Long Papers

  • Junya Nakanishi, Itaru Kuramoto, Jun Baba, Kohei Ogawa, Yuichiro Yoshikawa and Hiroshi Ishiguro. Soliloquising Social Robot in a Hotel Room
  • Nicolai Brodersen Hansen, Christian Dindler, Kim Halskov, Ole Sejer Iversen, Claus Bossen, Ditte Amund Basballe and Ben Schouten. How Participatory Design Works: Mechanisms and Effects
  • Rikke Hagensby Jensen, Michael Kvist Svangren, Mikael B. Skov and Jesper Kjeldskov. Investigating EV Driving as Meaningful Practice
  • Geremy Farr-Wharton. When Food Talks Back! Leveraging HCI and Capitalising on Office Environments to Grow Food
  • Catherine Caudwell, Cherie Lacey and Eduardo Benítez Sandoval. The (Ir)Relevance of Robot Cuteness: An Exploratory Study of Emotionally Durable Robot Design.
  • Bronwyn Cumbo, Eva Eriksson and Ole Iversen. The ‘least-adult’ role for adult researchers supporting child participation in child-led play contexts
  • Jesper Kjeldskov, Jeni Paay, Aleksander Nilsson, Kasper Plejdrup and Mette Pedersen. Spatial Mixer: Cross-Device Interaction for Music Mixing
  • Jeni Paay, Jesper Kjeldskov, Frederick Sorensen, Thomas Jensen and Oren Tirosh. Weight-Mate: Adaptive Training Support for Weight Lifting
  • Zhiwei Randy Zhu, Dianna Hardy and Trina Myers. Co-designing with Adolescents with Autism Spectrum Disorder: From Ideation to Implementation
  • Eleanor Chin Derix and Tuck Wah Leong. Towards a Probe Design Framework
  • Stephen Snow, Dorota Filipczuk, Stephen Viller and Richard Gomer. Design Jam as a Pedagogy: Teaching Design Thinking to Computer Science Students at Scale
  • Joel Harman, Ross Brown, Daniel Johnson and Selen Turkay. The Role of Visual Detail during Situated Memory Recall within a Virtual Reality Environment
  • Alessandro Soro, Margot Brereton, Laurianne Sitbon, Aloha Hufana Ambe, Jennyfer Lawrence Taylor and Cara Wilson. Beyond Independence: Enabling Richer Participation through Relational Technologies
  • Jennyfer Lawrence Taylor, Wujal Wujal Aboriginal Shire Council, Alessandro Soro, Paul Roe and Margot Brereton. A Relational Approach to Designing Technologies that Foster Teaching, Learning, and Use of Indigenous Languages
  • Anna Kalma, Bernd Ploderer, Laurianne Sitbon and Margot Brereton.Probing Yarns about Ageing and Making
  • Filip Bircanin, Bernd Ploderer, Laurianne Sitbon, Andrew Bayor and Margot Brereton. Challenges and Opportunities in Using Augmentative and Alternative Communication (AAC) Technologies: Design Considerations for Adults with Severe Disabilities
  • Nicola J Bidwell. Women and the Spatial Politics of Community Networks: Invisible in the sociotechnical imaginary of wireless connectivity
  • Saminda Balasuriya, Laurianne Sitbon, Margot Brereton and Stewart Koplick. How can social robots spark collaboration and engagement among people with intellectual disability?
  • Robert Cuthbert, Selen Turkay and Ross Brown. The Effects of Customisation on Player Experiences and Motivation in a Virtual Reality Game
  • Søren Rasmussen, Jonas Fritsch and Nicolai Brodersen Hansen. A Design Archival Approach to Knowledge Production in Design Research and Practice
  • Joanna Mehtälä and Marko Nieminen. Combining Design Science and User-Centred Methods in M-Government Service Design in Namibia
  • Jeremy Opie, Anjali Jaiprakash, Bernd Ploderer, Margot Brereton and Jonathan Roberts. Towards Surgical Robots: Understanding Interaction Challenges in Knee Surgery
  • Denys J.C. Matthies, Bodo Urban, Katrin Wolf and Albrecht Schmidt. Reflexive Interaction – Extending the concept of Peripheral Interaction

Short Papers

  • Amani Soysa and Abdullah Al Mahmud. Interactive Pretend Play (iPPy) Toys for Children with ASD
  • Masaki Omata and Kaito Shimizu. Viewer Arousal Display System Using Eye-Tracking and Skin Conductance Data
  • Alexandra Thompson and Leigh Ellen Potter. Overlays and Goggles and Projections, Oh My!: Exploring Public Perceptions of Augmented Reality Technologies
  • Philemon Yalamu, Caslon Chua and Wendy Doube. Does indigenous culture affect one’s view of an LMS interface: A PNG and Pacific Islands students’ perspective
  • Albrecht Kurze, Sören Totzauer, Alexandra Deschamps-Sonsino and Arne Berger. A Collaborative Landscaping Exercise of IoT Design Methods
  • Kyohei Hakka, Toshiya Isomoto, Buntarou Shizuki and Shin Takahashi. Bounded Swipe: Swipe Gesture Inside a Target
  • Penny Sweetser and Daniel Johnson. GameFlow and Player Experience Measures
  • Caitlin Woods, Melinda Hodkiewicz and Tim French. Requirements for Adaptive User Interfaces for Industrial Maintenance Procedures
  • Shion Tominaga, Kenro Go, Takayuki Itoh and Akihiro Miyata. An Interaction Method for Transferring Electronic Information by Tearing a Sheet of Paper
  • Ryosuke Aoki, Kosuke Sato, Naoki Ohshima and Naoki Mukawa. Buzz-Buzz Chat: Encouraging Parent-Child Communication with Multiple Agent Chats
  • Greg Wadley, Amanda Krause, Jiahui Liang, Zihe Wang and Tuck Wah Leong. Use of music streaming platforms for emotion regulation by international students
  • Danula Hettiachchi and Jorge Goncalves. Towards Effective Crowd-Powered Online Content Moderation
  • Anna Trofimova, Timothy Wiley, Maurice Pagnucco and Mari Velonaki. Exploring Human Machine-Mediated Interaction for Applications in Social HRI
  • Kaspar Raats, Vaike Fors and Sarah Pink. Understanding trust in Automated Vehicles
  • Nicole Robinson, Selen Turkay, Leonie Cooper and Daniel Johnson. Social Robots with Gamification Principles to Increase Long-Term User Interaction, Engagement and Retention
  • Scott Brown, Michael Gratton and Bronwen Williams. A Visual Programming Tool for Creative Practice Pedagogy in Embodied Interaction and Media Arts
  • Robert Herne, Mohd Fairuz Shiratuddin, Shri Rai, Hamid Laga, Jesse Dixon and David Blacker. Game Design Principles Influencing Stroke Survivor Engagement for VR-Based Upper Limb Rehabilitation: A User Experience Case Study
  • Tommaso Armstrong and Tuck Wah Leong. Digital Technologies and the Lived Experiences of Queer Youth
  • Shannon Rodgers, Bernd Ploderer and Margot Brereton. HCI in the Garden: Current Trends and Future Directions
  • Chris McCarthy, Tuan Dung Lai, Stuart Favilla and David Sly. Towards an Immersive Auditory-based Journey Planner for the Visually Impaired
  • Alen Keirnan and Mark Strachan. Technology around the park: applying co-design to resolve conflict in retirement villages.
  • Stephen Snow, Stephen Viller, Mashhuda Glencross and Neil Horrocks. Where are they now? Revisiting Energy Use Feedback a Decade After Deployment
  • Erica Tandori, Jeanie Beh and Sonja Pedell. It’s on the Cards: Designing technology instructions for people living with dementia
  • Naoko Abe, David Rye and Lian Loke. A Microsociological Approach to Understanding the Robot Collaborative Motion in Human-Robot Interaction
  • Dana Mckay and George Buchanan. Shaking the Tree: Understanding Historic and Future Representation of Women at OzCHI
  • Tuck Wah Leong, Christopher Lawrence and Greg Wadley. Designing for diversity in Aboriginal Australia: Insights from a national technology project
  • Brodrick Stigall, Kelly Caine, Steven Baker and Jenny Waycott. Older Adults’ Perception and Use of Voice User Interfaces: A Preliminary Review of the Computing Literature
  • Yangjinbo Zhang and Artur Lugmayr. Designing a User-Centered Interactive Data Storytelling Framework
  • Vahid Pooryousef, Ross Brown and Selen Turkay. Shape Recognition and Selection in Medical Volume Visualisation with Haptic Gloves
  • Martin Lochner, Andreas Duenser and Shouvit Sarker. Trust and Cognitive Load in semi-automated UAV operation
  • Martin Tomitsch, Anna Janssen, Jen Scott Curwood and Kate Thomson. Reflections on Temporal Factors in Interaction Design: A Study of User Engagement in a Platform for Professional Learning
  • Lucy Sparrow, Martin Gibbs and Michael Arnold. Apathetic Villagers and the Trolls Who Love Them: Player Amorality in Online Multiplayer Games
  • Sonam Adinolf, Peta Wyeth, Ross Brown and Roger Altizer. Towards Designing Agent Based Virtual Reality Applications for Cybersecurity Training
  • Jessica Sharmin Rahman, Md Zakir Hossain and Tom Gedeon. Measuring Observers’ EDA Responses to Emotional Videos
  • Omar Mubin. Humanoid Robots as Teaching Assistants in an Arab School
  • Charlynn Miller and Asheley Jones. Addressing the education gap in aged care technology
  • Sayan Sarcar. Ability-based Optimization: Design and Evaluation of Touchscreen Keyboards for Older Adults with Dyslexia
  • Mayumi Nakanishi, Hiroki Usuba and Homei Miyashita. Effects of Delboeuf Illusion on Pointing Performance
  • Callum Parker, Glenda Caldwell and Joel Fredericks. The Impact of Hyperconnectedness on Urban HCI: Challenges and Opportunities
  • Soojeong Yoo, Andrew Weatherall, Gail Wong, Sarah Scott, Ajit Pillai, Minal Menezes, Nicholas Wood and Naseem Ahmadpour. Clinician perspective on VR Games for Managing Periprocedural Anxiety in Children

Industry Papers

  • Arezou Soltani Panah, Hilary Davis and Ivana Randjelovic. PRISE-giving: A Parenting Industry Partnership Prototype
  • Chris Thorne. Healing Cracks in Cyberspace: towards best practice
  • Kossinna Wasala, Rafael Gomez, Jared Donovan and Marianella Chamorro-Koc. Emotion specific body movements_Studying humans to augment robot’s bodily expressions
  • Akihiro Miyata, Kousuke Motooka and Kenro Go. A Wheelchair Simulator Using Limited-Motion Patterns and Vection-Inducing Movies
  • John Murphy, Frederica Densley and Stuart Ross. Service Design – Forensic Evaluation Model (SD-FEM) Towards a practical model for evaluation of a mobile application to support forensic clients with drug and alcohol addiction
  • Hitesh Dhiman, Sebastian Büttner and Carsten Röcker. Handling Work Complexity with AR and Deep Learning — An Exploratory Approach to Support Production Work

Demos, Posters, and Work-in-Progress

  • Rodney Zsolczay, Ross Brown, Frederic Maire and Selen Turkay. Vague Gesture Control: Implications for Burns Patients
  • Rei Takakura, Kyohei Hakka and Buntarou Shizuki. Exploration of Passive Haptics Based Learning Support Method for Touch Typing
  • Galena Pisoni. Collaborative learning in a shared course between two universities
  • Eugenia Kim and Andrew Crowe. Lithium Hindsight 360: Designing a process to create movement-based VR illness narratives
  • Jingoog Kim and Mary Lou Maher. Metaphors, Signifiers, Affordances, and Modalities for Designing Mobile and Embodied Interactive Systems
  • Shun Fujita, Naoki Yanagihara, Buntarou Shizuki and Shin Takahashi. Ray-Casting Based Interaction Using a Pull-Out Gesture for Tabletops
  • Teis De Greve, Bieke Zaman and Jessica Schoffelen. The Shanzhai City
  • Akifumi Inoue, Ryuta Ishikawa and Mitsuyoshi Yamamoto. Implementation and Initial Evaluation of Virtually Transformable Plushies
  • Callum Parker, Joel Fredericks, Marius Hoggenmüller and Soojeong Yoo. “Let’s take a selfie”: Design Considerations for Public Selfie Booths
  • Tharushi Wickramarathne and Abdullah Al Mahmud. Exploring Smart Cooling Garments for Endurance Cycling Athletes
  • Ryoga Kumazaki and Akifumi Inoue. Development and Evaluation of a Mask-type Display Transforming the Wearer’s Impression
  • Takahiro Arai and Akifumi Inoue. BLASTNEL: Collision Sensation Display for Virtual Reality Games Using Highly Compressed Air
  • Marina Buzzi, Oberdan Parodi, Beatrice Rapisarda and Federico Vozzi. CoDesigning User Interfaces for a Wellbeing Persuasive App
  • Rohan Hundia and Aaron Quigley. BreathIn: A breath pattern sensing approach for user computer interaction
  • Yusuke Sei, Minto Funakoshi and Buntarou Shizuki. Expanding One-Handed Touch Input Vocabulary Using Index Finger on and Above Back-of-Device
  • Dmitry Resnyansky, Mark Billinghurst and Arindam Dey. An AR/TUI-supported Debugging Teaching Environment
  • Wafa Johal, Alex Tran, Hala Khodr and Pierre Dillenbourg. TIP: Tangible e-Ink Paper Manipulatives for Classroom Orchestration
  • George Stamou, Cristina Botella and Azucena Garcia-Palacios. The combination of cognitive behavioural therapy with virtual reality for the treatment of post natal depression: A pilot feasibility study
  • Apoorva A. Plural Navigation: Navigation for a Wholesome Experience
  • Aung Pyae. User’s English Language Proficiency Matters in Interacting with a Voice User Interface: A Case of the Google Home Smart Speaker