Reviewerly/exHarmony huggingface dataset:
Meaningful Spaces, Meaningful Places: Co-creating VR Experiences with People Living with Dementia

Drawing inspiration from collaborative art-making, our study presents the methodology and findings of a process of co-creating meaningful spaces with individuals living with dementia, and the subsequent exploration of these spaces from a first-person perspective in virtual reality (VR). We examine the dual role of art as a means of communication for expressing emotions and thoughts, as well as a tool for empowerment and transformation which leads to new experiences and perspectives. Through this, our work contributes to the understanding and development of innovative, non-pharmacological interventions for enhancing the emotional well-being and quality of life of people living with dementia.
A Rapid, Iterative, and Remote (RIR) Method for Designing Translational Tools: Study Experience and Lessons Learned

We present a rapid, iterative, and remote (RIR) approach as a collaborative method for combining designers’ feedback in creating translational tools by HCI researchers to make academic knowledge accessible to designers. RIR allows refining and validating the design of translational tools through exhaustive rapid iterations on several versions of tools. To demonstrate RIR, we present a study of translational design cards in the context of societal resilience with 14 participants. In the paper, we share our study experience, challenges, and lessons learned in conducting the RIR method. Reflecting on our experience, we provide recommendations on various aspects of the method, such as onboarding, activity design, card interactions, schedule management, data collection and analysis, and decision-making processes. We hope our study experience and recommendations open doors for researchers to use the RIR method for designing translational tools for diverse design spaces.
Co-creating Meaningful Spaces: Stepping into Virtual Worlds Crafted by People Living with Dementia

This paper presents a unique artistic endeavour that aims to foster an understanding of the profound impact of space, place, and human connection through the lens of individuals living with dementia. Our work involved a five-week co-creation process, comprising twenty sessions, where forty-four participants collaborated with artists to craft four physical boxes representing "Meaningful Places." These boxes were then transformed into immersive Virtual Reality (VR) environments, inviting the participants to engage with their creations in an entirely new way. The art installation during the DIS 2023 Art exhibition features the VR experience alongside the physical boxes our workshop participants created. With this, we invite viewers to step into the worlds imagined and crafted by those living with dementia, but also explore them, in a celebration of the unique perspectives and experiences of those who made them.
The WildTech Experience: a Playful Installation for Walking Through the Outcomes of a One-Month Backpacking Study

Here we present a playful installation that will allow DIS attendees to (literally) walk through the data produced during a situated design research study where we explored how to design technology for joyful and caring human-nature interactions. Our study unfolded as a one-month backpacking adventure where a researcher engaged 200+ backpackers from 35+ nationalities. While hiking, the researcher co-experienced the nature with other nature-goers, facilitated discussions on the human-nature-technology interplay, and co-imagined how future innovations might make that interplay more joyful and caring. He documented those radically situated engagements in different ways, including quick drawings and short writings, a reflexive notebook, Instagram stories, or photos and videos, among others. Our installation will allow DIS attendees to navigate those data in a way that is both playful, situated, and inspirational – putting themselves into the researcher's boots and getting a more intimate sense of both how the study felt and what it yielded.
Way of Schesa

The Way of Schesa is the next stage of technical and artistic development of the collaborative duo, The Rebel Scum, aka Obi Wan Codenobi and The Wookie, aka Shawn Lawson and Ryan Ross Smith. We review our near decade long collaboration in terms of necessary personal and technological resilience in the face of large changes. The collaboration is based on an audiovisual live-coding practice addressing evolving aesthetics and open-source collaborative live-coding systems.
Co-shaping Temporality: Mediating Time through an Interactive Hourglass

With the constant development of new and fast-paced technologies, there can be a disconnection between our perception of time and the actualization of time. Current technologies mediate and monetize the construct of time which is constantly enforced upon us as experiences of acceleration, productivity, and linear progression as its dominant purpose. This design research takes a postphenomenological view by exploring the mediation of time through the speculative design of an interactive hourglass. The work investigates through the hourglass the possibility of co-shaping temporality and possible reframing of the perceived standards of time. This investigation is intended to help understand potential multiplicities in the mediation of time while also exploring other possible human-artifact-world relations.
SoniSpace: Expressive Movement Interaction to Encourage Taking Up Space with the Body

Movement forms the basis of our thoughts, emotions, and ways of being in the world. Informed by somaesthetics, we design for “taking up space” (e.g. encouraging expansive body movements), which may in turn alter our emotional experience. We demonstrate SoniSpace, an expressive movement interaction experience that uses movement sonification and visualization to encourage users to take up space with their body. We apply a first-person design approach to embed qualities of awareness, exploration, and comfort into the sound and visual design to promote authentic and enjoyable movement expression regardless of prior movement experience. Preliminary results from 20 user experiences with the system show that users felt more comfortable with taking up space and with movement in general following the interaction. We discuss our findings about designing for somatically-focused movement interactions and directions for future work.
Origami Sensei: Mixed Reality AI-Assistant for Creative Tasks Using Hands

Learning creative tasks that involve using hands and the body, like knitting and music playing, can be challenging for beginners. We introduce Origami Sensei, a mixed-reality system that assists beginners in creating origami by providing step-by-step instructions in real-time. Origami Sensei enables users to create their own origami pieces from a library of pre-existing designs. It uses computer vision algorithms to identify the user’s current origami step. It then provides them with real-time visual projections and verbal feedback to assist them in completing the next steps. The current setup consists of a tablet, a reflective mirror and a small projector. This research approach opens possibilities for introducing mixed-reality systems for learning hands-on skills in other fields such as welding, sculpting and even surgical operations. Future steps for this project include developing multimodal instructions and conducting user studies.
Bringing Sustainability through, in, and of HCI into Conversation

Sustainability has never been more critical for DIS researchers. Within the DIS and HCI community, the term has multiple meanings: In sustainable HCI, it frequently refers to ecologically sustainable lifestyles through the design of interactive systems and to sustainability in HCI practice itself. Conversely, community-based HCI speaks of the sustainability of HCI, referring to the longevity of our socio-technical interventions. This workshop seeks to bring together these seemingly different conceptions of sustainability to explore their commonalities. Arguably, longevity is important for sustainable HCI, as is ecological impact for community-based HCI. We invite participants from diverse fields, such as sustainable HCI, HCI4D, Community-Based Participatory Design, and Digital Civics to reflect on past and current work, develop best practice recommendations, and design sustainability roadmaps to help researchers and designers to conceive, run, and evaluate future projects with sustainability through, in, and of HCI in mind.
A Case For Supporting Translanguaging in Technology

Monolingual ideology prevails in technology. It is further dominated by the English language. The problem arising from monolingual ideology in technology is pronounced for individuals with limited digital literacy and English familiarity. We present a case study of two pairs of first-generation migrants and their children who completed a series of web and mobile-based tasks in their home language, English, and a different language. We highlight the various roles the children played in helping their parents use technology and the ways in which the pairs moved between languages to seek and provide help. We make a case to move away from monolingual ideologies in technology towards translanguaging, taking into account the rich language repository available to bilingual and multilingual users. We conclude by drawing three design considerations to nurture translanguaging practices.
Crochet and Data Activity Book

This demo focuses around crocheting and data. In addition to a physical workbook for conference goers to peruse and try, there will be a few small set-ups for specific activities and a small craft circle for people to craft within if they so choose.
Echo Mask: A Discursive Approach to Tangible Rumination on the Meaning of Thoughts

This demonstration presents Echo Mask, an interactive inflated mask that examines how digital devices could mediate rumination by reducing the meaning of thoughts. The user repeats into the Echo Mask a phrase as they hold the mask in a specific shape. A machine learning model associates the shape with the sound segment. As the user moves, the device produces a mixed, chaotic playback while the shape of the mask shifts and its machine learning system loses its certainty. Through repetition, distortion, and playback, the focus of the user is brought to the sound instead of the meaning of the thoughts. We share a detailed interaction scenario and design reflections to engage readers with the concepts behind this experience. The device illustrates the ability of digital devices to participate in rumination and suggests a design approach that could enhance our experience of the here and now.
Music from Anywhere &amp; Everywhere: Exploring the design space of remote music performance

The COVID-19 pandemic has significantly transformed the realm of music performance and consumption, prompting the adoption of novel technologies and interaction methods for musicians and audiences alike. My thesis delves into the design space of remote music performances, concentrating on understanding user needs and preferences as well as exploring the potential of emerging technologies, such as extended reality, to fulfil these desires. The work aims to provide valuable insights into how musicians and audiences can adeptly navigate the swiftly evolving landscape while also informing the creation of more inclusive and inventive solutions that enable individuals to engage with music from anywhere and everywhere.
Pull It Together: Textile Patina as an Interface for Externalizing Invisible Tension

Patina is seldom used as an interface, but offers rich metaphors for slow technology and unmaking. This work explores how everyday objects’ wear and tear might serve as an interface by leveraging patina’s ability to semiotically communicate objects’ physical memory. We focus on textile patina because of fabric’s ubiquity, proximity to the body, and creative affordances (e.g., mending, sewing). Through our prototype of Pull It Together, a pocket whose surface actuates to modulate threadbareness, we discuss how artificial patina might enable designers to help users process invisible tensions (e.g., stress, unspoken needs). We developed distressed swatches with tangible animations to understand the medium’s materiality, and conductive patches to help mend literal and emotional wear and tear. We propose applications of artificial patina that support dialogue around well-being, community solidarity, and creative practice, and present opportunities for translating everyday objects’ sensory perspectives into ambient interfaces for reflection and communication.
AI Meets Holographic Pepper’s Ghost: A Co-Creative Public Dance Experience

In this demonstration, we present a holographic projected version of LuminAI, which is an interactive art installation that allows participants to collaborate with an AI dance partner by improvising movements together. By utilizing a mix of a top-down and bottom-up approach, we seek to understand embodied co-creativity in an improvisational dance setting to better develop the design of the modular AI agent to creatively collaborate with a dancer. The purpose of this demonstration is to describe the five-module agent design and investigate how we can design an immersive experience that is design-efficient, portable, light, and duo-user participation. Through this installation in an imitated black box space, audience members and dancers engage in an immersive co-creative dance experience, inspiring discussion on the limitless applications of dance and technology in the realms of learning, training, and creativity.
Promoting open science in the libraries: The case study of RAS SB SPLST (the initial stage)

The author argues that research community is more interested in the open access (OA) initiatives rather than in the open science in general. She points out the insufficient methodological support of the open science research, civil science research ethics, and other components of open scientific knowledge and engagement of social actors. The author relates these factors to the urgency of intensified efforts to promote the ecosystem of open science. The analysis findings enable to suggest three main units to organize library efforts within the framework of open science, i. e. methodological support and education; outreach activities and marketing; law and business information processing. Depending on the library structure and staffing, the functions can be divided between its departments – from methodological and public relations department to technology and innovations support departments, – or, optionally, concentrated in just one. The author illustrates the first steps in promoting open science as a whole with the experience of “The library for open science” platform being designed by the research department of the State Public Scientific Technological Library of the Siberian Branch of the Russian Academy of Sciences since 2022.
Designing Posthuman Data: Mapping Relations Between Bodies, Land and Data

The posthuman turn is an emerging trend in HCI which builds on situated, multi-agent, horizontal, and entangled theories of interactions between people and technologies and people and non-human others like animals, trash, and bacteria (to name a few). My work adds to recent trends in sustainable HCI (SHCI) which uses posthuman theories to understand and intervene in The Anthropocene Era and impacts of climate change. In my dissertation research, I explore posthuman framings of environmental sustainability HCI by asking how data mediates relations between bodies and land using cases and embodied orientations which push the posthuman agenda to intersect with social justice. Through explorations of situated bodies in place, I ask how data practices bring people into relationship with land in more or less sustainable ways. I use race and queerness as critical embodied orientations to land and water histories which interrogate climate changed futures in the Midwestern United States.
Beyond Looking Back: Designing Interactive Technology Together to Support Blind People's Experience of Reminiscence

There is growing attention in the HCI community on how technology could be designed to enrich experiences of reminiscence on past life experiences. Yet, this research has largely overlooked people with blindness. My doctoral research is oriented toward understanding and supporting blind people's preferences, wishes, dreams, desires and tensions around the experience of reminiscence. I plan to explore research goals by designing and creating an interactive system through a participatory design and co-speculation approach. The research prototype can be lived with blind people in their homes to support their experience of reminiscence. With reciprocity in mind, I aim to involve participants in exploring, designing and reflecting together in all stages of the proposed research. The initial work of understanding blind people's experiences of reminiscence is presented, and how these insights shape the next steps, along with the key values we seek to unpack in the later stages, are described.
Theoretical knowledge to eliminate terminological difficulties in the library science

In his several recent articles, Yury N. Stolyarov has formulated strategic tasks for the library science, in particular, to update urgently the definition of “the library” in official documents with the focus on library activities as a social good. In this connection, the author argues that theoretical knowledge has to be developed in librarianship to develop essentially unambiguous terminology. The system approach proves to be efficient for formulating key concepts in the library science. This approach eliminates mistakes when determining the integrity of elements making the system essence of the object under study. “The library” is a key c oncept o f t he l ibrary s cience; t hough i t h as b een a mbiguous f or t he l ong time with the extension and content changing according to historical ideas of this phenomenon. The abstract ideas of the library have been developing in a quite traditional way, i. e. from static (points, lines, planar geometric figures, 3-dimensional objects) to dynamic ones. The author supports the proposal to formulate different definitions of the library, i. e. for the professional and national standards, which would enable to describe the reality with the greater precision. Based on her theoretical studies, the author suggests updated definitions of: “the library” scientific category, the concepts of “the library as a social institution”, “personal library” and “the library as an organization; as only “the library as a social institution” is subject to regulation by normative documents. Differentiation of “the library” scientific concept into specific ones makes the foundation for formulating different definitions for the professionals and national standards.
Extended VR: Exploring the Integration of VR Experiences and Real-world Engagement

In recent years, virtual reality (VR) has become increasingly popular for its affordances in providing interactive and immersive simulated environments. However, with Head-Mounted Displays (HMD), VR is often isolated from reality, which might hinder interactions with the real world. In this paper, we explore whether the combination of VR and ubiquitous computing can help overcome this limitation. We call this paradigm Extended VR. To exemplify the paradigm, we present ReViveLand, a VR system for enhancing real-world engagement where we personalize the VR environment based on the pervasive collection and analysis of users’ daily health and behavioral data. With ReViveLand, we hope to extend VR experiences to the physical world and also empower users’ real-world engagement to benefit their mental health. Ultimately, we hope our work could inspire HCI researchers to further consider how a combination of virtual reality and ubiquitous computing might expand the current interactive experiences.
Gotta Track It: Designing a Mobile App for Hair-Fall Monitoring, Care, and Management Among Patients with Underlying Conditions

The number of people suffering from hair loss has increased exponentially in the last decade. Most people who experience hair loss also suffer from other underlying conditions. These underlying conditions make it difficult for patients and healthcare providers to prioritize the treatment of the underlying diseases and hair loss management. We are yet to see technological interventions designed to help these patients manage their hair fall improvement journey. Here, we explored the barriers to hair fall management and strategies people with hair fall use to manage their hair fall. We designed a mobile application to help people with hair fall continuously track and report their hair fall progress. Sharing hair fall progress data would enable healthcare providers to see the impact of ongoing treatment on hair fall and change their treatment routine accordingly. We then provide design recommendations for future HCI researchers looking to support similar problems.
A Dynamic Feature Interaction Framework for Multi-task Visual Perception

Multi-task visual perception has a wide range of applications in scene understanding such as autonomous driving. In this work, we devise an efficient unified framework to solve multiple common perception tasks, including instance segmentation, semantic segmentation, monocular 3D detection, and depth estimation. Simply sharing the same visual feature representations for these tasks impairs the performance of tasks, while independent task-specific feature extractors lead to parameter redundancy and latency. Thus, we design two feature-merge branches to learn feature basis, which can be useful to, and thus shared by, multiple perception tasks. Then, each task takes the corresponding feature basis as the input of the prediction task head to fulfill a specific task. In particular, one feature merge branch is designed for instance-level recognition the other for dense predictions. To enhance inter-branch communication, the instance branch passes pixel-wise spatial information of each instance to the dense branch using efficient dynamic convolution weighting. Moreover, a simple but effective dynamic routing mechanism is proposed to isolate task-specific features and leverage common properties among tasks. Our proposed framework, termed D2BNet, demonstrates a unique approach to parameter-efficient predictions for multi-task perception. In addition, as tasks benefit from co-training with each other, our solution achieves on par results on partially labeled settings on nuScenes and outperforms previous works for 3D detection and depth estimation on the Cityscapes dataset with full supervision.
The Umwelt-sketch as More-than-human Design Methodology

Human-centered design (HCD) shaped our thinking for the past decade. However, this methodology risks negating non-human actors in design proposals. The current theoretical discourse in HCI questions this anthropocentric worldview and explores the potentialities of incorporating more-than-human perspectives in design processes. Yet, we have relatively few concrete methods for engaging with more-than-human actors and decentering human perspectives. Therefore, we propose a methodology beyond HCD to explore “more-than-human” perspectives in design. This methodology utilises Uexküll's concept of “Umwelt” as a guiding notion and integrates it into a methodology where creatively visualising overlapping Umwelts lead to moments of decentering. By doing so, we aim to transform design processes to create more inclusive and sustainable design interventions which consider our interconnectedness with the more-than-human world and the consequences for our planet.