Organizers and attendees of workshops should meet before in the pre-conference registration area in building Kuggen, Lindholmsplatsen 1. See here:


The workshops will be held in the nearby buildings: Jupiter, Patricia and Kuggen.

NordiCHI’16 is proud to host the following 21 workshops at the Lindholmen campus of Chalmers University of Technology and University of Gothenburg (campus maps here):

See Full Program here!

Workshops on Sunday 23 October (WS1 – WS10)


WS01: CoPDA2016 – Cultures of Participation in the Digital Age: From “Have to” to “Want to” Participate

Organizers: Barbara Rita Barricelli, Gerhard Fischer, Daniela Fogli, Anders Mørch, Antonio Piccinno, and Stefano Valtolina

Abstract: New levels of personalization and engagement can boost users’ motivation to be actively part of design processes. It is through active and engaged experiences that socio-technical solutions help to lay the foundation for lifelong learning and designing. The “did it one’s own” solution ignites people’s natural desire to explore and discover. With the 4th “Cultures of Participation in the Digital Age” (CoPDA) workshop at NordiCHI 2016 we will explore theories, frameworks, systems, and experiences in order to understand and support what encourages all users wanting to participate rather than having to participate. We invite researchers and practitioners to discuss and exchange experiences able to transform learning and working environments in places where people are encouraged to explore their unique talents and interests.



WS02: Living room on the move – Autonomous Vehicles and Social Experiences

Organizers: Ingrid Pettersson, Lena Hylving, Annie Rydström, Helena Strömberg, and MariAnn Karlsson

Abstract: Advances in technology have made autonomous vehicles a reality. Developing autonomous vehicles is technically complex and up to now research has focused on technical improvement and operative safety. As the level of automation increases the role of the driver will change; from controlling every movement of the vehicle into becoming an operator/passenger. Little is known about how this new context will affect the social experiences and socializing. While the social experience and socializing in relation to autonomous vehicles has been overlooked in research and practice, this workshop focus on these aspects. More so, it focuses on three different kinds of social experience and socializing, namely; between other road users and the autonomous car, the social activities within the autonomous car and the relationship between the car and the operator. This workshop addresses these issues and aims at exploring possible practices, research and design directions of autonomous vehicles in relation to social experiences. A human-centred design approach will be the core of the workshop, with playful field excursions and ideation sessions.



WS03: Designing E-Health Services For Patients & Relatives – Critical Incidents and Lessons to Learn

Organizers: Christiane Grünloh, Åsa Cajander, Isabella Scandurra, and Thomas Lind

Abstract: Design and deployment of eHealth services for patients is challenging. This workshop aims at making use of critical incident analysis as a method to jointly collect and reflect on practices, assumptions, and experiences in relation to design, deployment, and use of eHealth services for patients. The goal of the workshop is to engage in joint reflection, and to find potential ways forward in relation the shaping and reshaping of eHealth design and development. This full day workshop invites researchers, practitioners and patients to apply/provide their critical reflection in order to derive changed practices and theories about practice. The workshop is built around the concept of active participation, where the workshop participants will analyse and discuss the critical incidents together.



WS04: Challenging the role of design(ing) in the sustainability field – towards a ‘humble’ design approach

Organizers: Annelise de Jong, Elin Önnevall, Lizette Reitsma, Stina Wessman

Abstract: Design for Sustainability (DfS) and Sustainable Interaction Design (SID) have a large focus on exposing norms in society around sustainability. While various legitimate arguments have been made against the limited scope of mainstream Design for Behaviour and HCI approaches within these fields, it needs further exploration on what the scope and approaches could be instead. We have been experimenting with co-creative “humble” design approaches together with various actor-stakeholders.  Central in these approaches are embracing different perspectives by strengthening the situated experiences, values and norms of the various stakeholders, and creating platforms for discussion rather than stressing a specific perspective of what is “good or right”. Objectives for the workshop are to define reflections on various approaches at hand, as well as drafting common ground for a research agenda within HCI.  In this workshop we will focus on three themes. Uncertainty, Humbleness and Reflectivity.


Extended deadline: 15th of September


WS07: HCI and Sensitive Life Experiences

Organizers: Daniel Herron, Nazanin Andalibi, Oliver Haimson, Wendy Moncur, and Elise van den Hoven

Abstract: HCI research has identified a number of life events and life transitions that see individuals in a vulnerable state, such as gender transition, domestic abuse, romantic relationship dissolution, bereavement, and even genocide. Although these events differ across the human lifespan, it may be invaluable to consider them as a group of ‘sensitive life experiences’, and explore the similarities and differences in how we approach these experiences as researchers. In this workshop, we aim to identify current opportunities for, and barriers to, the design of social computing systems that support people during sensitive life events and transitions, where participants will draw on their own experiences in discussions around carrying out research in these sensitive contexts.



WS08: Interactions between Nearby Strangers: Serendipity and Playfulness

Organizers: Susanna Paasovaara, Andrés Lucero, Martin Porcheron, Janne Paavilainen, Dzmitry Aliakseyeu, and Thomas Olsson

Abstract: “Nearby strangers” provides an interestingly paradoxical space for interaction design. There are various social norms, cultural practices and privacy concerns hindering interaction with nearby strangers, but by ignoring them, people constantly miss social opportunities. Technology enabling ad-hoc interactions between co-located people has been explored for years in research but real-life applications are still rare. This workshop convenes researchers and practitioners to gather and advance the state of research on interactions between nearby strangers. We aim to explore this design space and collaboratively identify new research and design opportunities that novel communication technology creates. The potential focus areas include increasing awareness of social possibilities; light-weight playful interactions, play and gaming; serendipitous and ad hoc social interaction; anonymous exchange of content; matching interests for various purposes; icebreakers and provocation to interact, and ambient representation of the nearby strangers.



WS10: Mobile Wellbeing

Organizers: Mattias Rost, John Rooksby, Alexandra Weilenmann, Thomas Hillman, Pål Dobrin, and Juan Ye

Abstract: Mobile phones are great, they give us the ability to communicate and access vast amounts of information almost anywhere at anytime. But mobile phones can also be detrimental to our mental wellbeing; constant access to a world of people and information can bring distraction from the present moment and from the people and things that are physically present, and being always-available can be stressful. Designers are now looking at ways to better support mental wellbeing, be it through apps for mindfulness and meditation, or the better design of notifications and sleep modes. People also find ways of using devices that help them cope with the negative aspects of mobile technology, for example uninstalling certain apps, or not keeping phones by the bedside. This workshop aims to bring researchers and practitioners together to discuss mobile technology, human practice, and mental wellbeing.



Monday, October 24


WS12: Stakeholder Involvement in Agile Development

Organizers: Marta Larusdottir, Åsa Cajander, Peggy Gregory, Gilbert Cockton, Dina Salah, Kati Kuusinen, Gerolf Nauwerck

Abstract: Agile software development processes (Agile), such as Scrum, DSDM, XP and Kanban, have become a defacto standard for software development practice. Scrum, the most commonly used process, focuses on delivering functioning software early and continuously, and emphasizes speed, communication and developer collaboration in the software development process. The Agile ethos, as exemplified in the Agile Manifesto, acknowledges that software development is not solely a technical endeavor, hence it requires input from a range of stakeholders outside the technical sphere. This workshop elicits practical and theoretical research regarding stakeholder involvement in Agile. This focus includes users, who have long been of interest in the HCI community, but also encompasses other stakeholders including customers, clients, managers, executives, business, funders and other specialists (legal, financial, political etc.), and other interested parties whose input is needed or sought during software development.

Extended deadline: 9th of September



WS13: HCI and UN’s Sustainable Development Goals: Responsibilities, Barriers and Opportunities

Organizers: Elina Eriksson, Daniel Pargman, Oliver Bates, Maria Normark, Jan Gulliksen, Mikael Anneroth, and Johan Berndtsson

Abstract: Despite increasing interest, Sustainable HCI has also been critiqued for doing too little, and perhaps also at times for doing the wrong things. Still, a field like Human-Computer Interaction should aim at being part of transforming our society into a more sustainable one. But how do we do that, and, what are we aiming for? With this workshop, we propose that HCI should start working with the new global Sustainable Development Goals (SDG) that were formally adopted by the UN in September 2015. How can Sustainable HCI be inspired by, and contribute to these goals? What should we in the field of HCI do more of, and what should we perhaps do less of? In what areas should we form partnerships in order to reach the Sustainable Development Goals and with whom should we partner with?



WS14: Things Fall Apart: Unpacking the Temporalities of Impermanence for HCI

Organizers: Vasiliki Tsaknaki, Marisa Cohn, Laurens Boer, Ylva Fernaeus, and Anna Vallgårda

Abstract: Hardware decays, software obsolesces, infrastructures sediment, devices patinate. While recent scholarship has examined longevity and sustainability, we have little empirical understanding of how things age, decay, and obsolesce and how we might approach impermanence as a resource for practice and reflection. This workshop will bring together researchers from the fields of design, HCI, and anthropology, in order to unpack the temporalities of these forms of impermanence from both theoretical and practical perspectives. The workshop aims to build a rich lexicon for the material and temporal qualities of aging, decay, degradation, and obsolescence by drawing together participants from a broad range of domains working to develop, maintain, or study systems as they age.  Drawing together these different perspectives we will consider the various ways that impermanence might serve as a resource for design, use, and maintenance of long-lived technological artifacts.



WS15: Mapping the IoT: co-design, test and refine a design framework for IoT products

Organizers: Ilaria Vitali, Valentina Rognoli, and Venanzio Arquilla

Abstract: In the Mapping The IoT Workshop, designers and technology enthusiasts are invited to reflect on how IoT products could be analyzed from a design perspective. The aim of the workshop is to identify a broad shared framework to examine and map them, that can be later used as a guideline generator for future design processes focused on IoT devices. In this 6 hour long workshop, the attendees will present a case study, discuss the IoT topic, and then participate to a co-design session in which they’ll apply, test and freely modify the “MappingTheIoT Toolkit” a tool developed to critically analyze connected products. The contribution of the workshop’s participants will be valuable to test it and eventually reframe completely its analysis framework. They also may continue to contribute to the project aimed at publishing it as a Creative Commons resource.



–Merged with WS20—-WS17: Temporalities and Spaces for Youth Engagement in Co-Creative Activities

Organizers: Alma L. Culén, Hani Murad, and Dagny Stuedahl

Abstract: Creating innovative, participatory and collaborative, interactive spaces that invite, engage and include urban youth is a challenge, particularly in research settings.  Youth is involved, but largely on own premises. Access to youth cultures and subcultures is often difficult. In this workshop, we would like to discuss approaches to research on youth participatory cultures and urban civic life, including digital means of participation and possibly co-creation in such processes.  Aiming towards a methodology that would guide research in this area, we would like to discuss diverse methods that are presently used in such work, in conjunction with participatory models and forms of cultural and civic engagement and new technologies of participation.



WS18: The Future of Books and Reading in Human-Computer Interaction

Organizers: Mohammad Obaid, Ilgım Veryeri Alaca, Pawel Wozniak, Lars Lischke, and Mark Billinghurst

Abstract: Interactive Technology is changing the reading experience and book design fundamentally. While the invention of industry-scale printing changed books into a mass product, interactive technology enables radically new types of engagement during reading. Books can have arbitrary form factors and adjust their visual representation in accordance to the environment and users’ needs. The aim of this workshop is to explore and exchange ideas on topics emerging in human-computer interaction for book reading experiences. In particular, the aims are to discuss emerging interactive book-related technologies (e.g. Augmented Reality or Tangible Interfaces) and elaborate on various methodologies that can be used to evaluate content. The workshop will investigate how novel technology can inspire, support and enrich the reading experience.



WS19: Experience Design for Multiple Customer Touchpoints

Organizers: Virpi Roto, Effie Law, and Heli Väätäjä

Abstract: A burgeoning topic in the field of user experience (UX) is designing users’ experiences in different channels and touchpoints between an organization and the user. The work so far has largely focused on responsive transmedia design. However, when UX design meets service design, a deeper and broader perspective of the topic emerges: how users’ experiences evolve along the customer journey through different touchpoints. Multi-touchpoint experience design aims to build a harmonious experience journey through the touchpoints. This one-day workshop aims to clarify the terminology in this emerging research area, understand the opportunities and challenges of multi-touchpoint experience design through case studies in different application contexts, identify intriguing research themes, and build a community in this area.



–Merged with WS17—-WS20: Mind the Change! – Public Sector as an Arena for User Experience Design

Organizers: Andrea Gasparini and Heli Kautonen

Abstract: During the last decade the public sector has undergone radical changes in the way services are delivered to users. New complex digital platforms have encouraged developers to include users as co-designers. At the same time, decreasing funding has required new ways to address and re-design services. Public service providing organizations, such as libraries and museums, have shown to function well as a place to test and implement re-designed services. Public institutions have also brought to their arenas new types of services, thus acting as a hub or a living lab for new technologies. In this workshop we bring researchers and designers together with public servants and share UX design strategies proven applicable in the public sector. The aim is to encourage new ideas concerning collaboration, competencies, design practices and workflows incorporating public services both in digital and physical space.



WS21: 3rd International Workshop on Pervasive Participation

Organizers: Sarah-Kristin Thiel, Peter Fröhlich, Sampo Ruoppila, Joachim Åström, Matthias Baldauf, and Manfred Tscheligi

Abstract: In this one-day workshop we aim to develop the concept of Pervasive Participation further by reflecting on current forms of advanced e-participation that utilize latest pervasive technologies such as feature-rich smartphones and technically enriched appliances embedded in urban environments. Together we want to brainstorm ideas for effectively leveraging of in-situ participation as well as the combination of mobile and stationary forms of participation. The objective of the workshop is to jointly develop requirements for innovative strategies that engage a broader range of citizens, thus also encouraging less motivated people. The second part of the day will be used for a creative prototyping session that will be fueled with topics from our discussions and presentations.   As outcome of the workshop we envision guidelines as well as a research roadmap for Pervasive Participation that combines mobile and stationary engagement methods in an engaging way.


CANCELLED Workshops:

–CANCELLED—-WS05: Cross competence collaboration to design for inclusion

Organizers: Maria Spante and Karl Alfredsson

Abstract: The workshop aim is to co-create different types of collaborative elements, models and strategies for inclusion in schools and for learning. Participants from a variety of organizations are invited such as game designers, drama, history, and social science teachers, principals, school developers, writers, actors, interaction, design and digital literacy researchers and more. Our ambition is to share place bounded experiences and ideas among various competence groups focusing on design for inclusion. All schools and all places have their own possibilities and challenges. These possibilities and challenges need to be addressed in a game design that builds upon students’ interaction with society, other students and different digital technologies. The expected results from the workshops will include heightened sensitivity to the need for cross competence collaboration in design processes to support student driven content creation with digital media.



—CANCELLED—WS09: Where HCI meets ACI

Organizers: Ilyena Hirskyj-Douglas, Janet C Read, Oskar Juhlin, Heli Väätäjä, Patricia Pons, and Svein-Olaf Hvasshovd

Abstract: This one- day workshop aims to examine the interactions and the space between HCI (Human Computer Interaction) and ACI (Animal Computer Interaction) focusing on the transferability of methods and ideas between the fields. Following a goal setting exercise by the delegates, a collaborative session will take place looking at the continual connection between HCI and ACI and examining the transferability of methods and ideas. The aim is to strengthen connected thinking whilst highlighting the exchangeable connecting methods from both ACI and HCI and their subfields such as Child Computer Interaction (CCI) and Human Robot Interaction (HRI), discussing what these fields learn from each other with their similarities and differences mapped. This workshop aims to give the participants an advanced understanding of how the two fields are useful to each other along with shared methodologies and tools in HCI and ACI.


—CANCELLED—WS11: Improving Attractiveness of Public Transportation with Interactive Experiences

Organizers: Kaisa Väänänen, Jarno Ojala, Elina Hilden, MariAnn Karlsson, Pontus Wallgren and Markku Turunen

Abstract: Novel interactive experiences can change the way people experience and perceive public transportation and hence improve its attractiveness. This workshop addresses such interactive experiences in different types of public transportation. We invite both practitioners and researchers to propose design concepts, design and evaluation methods, novel interactive technologies or future research issues for the HCI in public transportation. The topics may address services for individual transportation vehicle types (buses, electric buses, trains, trams), or for the whole public transportation chain. The workshop will form a research agenda for interactive experiences in public transportation. The workshop will be highly interactive, consisting of very short talks, hands-on concepting and discussions and synthesis of the future research agenda of interactive experiences in public transportation.



–CANCELLED—-WS16: Interactive Surfaces for Collaborative Software Design

Organizers: Michel Chaudron, Kazuki Takashima, Matthias Book, Khanh Duy Le, and Morten Fjeld

Abstract: Interactive systems supporting complex collaborative processes are getting widely deployed and part of our work life. Based on these trends, this workshop will explore novel techniques for enhancing both the design and collaboration experience. Addressing collaborative software design as work activity, we will discuss novel modes of interaction and how these affect process quality and process outcome.