Program Overview
General Program
Monday, March 19th
09.00: Intro
09.30: Keynote
10.30: Coffee
11.00: Paper Session 1: Rigid Shape-Changing – Mechanical, Hard Pieces, Modular Pieces
12.00: Lunch
13.00: Paper Session 2: Soft Shape-Changing – Textiles and Materials
14.30: Demo* Session 1: Shape-Changing – Textile and Light + coffee and beer
Tuesday, March 20th
09.15: Paper Session 3: Kids
10.45: Coffee
11.15: Paper Session 4: VR, AR, and Senses
12.45: Lunch
14.00: Demo* Session 2: Kids, VR, AR, Senses, Art, Music, and Theatre + Student Design Competition
18.30: Banquet + Art Exhibits
19.30: Art Performances + Art Exhibits + Party
Wednesday, March 21st
09.15: Paper Session 5: Evaluation
10.45: Coffee
11.15: Paper Session 6: Community and Frameworks
12.45: Lunch
13.45: Keynote
14.45: Closing
15.00: Coffee + Bar + Activities
*full paper demos, WIP demos will be announced on a later date
Monday, March 19th
Paper Session 1: Rigid Shape-Changing – Mechanical, Hard Pieces, Modular Pieces
- Working with an Autonomous Interface: Exploring the Output Space of an Interactive Desktop Lamp
- Morphology Extension Kit: A Modular Robotic Platform for Physically Reconfigurable Wearables
- TwistBlocks: Pluggable and Twistable Modular TUI for Armature Interaction in 3D Design
Paper Session 2: Soft Shape-Changing – Textiles and Materials
- HäirIÖ: Human Hair as Interactive Material
- Integrating Textile Materials with Electronic Making: Creating New Tools and Practices
- ShapeTex: Implementing Shape-Changing Structures in Fabric for Wearable Actuation
- Beyond LED Status Lights – Design Requirements of Privacy Notices for Body-worn Cameras
Demo Session 1: Shape-Changing – Textile and Light
- Working with an Autonomous Interface: Exploring the Output Space of an Interactive Desktop Lamp
- TwistBlocks: Pluggable and Twistable Modular TUI for Armature Interaction in 3D Design
- HäirIÖ: Human Hair as Interactive Material
- Integrating Textile Materials with Electronic Making: Creating New Tools and Practices
- ShapeTex: Implementing Shape-Changing Structures in Fabric for Wearable Actuation
- zPatch: Hybrid Resistive/Capacitive eTextile Input
- COLORISE: Shape- and Color-Changing Pixels with Inflatable Elastomers and Interactions
- Plux: Exploring Light Settings through Hybrid Control
- Digitally Enchanted Wear: a Novel Approach in the Field of Dresses as Dynamic Digital Displays
- Screenprinting and TEI: supporting engagement with STEAM through DIY fabrication of smart materials
- W.O.U.S.: Widgets of Unusual Size
- Tailor-made Accessible Computers: An Interactive Toolkit for Iterative Co-Design
Tuesday, March 20th
Paper Session 3: Kids
- Smart Toys Design Opportunities for Measuring Children’s Fine Motor Skills Development
- ClassBeacons: Designing Distributed Visualization of Teachers’ Physical Proximity in the Classroom
- Evolving Tangibles for Children’s Social Learning through Conversations: Beyond TurnTalk
- Come and Play: Interactive Theatre for Early Years
Paper Session 4: VR, AR, and Senses
- Sensory VR: Smelling, Touching, and Eating Virtual Reality
- “You Better Eat to Survive”: Exploring Cooperative Eating in Virtual Reality Games
- Situated Game Level Editing in Augmented Reality
- Ani-Bot: A Modular Robotics System Supporting Creation, Tweaking, and Usage with Mixed-Reality Interactions
Demo Session 2: Kids, VR, AR, Senses, Art, Music, and Theatre
- Smart Toys Design Opportunities for Measuring Children’s Fine Motor Skills Development
- Evolving Tangibles for Children’s Social Learning through Conversations: Beyond TurnTalk
- Come and Play: Interactive Theatre for Early Years
- Sensory VR: Smelling, Touching, and Eating Virtual Reality
- Situated Game Level Editing in Augmented Reality
- Ani-Bot: A Modular Robotics System Supporting Creation, Tweaking, and Usage with Mixed-Reality Interactions
- Through the Glance Mug: A Familiar Artefact to Support Opportunistic Search in Meetings
- Tquencer: A Tangible Musical Sequencer Using Overlays
- Real-time Recognition of Guitar Performance Using Two Sensor Groups for Interactive Lesson
- Loominary: Crafting Tangible Artifacts from Player Narrative
- Interactive and Open-Ended Sensory Toys: Designing with Therapists and Children for Tangible and Visual Interaction
- MOD: A Portable Instrument for Mixing Analog and Digital Drawing for Live Cinem
- SWAY – Designing for Balance and Posture Awareness
- Hard and Soft Tangibles: Mixing Multi-touch and Tangible Interaction in Scientific Poster Scenarios
Wednesday, March 21st
Paper Session 5: Evaluation
- Evaluating Learning with Tangible and Virtual Representations of Archaeological Artifacts
- The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interaction
- Multimodal Effects of Color and Haptics on Intuitive Interaction with Tangible User Interfaces
- Being in the Sky: Framing Tangible and Embodied Interaction for Future Airliner Cockpits
Session 6: Community and Frameworks
- Cohousing IoT: Design Prototyping for Community Life
- Through the Glance Mug: A Familiar Artefact to Support Opportunistic Search in Meetings
- Focus Framework: Tracking Prototypes’ Back-Talk
- Understanding Transformations through Design: Can Resilience Thinking Help?