Neustaedter, Phoebe Sengers

Designing a system for yourself and evaluating it through your own usage is considered a questionable approach in HCI research. Yet many researchers have found great value in the lessons learned from such an approach. Our paper brings these hidden practices to light and offers guidelines for how HCI researchers can usefully engage in what we term ‘autobiographical design’.

Memory-storming: Externalizing and Sharing Designers’ Personal Experiences (Full)
Xiao Zhang, Ron Wakkary, Leah Maestri, Audrey Desjardins

We describe memory-storming, a design technique that combines oral storytelling with sketching to externalize designers’ personal experiences and trigger design insights and ideas. We describe our use of this method, show how it helped us in our design research, and present lessons learned. We claim that memory-storming focuses on designers’ personal experiences yet complements the user focus of user-centered design.

Invisible Design: Exploring Insights and Ideas through Ambiguous Film Scenarios (Full)
Pam Briggs, Mark Blythe, John Vines, Stephen Lindsay, Paul Dunphy, James Nicholson, David Green, Jim Kitson, Andrew Monk, Patrick Olivier

Invisible Design is a technique for generating insights and ideas with workshop participants in the early stages of concept development. It involves the creation of ambiguous films in which characters discuss a technology that is not directly shown. We highlight how Invisible Design can help to create a space for critical and creative dialogue during participatory concept development.

Acceptability Factor

Room: Lecture Theatre 2, Session Chair: Ahmed Kharrufa

Value Biases of Sensor-Based Assistive Technology: Case Study of a GPS Tracking System Used in Dementia Care (Full)
Yngve Dahl, Kristine Holbø

We investigate a conventional GPS tracking system employed in professional dementia care in search of value biases that contradict central care values. The study highlights the situation that stakeholders’ concerns about sensor-based assistive technology in dementia care often relate to specific aspects of the technology, rather than the overall concept of sensor-based awareness.

To Move or To Remove? A Human-Centric Approach to Understanding Gesture Interpretation(Full)
Sukeshini A. Grandhi, Gina Joue, Irene Mittelberg

This paper explores how naïve observers recognize and interpret transitive actions (actions involving manipulation of objects) without accompanying speech. Findings provide insights on aspects of gestures one can focus on to inform and guide the design of gesture interpretation models for interfaces that allow for individual variations in natural gesture production.

Style by Demonstration for Interactive Robot Motion (Full)
Jeff Allen, James E. Young, Daisuke Sakamoto, Takeo Igarashi

This paper presents a style-by-demonstration platform for creating paired robotic dance, and an exploratory study investigating how users engage our system

Experiencing the Network

Room: Lecture Theatre 3, Session Chair: William Odom

That Syncing Feeling: Early User Experiences with the Cloud (Full)
Cathy Marshall, John C. Tang

Based on interviews with early adopters of cloud-based file syncing and sharing services, we explored their models of the user experience of the cloud. We identify design implications to help users develop more robust conceptual models of the cloud and guide the design of future cloud services.

Unremarkable Networking: The Home Network as a Part of Everyday Life (Full)
Andy Crabtree, Richard Mortier, Tom Rodden, Peter Tolmie

This paper argues the need to properly re-situate the development of home network technologies as features of the home that are understood by inhabitants as sociological rather than technological objects and discusses some of the ways in which this shift in perspective might be accomplished so that future networks are better able to support the ordinary management of everyday life.

Exquisite Corpse 2.0: Qualitative Analysis of a Community-based Fiction Project (Short)
Peter Likarish, Jon Winet

This paper describes the design and outcome of a community-based fiction writing project. We examine the impact of collaborative authorship on traditional elements of a story including plot, setting, character development, dialogue and voice. Observing difficulties that arose during the process, we suggest simple methods for overcoming roadblocks in future projects.

Understanding Participation and Opportunities for Design from an Online Postcard Sending Community (Short)
Ryan Kelly, Daniel Gooch

We present a survey study of users in the online community Postcrossing, a service that facilitates the ‘crossing’ of postcards among strangers around the world. We describe factors that motivate participation in Postcrossing, touching on topics including reciprocity, personalization, nostalgia, and randomness. We consider how the factors relate to the design of future communication tools.


Room: Curtis Auditorium, Session Chair: Christian Dindler

Designing Everyday Technologies with Human-Power and Interactive Microgeneration (Full)
James Pierce, Eric Paulos

This paper creatively explores and critically inquires into power and energy at scales at which it can be generated by human bodily kinetic motion, with goals of promoting more engaging and sustainable interactions through interactive technology. We delineate the design space of interactive microgeneration and the subarea of human-power microgeneration. We present findings from a qualitative study employing design prototypes.

Power to the People: Dynamic Energy Management through Communal Cooperation (Full)
Andy Boucher, David Cameron, Nadine Jarvis

This paper describes work that re-orientates the issue of domestic energy management from reduction of individual usage to community-organised coordination with the National Grid, focusing on the timeliness of consumption. Through a critical review of current policy and practice, we outline areas of design opportunity with descriptions of a case study and design proposals.

Re-conceptualizing Fashion in Sustainable HCI (Full)
Yue Pan, David Roedl, John C. Thomas, Eli Blevis

We consider a compelling idea concerning fashion and sustainable HCI — rather than attempt to thwart fashion, instead, based on a deeper understanding, design so as to resonate with aspects of fashion that are most sustainable. We review related literature and report the results of thirty exploratory interviews; then, propose general design implications linking fashion positively to sustainable practices.

The Local Energy Indicator: Designing for Wind and Solar Energy Systems in the Home (Short)
James Pierce, Eric Paulos

This paper proposes and investigates the area of local energy for interactive systems design. We characterize local energy in terms of three themes: contextuality, seasonality, and visibility/tangibility. To investigate this area, we design, deploy and study a novel local energy device: The Local Energy Indicator. We conclude with directions for future work related to local energy for interactive design.

Organisation and Productivity

Room: Lecture Theatre 2, Session Chair: Ron Wakkary

Showing is Sharing: Building Shared Understanding in Human-Centered Design Teams with Dazzle (Full)
Lora Oehlberg, Kyu Simm, Jasmine Jones, Alice Agogino, Björn Hartmann

Dazzle is a creativity support tool that helps human-centered design teams share perspectives and reach a shared understanding. We present a formative study, design guidelines, implementation details, and results from a user evaluation during consecutive user research analysis and brainstorming sessions.

Experiences: A Year in the Life of an Interactive Desk (Full)
John Hardy

In this paper the author reflects on spending a year living and working with an interactive office desk based on a modified version of a desktop computer. Through a post-hoc, reflective case study the paper addresses ergonomics, input devices, user interface elements and the impact on work patterns, task organisation, collaboration and personal habits.

Designing Soundscapes of Virtual Environments for Crisis Management Training (Short)
Jan Rudinsky, Ebba Thora Hvannberg, Alexander Annas Helgason, Petur Bjarni Petursson

We are offering a prototype of communication in noisy conditions that forms a basis for crisis management training in a virtual environment. This research proposes communication metaphors and soundscape taxonomy that are implemented using an integration of a game engine and voice communications.

Supporting the Aviation Industry: A Traveler-Centered Approach (Short)
Kagonya Awori, Andreia Gonçalves, Emily Clark, Troy Effner, Justine Yang, Ian Oakley, Nuno Nunes

This paper describes a traveler-centered approach to sustaining the aviation industry based on extensive user research on 63 travelers in order to develop an understanding of their needs, problems and frustrations. These guided the design of a smartphone phone application that uses static, context-aware and social information to support travelers during their trips by improving their travel experience.

Making the Office Catch Up: Comparing Generation Y Interactions at Home and Work (Short)
Wei Liu, Pieter Jan Stappers, Gert Pasman, Jenneke Taal-Fokker

This study explores interaction qualities of IT supported activities in the contexts of home and work. A series of contextual interviews was conducted. An interview toolkit was used to sensitize them to the subject of interaction qualities and experiences of working. This study resulted in a set of design guidelines, aiming to support Generation Y interactions in future office work.

Engagement with Digital Artefacts

Room: Lecture Theatre 3, Session Chair: Madeline Balaam

Honorable Mention Inspiring the Design of Longer-lived Electronics through an Understanding of Personal Attachment (Full)
Silke Gegenbauer, Elaine M. Huang

We conducted a personal inventories study with Swiss households to inform the design of sustainable electronic devices. We used the findings to extend Odom et al.’s framework of attachment categories and provided it to designers to inspire concepts for environmentally sustainable electronics. We analyzed their use of the framework and their ways of incorporating it into their design process.

DIAM: Towards a Model for Describing Appropriation Processes through the Evolution of Digital Artifacts (Full)
Amaury Belin, Yannick Prié

Appropriation is the global process by which people continuously integrate artifacts into their practices. We present the DIAM model which allows describing appropriation process through evolutions of digital artifacts and information structures.

Towards a More Cherishable Digital Object (Full)
Connie Golsteijn, Elise van den Hoven, David Frohlich, Abigail Sellen

This paper presents a study that aimed to increase understanding of cherished physical and digital objects and, beyond that, of how we perceive physical and digital objects, and their advantages and disadvantages, in order to identify design opportunities for novel products and systems that support the creation of more cherishable digital objects.

Photobox: On the Design of a Slow Technology (Short)
William Odom, Mark Selby, Abigail Sellen, David Kirk, Richard Banks, Tim Regan

Critically reflects on lessons learned from engaging in the design of Photobox, a slow technology intended to be used over long time scales and act infrequently.

Game Design

Room: Curtis Auditorium, Session Chair: Peter Wright

The Role of Physical Controllers in Motion Video Gaming (Full)
Dustin Freeman, Otmar Hilliges, Abigail Sellen, Kenton O’Hara, Shahram Izadi, Kenneth Wood

Given the advent of the Kinect, physical props are no longer necessary to play video games. Or are they? We do a study of the effect of using a prop (or not). Results surprisingly show little effect on performance, but instead we observe effects between prop fidelity and “interaction” fidelity, the degree to which the system interpret’s the players’ movements.

The Final TimeWarp: Using Form and Content to Support Player Experience and Presence when Designing Location-Aware Mobile Augmented Reality Games (Full)
Lisa Blum, Richard Wetzel, Rod McCall, Leif Oppermann, Wolfgang Broll

Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. 60 players have been studied playing TimeWarp and the results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience.

Muse-Based Game Design (Full)
Rilla Khaled

Muse-based game design is an empathic design approach premised on establishing an individual relationship between a game designer and player. Following a user research stage, the designer forms design constraints inspired by the player, which are then used to inform ideation. We discuss findings from two years of trialing this style of game design in a Master’s-level game design class.

Responding to Emotion

Room: Lecture Theatre 2, Session Chair: Rob Comber

Do You Care if a Computer Says Sorry? User Experience Design through Affective Messages(Full)
S. Joon Park, Craig M. MacDonald, Michael Khoo

This paper reports the results of an experiment showing that affective cues, in the form of apologetic and non-apologetic on-screen display messages, can influence users’ affective states and their perceptions of the usability and aesthetic appeal of an interactive system. Implications for user experience design are discussed.

Honorable Mention UX_Mate: From Facial Expressions to UX Evaluation (Full)
Jacopo Staiano, María Menéndez, Alberto Battocchi, Antonella De Angeli, Nicu Sebe

We present UX_Mate, a tool that exploits advances in Computer Vision and Machine Learning with the goal of automatically assessing User eXperience in a cheap and non-invasive fashion. We show promising results in both a pilot and a validation study, and describe the collected corpus, which is contributed to the community to foster further research on the topic.

Honorable Mention Enhancing User eXperience during Waiting Time in HCI: Contributions of Cognitive Psychology (Full)
Carine Lallemand, Guillaume Gronier

When time goes by so slowly… how to design effective feedback displays? In order to enhance the User eXperience (UX) during waiting time in HCI, this research based on cognitive models of time perception focuses on the impact of several variables on the satisfaction and waiting time perceived by a user. The results provide valuable information for User Interface design.

Designing for the Body

Room: Lecture Theatre 3, Session Chair: Youn Kyung Lim

Honorable Mention Movement Qualities as Interaction Modality (Full)
Sarah Fdili Alaoui, Baptiste Caramiaux, Marcos Serrano, Frédéric Bevilacqua

This paper explores the use of movement qualities (i.e how the movement is performed), as interaction modality. We implemented our approach in an artistic installation called A light touch where a light spot reacts to the participants movement qualities. We conducted an experiment that showed that such an interaction tends to enhance the user experience favouring explorative and expressive usage.

An Unfinished Drama: Designing Participation for the Theatrical Dance Performance Parcival XX-XI (Full)
Gesa Friederichs-Büttner, Benjamin Walther-Franks, Rainer Malaka

The marriage of theatre and digital media enables new narrative and aesthetic means: Digital scenery can be joined to the performer’s action; algorithmic influences can blur the linearity of a drama; interactive technology offers novel opportunities for audience participation. However, this partnership also accompanies various new interaction-related challenges, which we describe on the basis of our own performance Parcival XX-XI.

Bodily Experience and Imagination: Designing Ritual Interactions for Participatory Live-Art Contexts (Full)
Lian Loke, George Poonkhin Khut, A. Baki Kocaballi

We illustrate how we used the notion of ritual as an organizing framework for a participatory live-art installation, where participants are guided through a series of body-focused interactions centred on physiological processes of breathing and heartbeat. The Bodyweather performance methodology was used to inform how the imagination can be applied to create poetic experiences of self, body and the world.


Books Beyond Print
Zsofia Ruttkay, Zéno Szabó, Judit Bényei, Tamás Matuszka, Dániel Szabó

Browsing-Based Content Discovery
Luca Chiarandini, Alejandro Jaimes

Case Studies in the Personal Fabrication of Electronic Products
David Mellis, Leah Buechley

Cinejack and Orientation: Narrative Cinema Through Live Musical Performance
Guy Schofield, David Green, John Shearer, Jordan Wise, Tom Smith, Patrick Olivier

Combining Tabletops with Tangibles to Explore Chemical Reactions
Diana Nowacka, Tom Bartindale, Daniel Jackson, Cassim Ladha, Karim Ladha, Enrico Rukzio, Patrick Olivier

Design Evolution of a Mixed Reality Factory System
Maribeth Back, David Arendash, James Vaughan, Anthony Dunnigan, Don Kimber, Thea Turner, John Doherty

Designing Soundscapes of Virtual Environments for Crisis Management training
Jan Rudinsky, Ebba Thora Hvannberg, Alexander Annas Helgason , Petur Bjarni Petursson

Designing Visualizations to Facilitate Multisyllabic Speech with Children with Autism and Speech Delays
Joshua Hailpern, Andrew Harris, Reed LaBotz, Brianna Birman, Karrie Karahalios

Digital Cheques
Vasilis Vlachokyriakos, Paul Dunphy, John Vines, Mark Blythe, Cassim Ladha, Issac Teece, Andrew Monk, Patrick Olivier

Eco-Avatars: Visualizing Disaggregate Home Energy Use
Leandro Gouveia, Lucas Pereira, Michelle Scott, Ian Oakley

Family Hedge: Using Principles of Game Design in a Digital Artifact
Gavin Wood, Stephen Lindsay, Patrick Olivier, Justin Marshall

Interactive Yoga Studio: A Space that Enhances Yoga Practitioners to Achieve Peace and Self-realization
Monique Park, Mario Pinto, Antonio Gomes, Monchu Chen

Invisible Design: Exploring Insights and Ideas through Ambiguous Film Scenarios
Pam Briggs, Mark Blythe, John Vines, Stephen Lindsay, Paul Dunphy, James Nicholson, David Green, Jim Kitson, Andrew Monk, Patrick Olivier

Learning Structured Writing on the Digital Tabletop
Philip Heslop, Ahmed Kharrufa, Madeline Balaam, David Leat, Patrick Olivier

Magic Land: The Design and Evaluation of an Interactive Tabletop Supporting Therapeutic Play with Children
Olga Pykhtina, Madeline Balaam, Gavin Wood, Sue Pattison, Patrick Olivier

Miniature Play: Using an Interactive Dollhouse to Demonstrate Ambient Interactions in the Home
Marije Kanis, Saskia Robben, Ben Kröse

Movement Qualities as Interaction Modality
Sarah Fdili Alaoui, Baptiste Caramiaux, Marcos Serrano, Frédéric Bevilacqua

Nightingallery: Engaging the public in creative play
Robyn Taylor, Guy Schofield, John Shearer, Pierre Boulanger, Patrick Olivier

Persuading or Probing: Technology Designs to Promote Reflection on Food Waste in Everyday Life
Rob Comber, Anja Thieme, Eva Ganglbauer, Ashur Rafiev, Nick Taylor, Geraldine Fitzpatrick, Patrick Olivier

Phybots: A Toolkit for Making Robotic Things
Jun Kato, Daisuke Sakamoto, Takeo Igarashi

Play with Fire — An Interactive Experience for Sustainability
Mónica Mendes, Pedro Ângelo, Valentina Nisi, Nuno Correia

Postcards Connecting the World: Demonstration of the Postcrossing Project
Ryan Kelly, Daniel Gooch

PRT: A Tool Supporting Reflection In and On Design Processes
Peter Dalsgaard, Kim Halskov, Nicolai Hansen

Puppet Dancer: Style-by-Demonstration for Interactive Robotic Motion
Jeff Allen, James Young, Daisuke Sakamoto, Takeo Igarashi

Showing is Sharing: Building Shared Understanding in Human-Centered Design Teams with Dazzle
Lora Oehlberg, Kyu Simm, Jasmine Jones, Alice Agogino, Bjoern Hartmann

Sonarium – The Acoustic Percerption of Shape
Friedrich Söllner

Take Me I’m Yours
Chris Speed, Duncan Shingleton, Kristin Mojsiewicz

Telematic Dinner Party: Designing for Togetherness through Play and Performance
Pollie Barden, Robert Comber, David Green, Daniel Jackson, Cassim Ladha, Tom Bartindale, Nick Bryan-Kinns, Tony Stockman, Patrick Olivier

The Ambient Kitchen: A Pervasive Sensing Environment for Situated Services
Cuong Pham, Clare Hooper, Stephen Lindsay, Dan Jackson, John Shearer, Jurgen Wagner, Cassim Ladha, Karim Ladha, Thomas Ploetz, Patrick Olivier

The i-Cube: Design Considerations for Block-based Digital Manipulatives and Their Applications
Wooi Boon Goh, Chamara Liyanaarachchi Lekamalage, Fitriani Fitriani, Jacquelyn Tan, Wei Shou

The Talking Quilt — Augmenting Domestic Objects for Communal Meaning-Making
Sara Heitlinger, Nick Bryan-Kinns, Tony Stockman, Orla O’Flanagan, Tarot Couzyn

The Weather at your Fingertips: An Auditory Augmentation Application
Till Bovermann, René Tünnermann, Thomas Hermann

The Whimsichord: A Wearable Interactive Sonic Installation
David Meckin, Di Mainstone, Richard Shed, Nick Bryan-Kinns

User Interface Design by Collaborative Sketching
Ugo Sangiorgi, François Beuvens, Jean Vanderdonckt


A Cross-Modal Collaborative Tool for Workplace Inclusion
Oussama Metatla, Nick Bryan-Kinns, Tony Stockman, Fiore Martin

A Five-Stage Process for Online Social Network Change
Makayla Lewis, Stephanie Wilson, George Buchanan

Aspects of Lifelikeness: A Framework for Optional Interactions with Public Installations
Ingi Helgason, Michael Smyth, Chris Speed

AugGesture Pen: Using Non-Dominant Hand Gestures for Augmenting Pen-Based Tasks
Hark-Joon Kim, Jonghoon Seo, Hayoung Kim, Seungho Chae, Tack-Don Han

Augmenting Customer Journey Maps with Quantitative Empirical Data: A Case on EEG and Eye Tracking
Rui Alves, Veranika Lim, Evangelos Niforatos, Monchu Chen, Evangelos Karapanos, Nuno Nunes

Augmenting Remote Trading Card Play
Mizuki Sakamoto, Tatsuo Nakajima, Hiroaki Kimura, Eiji Tokunaga, Todorka Alexandrova

Data Modality and the Repertory Grid Technique
Trevor Hogan, Eva Hornecker

Designing for Individuals: Using the SUM Framework
Kyle Montague, Vicki Hanson, Andy Cobley

Designing for the Factory: Wearable Experience Prototyping for Idea Communication
Sebastian Osswald, Astrid Weiss, Roland Buchner, Manfred Tscheligi

Designing For, With or Within: 1st, 2nd and 3rd Person Points of View on Designing for Systems
M.M.G. van Heist, O. Tomico, V.O. Winthagen

Designing Inter-usable, Smart Concepts through Interactive Prototyping
Tine Lavrysen, Ville Antila, Jussi Polet

Exploring Design and Combination of Ambient Information and Peripheral Interaction
Doris Hausen, Sebastian Boring, Julia Polleti, Andreas Butz

Footprint Tracker: Reviewing Lifelogs and Reconstructing Daily Experiences
Ruben Gouveia, Evangelos Niforatos, Evangelos Karapanos

HandCall: Calling a Tool by a Hand Gesture on the Tabletop
Jiseong Gu, Jaehyun Han, Geehyuk Lee

In Search of Lost Sounds: Designing a Reminiscence Aid in Everyday Soundscape
Wenn-Chieh Tsai, Chiao-Yin Hsiao, Hung-Chi Lee, Ching-Hsiu Huang, Jane Yung-jen Hsu

Preliminary Design Guidelines for 3D UIs on Tablet Devices Defined Based on User Experience Evaluations
Leena Arhippainen, Minna Pakanen, Seamus Hickey

ScaMP: A Head Guided Projection System
Gregory Hough, Cham Athwal, Ian Williams

Sense Me: Supporting Awareness in Parent-Child Relationships through Mobile Sensing
José Rodrigues, Rúben Gouveia, Olga Lyra, Evangelos Karapanos

Singing Rope: A Musical Interface in Attraction Queue
Sun-Joong Kim, Seungback Shin, Minhye Kim, Su Ryeon Kang

The Connec-table: Visualizing Social Information to Enable Proximal Interactions Between Strangers
Min Lee, Becca Serr, Margaret McIntyre, Zahra Tashakorinia, Anthony Mallier, Anijo Mathew, Santosh Basapur

The Electronic Textile Interface Workshop: Scaffolding Communication Across Disciplines
Scott Pobiner DDes., Clint Zeagler, Halley Profita, Scott Gilliland, Hyung Sun Lee, Stephen Audy, Hyung Cheol Shin, Thad Starner

Three Strategies for Designing Intuitive Natural User Interfaces
Anna Macaranas, Alissa N. Antle, Bernhard E. Riecke

TV Watching Behaviors: Implications for Mobile and Social
Hae-Jin Lee, Deepti Chafekar, Alison Lee

Using Interactive Design Activity Visualizations for Supporting Collaborative Sketching Sessions
Florian Geyer, Jochen Budzinski, Harald Reiterer

What a Polite Robot!: Applying Politeness Strategies on Speech interface of Robotic Product
Jae-eul Bae, Yeoreum Lee, Myungseok Kim

WITH YOU: Interactive Vibro-tactile & Visual Stools for Children with Autism Spectrum Disorder
Haniyeh Khosravi Fard, Symon Oliver, Paula Gardner, Suzanne Stein


This year DIScourse offers the opportunity to engage in conversation with your colleagues in new ways…

Acknowledging that often the best conversations and the most memorable moments happen in the periphery of conference activity we are setting aside some space to mingle…

Taking a somewhat oblique strategy, in the DIScourse area we are providing two sets of activities. We are providing two fully equipped Table Tennis tables and a set of tables loaded with Lego. We invite conference delegates to come and spend some time hanging out, meeting and chatting to old and new colleagues in the DIScourse area. Please come and use the space, host a game of table tennis or start a Lego construction project, which others can join!

To get the conversations started we will have some luminaries of our field, some senior members of the DIS community, hanging out and hosting Table Tennis matches each day. If you’re a junior member of the DIS community and you want to meet a research star, swing by at lunchtime and see who’s playing — don’t be shy, challenge them to a match!