In this full day workshop, we will discuss the emerging field of Social Robotic technologies with a particular focus on interaction design methodologies used in the design process. The workshop will investigate how researchers have approached designing social robots and what we can learn from the interaction design field for future designs. The objective is to engage in multidisciplinary discussions to unleash possible approaches and aspects that would support design inspiration for socially interactive robots. Thus, the main activities will encompass two interactive sessions and a discussion panel on approaches that inspire the design of social robots. In particular, we focus on experience-driven design methods involving rituals and memorable experiences with social robots. This workshop will bring together HCI and HRI researchers, UX designers, artists, and engineers who are interested in designing socially interactive technologies.
Here is the preliminary list of workshops and their corresponding websites. For the submission deadline date and the author notification date, please see the website for the particular workshop.
This one-day workshop addresses the theme of “mHealth and psycho-physical wellbeing”. Both in academia and in industry, mHealth applications have recently started to address not only physical health, but also mental health. Apart from monitoring physical parameters to improve patients’ self-management of diseases, an increasing number of health monitoring apps include cognitive behavioural approaches and mindfulness. However, the combination of mental support with specific self-management paradigms poses particular challenges for the design of the technology. For instance, constant access to detailed health data and information can interfere with mental wellbeing, as an overwhelming amount of health data can induce stress and anxiety. The aim of this workshop is to address some of the challenges associated with the combination of self-monitoring and mental health and mindfulness goals.
This workshop invites participants to a dialogue on the futures of computing and wisdom. Wisdom relates to the dominant paradigms of knowledge, and elucidates what might be considered responsible and wise, and why. Through collaborative imagining, we will draw attention to the consequences of the technologies we invent and study in HCI, including non-technical dimensions (societal, ethical, normative). Deploying methods from Design Fiction we will project and reflect on the future of wise computing for 2068. Extending from the near-future projects of Design Fiction, we will deploy fictional abstracts to examine how computing, through HCI, AI, IoT, and related studies on Big Data and Smart Technologies, will create, question, and reinforce ways of knowing, doing and living.
The aim of this workshop is to examine and discuss the role and functions of digital tools in collaborative creative work. While advancements in human-computer interaction research and technology offer considerable potential for supporting creative work practices, particularly collaborative practices, we believe that this design space is vastly underexplored. We invite researchers from the fields of HCI and creativity research to come together in this workshop to further our understanding of digital tools in collaborative creative practices and explore opportunities for future research in this area. We will discuss workshop participants' visions and experiences in order to identify themes that can shape the future design of digital tools in collaborative creative work.
The Workshop of Learner Computer Interaction (LCI) aims to provide an interdisciplinary playground for researchers and professionals across all areas of learning technologies and HCI. Participants from a variety of organizations are invited: learning science, learning analytics, educational psychology, and researchers in interaction, design and digital literacy. LCI aims to develop a critical discussion, debate and co-development of ideas and approaches about the next generation of learning environments and their interaction design capacities; the form of these capacities and the way they can be identified, utilized and enhanced to help us improve the contemporary learning technologies and users' learning experience. The results from the workshop are expected to form a coherent new, high-impact way of understanding and building learner-centered interaction concepts to support the design of future learning environments.
In this workshop we will critically engage with the different aspects, applications, and implications of circularity and ask: Is circularity a principle of sustainable HCI? In order to answer this question, the workshop combines a variety of methods. The starting points for this exploration are the artifacts that the participants will present in a ‘show and tell’ session. These artifacts represent each participant’s work or interest in sustainable HCI, as well as an idea or form of circularity. Through two more exploratory sessions, we will give form and shape to what circular thinking can contribute to sustainable HCI. In the final session of the workshop we will map our findings on the most iconic digital device of our time, the mobile phone. Acknowledging the central role of design in the sustainability of products and services, we will end our workshop with a final question: who and what will benefit from this re-design?
Recent trends within the HCI community have called for designing digital technologies that empower users. Several toolkits have been designed and introduced to broad groups of people, promoting DIY-making of interactive artefacts. The HCI community often highlights the novelty of toolkits and their potential to create different creations. However, these are not the only factors for a toolkit to be successful in a community. This one-day workshop offers a space for researchers, designers, and practitioners to share their insights and interests in designing and using DIY/making toolkits in different communities. The overarching goal of the workshop is to identify key challenges and practices that lead to success or failure in using and sustaining toolkits in different communities. During the workshop, we will discuss and highlight uses of toolkits, reflect on of their success and/or failure when deployed in communities, and how we would do differently.
The objective of this workshop is to provide a venue for researchers and practitioners to discuss and suggest good ways of integrating UX in Agile.We aim to address success stories and best practices. Particularly, we will focus on two periods for the integration: Before the actual agile process starts and during the agile projects. We will focus particularly on these questions: What UX activities work well in each of these phases? When are users involved in the process? What are the main artifacts supporting good UX in each of these phases? What are the challenges experienced while integrating UX during these phases? How is the UX role percieved by other roles? The workshop has two goals: (1) Identifying best practices, case studies and work-in-progress relevant to successes and challenges of integrating UX activities in Agile. (2) Identify and discuss suggestions for good ways of integrating UX activities in Agile.