| Conference Dates | 13 – 17 June 2026 |
|---|---|
| Workshops | 13-14 June |
| Doctoral Consortium | 14 June |
| Welcome Evening Reception | 14 June |
| Exhibition Reception Dinner | 15 June |
| Paper / Pictorial Sessions | 15 – 17 June |
| Interactivity (Demo) / PwiP / Student Design Competition Exhibition | 15 – 17 June |
13-17th June 2026
| SATURDAY 13th | SUNDAY 14th | MONDAY 15th | TUESDAY 16th | WEDNESDAY 17th | ||||||||||
| 8:00 | Registration Starts (Stephen Riady Center Level 1) | |||||||||||||
| 8:30 | ||||||||||||||
| 9:00 | Workshops | Workshops + Doctoral Consortium | Opening Keynote | Sessions | Sessions | |||||||||
| 9:30 | ||||||||||||||
| 10:00 | ||||||||||||||
| 10:30 | Coffee break | Coffee break | Coffee break (10:30-11:00) | Coffee break (10:30-11:00) | Coffee break (10:30-11:00) | |||||||||
| 11:00 | Sessions | PwiP / Interactivity (Demo) / Student Design Competition Exhibition | Sessions | PwiP / Interactivity (Demo) / Student Design Competition Exhibition | Sessions | PwiP / Interactivity (Demo) | ||||||||
| 11:30 | ||||||||||||||
| 12:00 | ||||||||||||||
| 12:30 | Lunch (12:30-14:00) | Lunch (12:30-14:00) | Lunch (12:30-14:00) | |||||||||||
| 13:00 | ||||||||||||||
| 13:30 | ||||||||||||||
| 14:00 | Sessions | Sessions | Sessions | |||||||||||
| 14:30 | ||||||||||||||
| 15:00 | ||||||||||||||
| 15:30 | Coffee break | Coffee break | Coffee break (15:30-16:10) | Coffee break (15:30-16:10) | Coffee break (15:30-16:10) | |||||||||
| 16:00 | Sessions | Sessions | Closing Keynote Panel | |||||||||||
| 16:30 | ||||||||||||||
| 17:00 | Break | |||||||||||||
| 17:30 | ||||||||||||||
| 18:00 | Welcome Reception with Light Food & Drinks (18:00 – 20:30) | |||||||||||||
| 18:30 | Exhibition Reception Dinner (18:30 – 21:30) | |||||||||||||
| 19:00 | ||||||||||||||
| 19:30 | ||||||||||||||
| 20:00 | ||||||||||||||
| 20:30 | ||||||||||||||
| 21:00 | ||||||||||||||
| 21:30 | ||||||||||||||
Student Design Competition Finalist session: Tuesday 4:10-5:40 PM
4:10-4:30: MuseMeal: Supporting Healthy Cooking through Embodied Conversational Interaction and Wearable Projection
- Xinuo Zhou
- Xinquan Zhu
- Rachel Julianna Wong
- Yingqi Wu
- Venus Tan
University College London, London, UK
Despite the importance of healthy eating, many students rely on convenience foods due to time scarcity, stress, and decision fatigue. Prior health technologies focus on tracking and monitoring, offering limited contextual support for cooking. Through surveys and interviews, we identified opportunities for more supportive, motivating, and context-aware interventions. In response, we present MuseMeal, a smartwatch–app system featuring a conversational avatar that generates personalised recipes based on users’ mood, ingredients, and physiological data. The smartwatch extends interaction beyond the screen through avatar projection and hands-free guidance during cooking. Developed through an iterative, user- centred design process, MuseMeal explores how affect-aware conversational agents, wearable projection, and reward mechanisms can support behaviour change in situ. This pictorial contributes design knowledge on embodied conversational interaction, wearable projection interfaces, and motivational health technologies, illustrating how emotionally responsive systems can foster more engaging and sustainable everyday food practices.
4:30-4:50: Pixellated Identity: A Child-Centered Frictional Encounter with GenAI
- Irene Zanardi
- Shana Dedò
- Diletta Micol Tobia
Faculty of Informatics, Università della Svizzera Italiana, Lugano, Switzerland
One of the challenges of Generative AI is that, by design, it categorizes identities, reintroducing and amplifying existing societal biases and reducing diversity. With children increasingly interacting with such systems, helping them develop a critical stance toward their misleading outputs becomes even more important. At the moment, this kind of criticality can be hindered by the sleek nature of the interactions with GenAI, inducing in users a false sense of objectivity and expertise. In this pictorial, we leverage frictional design to counter easy and mindless engagement. We present the conceptualization and realization of an installation that uses friction to guide families through a reflective journey on GenAI oversimplification. We contribute the idea that introducing friction into child–AI interactions can help surface the reductive processes GenAI carries out, creating opportunities for shared reflection that smooth interfaces typically hide.
4:50-5:10: Tangible Co-Ideation: Designing Embodied Prompting for Creative Thinking with Large Language Models
- Yuqing Lucy Li
- Quincy Kuang
- Paul-Peter Arslan
- Yuhan Wang
MIT Media Lab, MIT, Cambridge, Massachusetts, United States
While typing is the most common modality to instruct an LLM, there are applications where text can limit our interaction with AI. Especially during design, individuals might rely on visual thinking, imagination, and intuition, all of which do not follow a sequential chain of thought and can be challenging to express through sentences. Can tangible interfaces use embodiment to structure and craft prompts that challenge the linear thinking encoded into conversational LLM interfaces? We designed 3 object prompts that leverage tangibility to enable LLM interaction while mitigating information overload. The first group of objects, AI Expert Personas embodied as figurines, can fine-tune models depending on spatial position and distance. Second is a rotary lighthouse tower that searches for relevant work. Third, we map customisable criteria onto Goal Tokens to automate summarization and evaluation. We present “tangible prompting” as a framework for rethinking to our increasingly monotonous interactions with LLMs.
5:10-5:30: Body Through Time: A process of one’s Inner Healing
- Dominika Micaela Crasto,
- Saloni Kathuria
- Ana Nišević
- Liz-Anne Schmaal
Eindhoven University of Technology, Eindhoven, Netherlands
“Body Through Time” is a design research project that explores how irreversible bodily marks can be translated into textile artifacts through co-design, somaesthetic design, abstraction, and digital fabrication. Through a tapestry that encompasses the abstract designs of scars of different participants, we aim to allow the participants to view their scars as a positive outlook. The tapestry consists of ten abstract designs of each participants that reflect on how together, we can tell a story behind how self-image can be viewed positively as an impact of art therapy.
