ACM Distinguished Speakers Porgram:  talks by and with technology leaders and innovators

Computing Topic:
Human Computer Interaction
Computer Human Interaction is an interdisciplinary field drawing on the expertise of computer scientists, software engineers, psychologists, interaction designers, graphic designers, sociologists, and anthropologists to design useful and useable technology. See ACM's Special Interest Group on Computer Human Interaction, SIGCHI.

Available Speakers on this Topic


Available Lectures

  • A Digital Socioscope:
    How can Twitter data be used to study individual-level human behavior and social interaction on a global scale? This talk introduces the audience to the methods, opportunities, and challenges of using Twitter data to analyze phenomena ranging ...
  • A short history of Human Computer Interaction: a people-centred perspective:
    Human Computer Interaction (HCI) has always been concerned with designing technologies and interactions from a people-centred perspective. However what this means has changed radically over the years - each new wave of computing technology brings dif...
  • Actionable Video Content Summarization: Lessons from Practical Case Studies:
    For the first time in the history of universe, the video data generated by humans has exceeds all other forms of the data. While no one denies the utility of the information hidden within this deluge of data, it is clear that it is humanly imp...
  • Advanced Interaction for Information Visualization:
    Information Visualization (InfoVis) is a research field dedicated to the design and evaluation of visual representations and interactions to explore and understand large data set. Until recently, the focus of InfoVis has been more on the graph...
  • Advancements in Intelligent Support for Collaborative Learning:
    Computer-Supported Collaborative Learning (CSCL) is an area of research that investigates how collaboration can be enhanced by technology to support effective interactions among students and promote robust learning. Although the research community ha...
  • Advances in Network Visualization:
    Graphs are powerful mathematical structures for modeling and representing many natural phenomena. In trying to explore and make sense of graphs collected in the wild-such as social interactions stored by social network sites or correlations between b...
  • An introduction to Human Factors for Health Technologies:
    This session introduces approaches to designing interactive healthcare technologies that are fit for purpose: that maximise efficiency, effectiveness and satisfaction for staff, and give the best possible patient experience. This extends from underst...
  • Analytics for UX and CX: Key KPIs and Goals:
    A powerful but often-ignored gold mine of UX and CX design research, analysis, evaluation, and persuasion exists that even many senior UX designers ignore: digital metrics.  Web and mobile metrics contain a trove of useful behavioral and usabili...
  • Animated Transitions in User Interface Design. :
    Animated transitions are widely used in many different domains of human activity, ranging from cartoons and movies to computer science for powerfully conveying a message more effectively and efficiently about a phenomenon of interest. This lecture re...
  • Augmented Reality: Current Research Development and Future Directions:

    Augmented Reality (AR) is one of the emerging technologies and prevailing research areas in recent years. It gives numerous opportunities to create new interaction style and user experiences. In such highly integrated area, ...

  • Biometrics:
    The determination of identity can be accomplished by three generic means. Conventionally, an exclusive possession (either a physical, e.g., key or electronic, e.g., cookie), knowledge (e.g., password, PIN, social security number) are used as means of...
  • Can you trust what you see? The magic of visual perception:
    This lecture presents and explains a diverse collection of visual perception phenomena that challenge our common knowledge of how well we detect, recognize, compare, measure, interpret, and make decisions upon the information that arrives at our brai...
  • Challenges for the development of digitally-enhanced ubiquitous environments.:
    Ubiquitous Computing is considered as an extension of physical environment capabilities, allowing a computational infrastructure to be present everywhere in the form of networked processing devices, distributed at all scales throughout everyday setti...
  • Computational Thinking Meets Design Thinking: Technology and Arts Collaborations:
    There seems to be an explosion of interest in exploring arts and technology connections: new media, digital media, kinetic art, new frontiers, emergent media, interdisciplinary, multidisciplinary, and transdisciplinary are only some of the ter...
  • Context-aware adaptation of user interfaces. :
    Efficient adaptation aims at ensuring that a user interface is adapted to a user’s task according to the context of use, since the end user is carrying out a task with one or several computing platforms in a physical environment. This lectures ...
  • Cooperative Developer Testing: How Human and Machine Cooperate to Get Job Done:
    Tool automation to reduce manual effort has been an active research area in various subfields of software engineering such as developer testing (where developers test their code as they write it). Manual developer testing is often tedious and insuffi...
  • Coordination in Open Collaboration Communities :
    Open collaboration communities produce highly complex work yet lack many of the coordination mechanisms that exist in more traditional organizations. This study examines an open source software community ? where contribution and participation is open...
  • Creating Meaningful Works of Virtual Reality (VR) Experiences:
    Drawing on my 25 year history of creating meaningful virtual reality experiences, I will discuss the techniques I have developed to help evoke emotional responses from participants in such spaces. These include methods to allow a narrative str...
  • Creativity, innovation and taking risk in your research:
    Most people just “do” research without thinking strategically about their work, their interests and how to do better. What is their plan when a paper or a funding application gets rejected? What is their plan for their plans? How can they...
  • Design and Adaptation for Cross-Device, Context-dependent User Interfaces:
    This course  aims to help user interface designers and developers to understand the issues involved in multi-device, context-dependent interactive applications, which can be accessed through wearable, mobile and stationary devices even exploitin...
  • Design and Evaluation of Serious Games for Training and Education:
    Serious games, i.e. video games to further training and education objectives, are increasingly used to prepare people for a variety of possibly difficult situations and activities. However, compared to entertainment games, the design and evaluation o...
  • Designing Interaction, not Interfaces:
    Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In th...
  • Designing Socio Digital Experiences:
    The experiences emerging from interacting with digital technology need to be understood, designed, and engineered in order to ensure that they provide value to their users, helping them achieve their aspirations and desires.  Rooted in this huma...
  • Designing eHealth technologies that work  lessons from HCI/CSCW research :
    The promises of IT for transforming healthcare have been around for decades, from single site electronic patient records in the 1970s, to recent large-scale national eHealth/electronic record initiatives. Yet despite significant investments and years...
  • Designing for Somaesthetics:
    In designing for bodily experiences, there has been a lack of theories that can provide the underpinnings we need to understand and deepen our design thinking. Despite all the work we have seen on designing for embodiment, the actual corporeal, pulsa...
  • Designing for system utility and conceptual fit:
    People using computer systems are required to work with the concepts implemented by system developers. If there is a poor fit between system concepts and users pre-existing conceptualisation of domain and task, this places a high workload on the user...
  • Designing interfaces and interactions for learning:
    For 25 years, research in instructional design and multimedia learning obtained and replicated hundreds of empirical results. These replicated results or effects have been used to promote principles for designing learning environments and materials (...
  • Designing new user interfaces for cars:

    In-car interactions are undergoing major changes as traditional physical buttons, dials and switchgear are replaced by touchscreens and touch-sensing surfaces.  Drivers are becoming passengers as autonomous vehicl...

  • DiCoT: a systematic approach to understanding complex socio-technical systems in terms of Distributed Cognition:
    Distributed Cognition (DCog) is a widely used approach to reasoning about group working and the design of artefacts within work systems. It has been applied particularly in safety-critical contexts such as transport, control rooms and healthcare. How...
  • Digital Civics: Digital technologies, citizenship, and social renewal :
    We are living through a time of unparalleled austerity, a time in which cuts to local government and local service provision threaten to deepen already existing inequalities and thwart the aspirations of a generation.  HCI as a discipline has lo...
  • Digital publics and counter-publics: varieties of community participation online:
    The idea of publics is gaining traction in HCI as a construct for framing design of and understanding media engagement. This talk presents a critical enquiry into the emergence, values, and value of digital publics where a public is a group of...
  • Distant pointing in ubiquitous environment :
    Pointing to targets is an elementary task universally present in interfaces.  In an ubiquitous environment, the need for distant pointing is frequent in several domains including public displays, interactive TV, augmented objects, augment...
  • Distributed User Interfaces.:
    Distributed User Interfaces (DUIs) are user interfaces whose elements are distributed in time and space in order to support one or many users to carry out one or many tasks on one or many domains in one or many contexts of use (which includes differe...
  • Emotion Analysis in Natural Language :
    What is human emotion? It turns out there are more than 90 definitions. Among the most recent well-accepted ones, emotion is understood as our reaction to external and internal events such as a loud noise (external, surprise), being tol...
  • End-User Development: an Emerging Field for Empowering People:
    End-User Development is a set of methods, techniques, and tools that allow users of software systems, who are acting as non-professional software developers, at some point to create, modify or extend a software artefact  The purpose of this talk...
  • End-User Software Engineering:
    End-user programming has become pervasive in our society, with end users programming simulations, courseware, spreadsheets, macros, mashups, and more.  This talk considers what happens when we add consideration of the software lifecycle beyond t...
  • Engineering Interactive Critical Systems.:
    Innovation and creativity are the main research drivers of the Human-Computer Interaction (HCI) community which is currently investing a vast amount of resource in the design and evaluation of “new” user interfaces and inter...
  • Engineering Interactive Critical Systems.:
    Innovation and creativity are the main research drivers of the Human-Computer Interaction (HCI) community which is currently investing a vast amount of resource in the design and evaluation of “new” user interfaces and interaction ...
  • Experiences with the Design, Deployment and Evaluation of Technology probes :
    not to exceed 4000 characters: In this talk I will discuss our experiences with the Design, Deployment and Evaluation of Technology probes. We have used this class of probe as a key approach in our deployment based research and in our experience have...
  • Exploring the role of situated displays in facilitating sense of community in a rural village community:
    In this talk I will discuss our on-going longitudinal ‘research-in-the-wild’ project with the rural village of Wray. The research has focussed on the user-centred design of the Wray Photo Display – a situated display based system th...
  • Foretold Futures from Digital Footprints: Artificial Intelligence, Behavior Prediction, and Privacy:
    For a few years, we have been developing algorithms to predict individual attributes like personality traits, political preferences, and demographics. More recently, we have shown that AI combined with social data can predict future behavior - before...
  • From Theoretical and Empirical Understanding of Learning to Development of Smart/Learning Technologies:
    Intelligent/Smart learning environments (ISLE) are computational systems that use software and hardware to enhance the process of teaching and learning. ISLE can acquire and process data from student’s interactions with the content, peers and e...
  • Full contact - Beyond 2D Interactive Surfaces:
    We live in a post-WIMP world. Indeed, more and more users access information, communicate with and operate on interactive surfaces foregoing the still common mouse and keyboard of yonder. However, no matter how powerful or elegant the new mobi...
  • Game Over? New Approaches to Teaching Engineering Courses:
    Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge. In this talk I...
  • Gesture-based Interaction:
    From the invention of the mouse to the touch-based interface of the iPhone and the full-body interaction enabled by the Kinect, gestures have been the favorite form of input for the majority of interactive systems. In this talk I give an overview of ...
  • Handheld Augmented Reality: Touch Interaction:
    Handheld Augmented Reality (AR), one type of mobile AR, relies on the spatial coupling between the real world and the on-screen augmented reality outputs. Such spatial coupling introduces new design challenges for interaction and in particular...
  • Haptics and Human-Computer Interaction:
    Haptics and the use of touch  can provide a rich new ways for people to interact and experience devices.  I have been working in the area of haptics for a long time and am often frustrated by the limitations of the technology when trying to...
  • Heuristic evaluation of user interfaces. :
    Heuristic evaluation is a usability inspection method that consists of submitting any user interface of an interactive system to a set of recognized principles, called heuristics. These heuristics could be set of usability guidelines, style guides, r...
  • History of Virtual Reality:
     This talk introduces the basics of early VR history, including the people and inventions that enabled it. I define what fully immersive VR means and look at the factors that support full immersion.  I also feature a deep dive into the most...
  • Home Automation is an EasyHard problem:
    It's so easy to fall into the trap that the internet of things 'just works'. This lecture shows how even something as simple as turning on a light can filled with UX distasters. It's important when designing for home automation to und...
  • How to support user experience in the design and development cycle: Examples from TV and games:
    User Experience (UX) is becoming an important software quality for all types of applications. In the entertainment industry, for example for TV applications and games, the entertainment experience is sometimes more important than other softwar...
  • Human Computation in Data Science:
    As a novel computation paradigm, human computation (a.k.a. crowdsourcing) is being actively pursued in diverse academic disciplines. Within computer science, many sub-fields have also embraced the concept of human computation with open arms and appli...
  • Human Computer Interaction: Past, Present and Future:
    Human Computer Interaction (HCI) is a multidisciplinary field of research and practice focused on maximizing the usability, usefulness, effectiveness and delightfulness of the interfaces between people and computers. Influenced by the engineering sci...
  • Human error is not the problem:
    Error, if it was a disease, would be classified as the third biggest killer after cancer and heart disease. Why is it neglected, and what can be done? 

    When something bad happens to a patient, then s...
  • Imparting New Degrees of Freedom to Next Generation Displays and Cameras:
    We have seen a tremendous advancement in the past decade by which we will soon find cameras and projectors everywhere in diverse sizes, form factors and resolutions. More importantly, with this trend, users would soon seek greater control over...
  • Improving Mindfulness and Personal Resilience through Technology:
    Different activities that can be potentially embraced by almost any person such as physical exercise, deep and slow breathing or relaxation training have been shown to have beneficial effects on health, wellbeing, and personal resilience. Mindfulness...
  • Inclusive Technologies:



    Nearly 1 of every 5 people either currently has a disability or will develop a one in their lifetime.  For these individuals, inability to use digital devices and servic...
  • Information Foraging Theory in Software Navigation:
    In this talk, we reconsider the notion of how people go about navigation-intensive tasks like debugging, by exploring a theory that is consistent today's large collections of source code and modern programming environments. The theory we are expl...
  • Instrumental Interaction in Multisurface Environments:
    Today's user interfaces are based on the desktop metaphor and the principles of direct manipulation that were created more than 25 years ago. With the diversity of hardware platforms, contexts of use and types of information that we face t...
  • Interacting with Information:
    Most studies of information seeking put the seeking activity at the centre. In this talk, I will present an alternative perspective: that of the person, who may be actively seeking, or may simply be encountering information on their travels through t...
  • Interaction Design for Rehabilitation:
    There is a growing demand for rehabilitation and this necessitates the development of rehabilitation technology. Further, such technologies can not only improve the quantity of rehabilitation that can be offered but also its quality. For a long time,...
  • Interaction beyond Computation:
    We are currently witnessing a shift in computer science from classical, closed computer systems to open, interactive systems whose components harness each other's power. This is particularly true in Human-Computer Interaction, where resear...
  • Introduction to Computational Social Science:
    Due to the increasing availability of large-scale data on human behavior collected on the social web, as well as advances in analyzing larger and larger data sets, interest in applying computer science methods to address research questions in ...
  • Introduction to Research Methods in Human-Computer Interaction:
    The output of outstanding Human-Computer Interaction (HCI) research can be considered as an input for the work of brilliant designers and engineers that fuel disrupting inventions or major innovations that positively impact our daily lives across the...
  • Is our software gender-inclusive?:
    Gender inclusiveness in the software workforce is receiving a lot of attention these days, but it overlooks a potentially critical factor—the software itself. Research into how individual differences cluster by gender shows that males an...
  • Lab Overview: The Digital Interaction Group at Newcastle University:
    Newcastle University’s Digital Interaction Group comprises around 70 researchers, including 7 full-time faculty members, 30 doctoral researchers and 30 postdoctoral researchers, and range of visiting staff.  Many members of the group origi...
  • Measuring Users Experiences: Retrospect and Prospect:
    In 2011 I was exploring the issue on the measurability of users’ experiences, as inspired by my collaboration with a group of HCI researchers to analyse several fundamental issues - definitional, theoretical, methodological, and practica...
  • Missed solutions to WWII Enigma design weaknesses:
    The German World War II Enigma suffered from design weaknesses that facilitated its large-scale decryption by the British throughout the war. The main technical weaknesses (self-coding and reciprocal coding) could have been avoided using simpl...
  • Mobile Persuasion for Health and Safety Promotion:
    Mobile apps are a very promising tool to promote attitude and behavior change in users. However, creating effective and successful mobile apps for health and safety promotion requires a wealth of multidisciplinary knowledge that includes usability an...
  • Model-based User Interface Design: Where we are, Where we are headed:
    Model-based approaches  represent the intersection between user interface design and more systematic approaches by providing designers with the means to represent and manipulate abstractions of goal-oriented activities and interactions. ...
  • Model-based and Model-driven engineering of user interfaces: The UsiXML experience.:
    In order to be relieved from empirical and opportunistic development of user interfaces and to promote a genuine and rigorous approach throughout the development life cycle, model-driven engineering of user interfaces is typically struc...
  • Modelling and Analysis of Operators Tasks  Assessing Tasks-Systems Compatibility and Performance taking into account Collaborative Activities (Automation and Group Work). :
    User Centered Design approaches promote the understanding of users’ tasks and activities in order to design a usable system. This presentation focusses on the elements that have to be captured in order to represent in a complete and un-a...
  • Moving care into the home: reimagining mHealth, telecare and selfcare:
    Technology is seen as the critical enabler for moving care out of clinical settings into patients’ hands and homes, for empowering people to be active in their own health and well-being and for managing people with chronic conditions in the com...
  • Multi-media Compliance: A practical paradigm for managing business integrity:
    In virtually every business context there is a need to establish some form of monitoring system to ensure that employees comply with business processes and policies. Compliance failures range from organized theft to gaps in procedure that can be easi...
  • Multimodal human-computer interfaces:
    This talk introduces the topic of multimodal interaction and discusses some of the most important work in the area, with a focus on haptics, audio and smell based interaction. Each modality is presented in terms of perception, technology and applicat...
  • Multimodal mobile interaction - making the most of our users' capabilities:
    Mobile user interfaces are heavily based on small screens and keyboards. These can be hard to operate when on the move which limits the applications and services we can use. This talk will look at the possibility of moving away from these kinds of in...
  • Multimodal web user interfaces. :
    Web applications are not limited to graphical interaction, they are now open to vocal, tactile, gestural, and multimodal interaction. This lecture provides an overview of these interaction modalities for web applications, mobile computing, and for mu...
  • On the Diminishing Prospects for an Engineering Discipline of Requirements:
    What do the following have in common? (1) describing the computation an electronic control unit should perform as it detects rotational speed from wheel speed sensors and adjusts hydraulic valves in order to prevent a car from skidding, (2) describin...
  • Pen-based gestures and sketching. :
    Incorporating pen-based gestures in a graphical user interface induces several questions: which gesture should represent which command? What is the most appropriate gesture set when all gestures should be recognized in one interface? Which recognitio...
  • Pirate talks: Getting to great presentations:
    Pirates say Arrrrr! This is the best mnemnonic on how to give great presentations: audience, remember, route... 
     
    Pirate Harold Thimbleby explains, and gets the audience to an arrr arrr moment.
  • Planning the Autonomous Future: Envisioning the Customer Experience of Autonomous Vehicles, 5-20 Years Out :
    When most people think about the future of driverless cars, they think of the physical cars, the engineering, or perhaps they imagine all the things that can go wrong as these cars merge with human drivers on the road. What’s missing is ...
  • Pointing and Multiscale Navigation:
    Pointing is by far the most common action in graphical user interfaces. It is also one of the few areas in Psychology where an empirical law lets us predict pointing performance: Fitts' law. For the past 25 years, many studies of pointing ...
  • Public Sector Surveillance:
    Situation awareness is the key to security. Awareness requires information that spans multiple scales of space and time. The increasing need for sophisticated surveillance systems and the move to a digital infrastructure has transformed surveillance ...
  • Quantifying Exceptional Design: A 5-Year Retrospective Analysis from the UX Awards :
    While many UX leaders have described what they believe constitutes good UX, there has never been either the available data or consensus of opinion to research and define exceptionality. The UX Awards' proprietary data of hundreds of submissions, ...
  • Rapid Prototyping of Computer-Assisted Medical Interventions:
    Real-time computational image guidance is powerful aid to physicians in carrying out minimally-invasive surgical and interventional procedures. This technology offers higher accuracy and precision and reduced trauma and recovery time, and thus ultima...
  • Retail video analytics:
    The retail industry grosses trillions of USD revenue annually worldwide and provides numerous opportunities for innovation to facilitate real-world business operations. Applications include: loss prevention, capture of marketing data and business int...
  • Semi-Structured Qualitative Studies in HCI:
    HCI addresses problems of interaction design: delivering novel designs, evaluating existing designs, and understanding user needs for future designs. Qualitative methods have an essential role to play in this enterprise, particularly in understanding...
  • Sensor-based Personalized Wellness Applications:
    The cost of health care is expected to grow enormously in the coming years. To keep these costs limited, we need better technological tools for self-monitoring and independent aging, and to put a stronger emphasis on wellness, defined as a bal...
  • Services Science and Services Computing:
    New models of computation such as cloud computing, Big Data, and the Internet of Things have fundamentally upended common assumptions about the nature and purposes of computation. One thing that may be said about these and some other such para...
  • Small group modeling in cultural heritage - modeling automatic detection of social behavior of museum visitor pairs:
    In many cases, visitors come to a museum in small groups. In these cases, the visitors’ social context has an impact on their museum visit experience. Knowing the social context may allow a system to provide socially-aware services to the visit...
  • Social Applications and Sensible Societies:
    In this lecture, we will entice the audience to think of mobile media technologies as a tool to address urban social issues. The explanation will explore the potential of mobile devices, social networks, and collective thinking to generate dir...
  • Social network analysis and interactive device design analysis:
    All interactive systems respond to what users do by changing what they are doing Ñ though sometimes maybe not in the way you intended! What they were doing before and after any particular user action defines a network. These networks have many...
  • Socio-technical Coordination:
    Coordination, or managing dependencies among tasks, has long been recognized as one of the most difficult, pervasive, and persistent problems in large-scale software development.  A great many techniques have been developed over the last ...
  • Start thinking in 3D!:
    The last decade has witnessed a series of technological breakthroughs in the acquisition, processing, and analysis of 3D geometric data, enabling applications that are revolutionizing our way of interaction with computers and pushing the boundaries o...
  • Taking [A] part: The politics of participation in interactive system design.:
    The HCI community increasingly uses words like participation, co-research, and co-production to express the community’s aspirations towards a human-centred approach to the design of interactive systems.  These concepts have a seductive yet...
  • Tangible Interfaces and Instrumental Interaction:
    I introduced Instrumental Interaction fifteen years ago as an interaction model for post-WIMP interfaces. The goal was to go beyond the dominant paradigm, Direct Manipulation, recognizing that interaction is most often mediated by tools and instrumen...
  • Teaching and Learning Programming and Software Engineering via Interactive Gaming :
    Pex4Fun (http://www.pex4fun.com/) and Code Hunt (https://www.codehunt.com/), released by Microsoft Research, offer a web-based educational gaming platform for teaching and learning programming and software engineering. Such platform can be used to te...
  • Technological Fluency through Circuit Bending:
    Electronic technology is pervasive in our modern world but how it actually works can be a mystery to many people. In 1999 and 2002 the National Research Council (NRC) released influential reports stressing that all Americans need to know more ...
  • Technology for older people is more than big buttons  designing technology for engagement :
    Who we think technologies are for, and how we design for them, can be radically influenced by how we think about people and their issues. This is particularly so with older people, where notions of aging as physiological decline associated with incre...
  • The Age Wave:

    Are technology difficulties an inescapable fact of ageing?  Or are there factors that can equip future generations of older adults with skills that will erase or lessen these difficulties?  Globally, older a...

  • The Artificiality of Natural User Interfaces - Toward user-defined gestural interfaces.:
    The road to natural interfaces is still long and we are now witnessing an artificial naturality. These interfaces are natural, in the sense they employ hand gestures, but they are also artificial, because the system designer imposes the set of gestur...
  • The Future of Design, Specification, Modeling and Verification of Interactive Systems. Can our systems be Reliable, Dependable and Usable?:
    Designing reliable interactive software is hard, and designing usable reliable interactive software is even harder. Experience shows that many interactive systems exhibit recurring characteristics that require in addition evolvability, assessa...
  • The Future of Media Interfaces:
    We are living in a post-WIMP world. Indeed, more and more users access information, communicate and operate mobile information appliances foregoing the still common mouse and keyboard of yonder. However, no matter how powerful or elegant the new mobi...
  • The Future of Product Design: Design Beyond the Screen :
    With the advent of IoT, VR, autonomous vehicles, AI, blockchain, chatbots, embedded health monitors and voice assistants, it's clear that the future for tech and product design is definitely not based on a phone or laptop's 2D graphical user ...
  • The Future of User Interaction Design:
    User interaction design is one of the most active and exciting research and development areas in computer science. As IT becomes more pervasive in every aspect of day-to-day life, interaction efficiency becomes more critical. As exciting new and more...
  • The Human Side of Cyber Security:
    Security experts often claim that people are the most unreliable part of their systems. I argue that the problem is not people behaving insecurely, but security systems that are designed with no concern for their users. More importantly, the adversar...
  • The Mobile Life? An enjoyment society:
    The Mobile Life Centre, started in 2007, has grown to be about 45 researchers, exploring experiential, leisure and playful mobile and ubiquitous interactions. We do serious research on what we might normally portray as “unserious” activit...
  • The New Era of Cognitive Computing Experience:
    In this lecture, we explain the nature of potential new experiences that the era of Cognitive Computing will require.  Historically, human-computer interaction has progressed from machine-oriented, batch processes towards more dynamic and...
  • The Physical Web:
    The history of technology and interaction design is circular. A new technology creates a new product concept that starts off primitive but slowly matures over time. Then a new technology comes along that upsets this and the cycle starts over a...
  • The Spoken Web:
    The WWW enabled quick and easy information dissemination and brought about fundamental changes to various aspects of our lives. However, a very large number of people, mostly in developing regions, are still untouched by this revolution. Compa...
  • The UX Grid of IoT:
    The "Internet of Things" is too broad a concept. It can be many things and that is a source of confusion. This 2x2 matrix of the UX Grid of IoT is a simple breakdown but it allows for a much more nuanced conversation. By breaking thi...
  • The Ultimate Selfie: Musings on the Future of Our Human Identity:
    Identity in today's world is being radically redefined by our access to sophisticated technologies that allow us to share images of ourselves ubiquitously, don a variety of avatars to connect with others in virtual environments, scan ourse...
  • The museum as a "living lab" exploring the potential contribution of novel technology in an instrumented cultural heritage site:
    In the framework of the PIL project, which I have directed at the University of Haifa as part of a long lasting set of Israeli-Italian collaboration projects, a “Living Lab” has been developed – The Hecht museum, at the unive...
  • The politics and aesthetics of participation in HCI:
    In one form or another, participation is deep in the DNA or culture of HCI, from the very earliest pragmatic commitments to have computer users involved (even indirectly) in the design of the systems that they would be expected to use to the m...
  • The role of automatic tool support in usability and accessibility evaluation of Web applications:
    Evaluation is an increasingly important part of the user interface design process. However, evaluation can be expensive in terms of time and human resources, and automation is therefore a promising way to augment existing approaches. This talk...
  • Thinking about sensible technologies for people with dementia:
    Much technology design and development for people living with the diagnosis of dementia is remedial and focuses on providing assistance in areas that are perceived to be cognitive deficits. In this talk, an alternative approach is developed in...
  • Touching the Future:
    Discover the future of screen technology with computer scientist Matt Jones. Hear how his team are exploring mobile displays that mutate to create textures and change shape to reveal controls like dials and switches depending on our needs. See some o...
  • Trajectories Through The User Experience:
    The idea of designing the ‘user journey’ is familiar to User Experience designers. However, the emergence of mobile interaction, followed by augmented reality and now the Internet of Things challenges us to extend our view of such ...
  • Troubles in Deciding?  How Recommender Technology Can Help Consumers Choose:
    As online stores offer practically an infinite shelf space, recommender systems are playing an increasingly important role in helping users search and discover items that they truly want. But are they also helping them make better decisions? ...
  • Uncomfortable User Experience:
    This is a provocative lecture that confronts our current thinking about how we design interactions with computers and instead makes a case for the deliberate engineering of discomfort as part of more enlightening, entertaining and socially bon...
  • Understanding User Experience: Key Concepts and Dimensions :
    Taking into account user experience (UX) for the design and development of interactive systems is becoming more and more important. While the scientific community provides a variety of definitions, descriptions and concepts, industry still uses the t...
  • Unsafe in any bed:
    ‘Unsafe At Any Speed’ was the title of Ralph Nader’s damning critique of the 1960s car industry. We are at a similar position with today’s healthcare: Terrible, but quite able to improve. Harold will present examples of Health...
  • User Experience Design for Internet of Things:

    Internet of Things is recently mentioned as one of the disruptive technologies to change our daily life. For the economical development in regional areas, how IoTs can be applied to agriculture, aquaculture, mining and fores...

  • Using Social Media for Health Studies:
    Given that users share all kinds of minutiae on social media, can this noisy, crowd-sourced data be used for health studies? This talk presents a number of recent examples that show the feasibility of using social media to study health both at...
  • Using games to solve challenging multimedia problems:
    This talk discusses how we can use human computation methods to supplement traditional content analysis techniques and assist in the solution of hard multimedia problems. There are many challenging problems in multimedia research for which state-of-t...
  • Virtual Reality, Real Effects: Training and Changing People through Virtual Experiences:
    Thanks to the availability of new consumer hardware for virtual reality (VR), applications of immersive VR are accessible to an increasing number of users, and can also appeal to the general public, especially if they include gaming elements. In addi...
  • Virtualize Everything  a Path to the Convergence of Cloud, Mobile and IoT Computing:
    With the rapid development of Cloud Computing, Mobile Computing and IoT Computing, there is an increasing need for an efficient and effective way to enable the collaborations between cloud, mobile devices and IoT devices to bring new and compe...
  • Visions in HCI: a short history of Human-Computer Interaction:
    From its very early days, the field of Human-Computer Interaction has been driven by powerful visions, from Doug Engelbart's augmenting human intellect to Alan Kay's Dynabook to Mark Weiser's Ubicomp. In this talk I take a historical (but...
  • Visual information retrieval: advances, challenges and opportunities :
    This talk presents an overview of Visual information retrieval (VIR), an active and vibrant research area, which attempts at providing means for organizing, indexing, annotating, and retrieving visual information (images and videos) fro...
  • What is design knowledge?:
    Research through design (RtD) aims at bringing out design knowledge in different forms: both the ultimate particulars (specific designs used in specific contexts) as well as more generic design knowledge. But what is that ”generic design...
  • What, if anything does it mean for a city to be smart? :
    Smart Cities are a very significant emerging research agenda in the UK and elsewhere, one with which ubiquitous and interactive computing is deeply intertwined.  While at the moment this may only amount to a lot of rhetoric from governments and ...
Featured Speaker


Keith Cheverst
Lancaster University

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