We investigate how technology can empower citizens and non-state actors to take an active role in shaping agendas.
DCLGP aims to build a digital bilingual sign language dictionary with a feature-based search engine that allows people to form visual queries for unfamiliar signs.
We investigate the use of tangible systems to promote computational thinking skills in mixed-ability children.
We investigate the use of social robots to create inclusive mix-visual ability classrooms.
AVATAR proposes creating a signing 3D avatar able to synthesize Portuguese Sign Language.
We explore how to create inclusive environments and behaviours with and through games.
ARCADE proposes leveraging interactive and digital technologies to create context-aware workspaces to improve physical rehabilitation practices.
In this project, we are creating the tools to characterize user performance in the wild and improve current everyday devices and interfaces.
We are creating novel non-visual input methods to multiple form-factors: from tablets to smartwatches.
As touchscreens have evolved to provide multitouch capabilities, we are exploring new multi-point feedback solutions.
In this research work, we are investigating novel interactive applications that leverage the use of concurrent speech to improve users' experiences.
We investigate novel interfaces and interaction techniques for nonvisual word completion. We are particularly interested in quantifying the benefits and costs of such new solutions.
Our goal is to thoroughly study mobile touchscreen interfaces, their characteristics and parameterizations, thus providing the tools for informed interface design.
This research leverages mobile and wearable technologies to improve classroom accessibility for Deaf and Hard of Hearing college students.
We aim to understand the overlap of problems faced by health and situational impaired users when using their mobile devices and design solutions for both user groups.
Under the premises of efficiency and cost savings, service providers are increasingly going digital. As a consequence, underserved groups experience digital services as an additional barrier to participating in society. To overcome those barriers, many rely on often-invisible support networks, including family or friends, as well as governmental organisations and NGOs. In this article, we draw on qualitative studies of two NGOs, one based in Helsinki and the other in Lisbon, to reflect on the work they do to support people who use digital services. Our findings show that intermediaries support them in at least three interrelated ways. First, through complementary practices such as teaching and advising, configuring spaces to lower engagement thresholds, and translating complex information. Second, by participating on behalf of users, for instance, when contacting service providers or acting as proxies in design processes. Third, by sustaining the efficiency of digital services through invisible work. We contribute to research on digital inclusion by showing how intermediaries shape both access to and users’ agency in digital services.
Conference attendance is predominantly passive: audiences sit, listen, and hope to absorb information. Yet, active learning research demonstrates that participation outperforms passive reception. We present Slide.Bingo, an interactive system that uses generative AI to transform presentation content into personalised bingo cards, aiming to give each attendee a task to perform and specific targets to attend to during sessions. The bingo format provides sustained engagement, directed attention, and social presence through real-time awareness of other players. Designed for conference-scale deployment, the system supports two card policies: an Individual Card Policy for paper/panel sessions and a Shared Card Policy for demo/poster sessions. Presenters can customize their content and add custom statements for key takeaways. At CHI 2026, attendees can use Slide.Bingo as their conference schedule app, experiencing Slide.Bingo across the programme. Visitors to our interactivity booth will be able to interact with a demo presentation or customize Slide.Bingo content for their own papers.
Educational tools for Deaf and Hard-of-Hearing (DHH) children have largely focused on individual learning experiences, often overlooking the collaborative opportunities that are essential for inclusive education. In this paper, we present SL4Fun, a collaborative co-located play for DHH and Mixed-Hearing (MH) pairs, designed to support bilingual content in Sign Language (SL) and Spoken Language (SpL). SL4Fun was developed through a 5-month iterative process involving multiple stakeholders, including teachers, interpreters, and children. We evaluated SL4Fun with 24 children (12 pairs) across preschool and primary school levels, including both DHH and MH groups. Results show that SL4Fun design choices prompted game engagement and co-located collaboration. In particular, having spatial dependency and resource sharing gameplay mechanics led to structured coordination and collective responsibility. In parallel, asymmetries in linguistic and technical skills of children prompted varied collaboration strategies between pairs. Based on our findings, we propose design implications for developing inclusive educational technologies that leverage collaborative bilingual content in DHH and MH groups.
Following a long-term design research engagement to develop an accessible programming toolkit with teachers and children for mixed-visual ability collaboration in classrooms, we reached a pivotal moment: leaving the field. Although the toolkit proved effective during researcher-supported use, this transition raised a key question: how can researchers responsibly step back while enabling sustainable adoption? To examine this, we moved beyond the design of the tool itself, returning to a partner school to explore a handover strategy through interviews, co-design sessions, and classroom enactments with teachers. This allowed us to investigate the pedagogical needs, organizational constraints, and operational dependencies that shaped teachers’ ability to appropriate the toolkit. Our findings show that sustainable integration requires more than accessible technology; it depends on alignment with school practices, curricular demands, and the complexities of mixed-ability classrooms. We contribute empirical and conceptual insights into the challenges of transitioning from researcher-supported to teacher-led use and offer design implications to support teachers’ appropriation of inclusive programming toolkits.
Social play is an essential pathway for emotional, cognitive, and social development in children. However, Deaf and Hard of Hearing (DHH) children often experience barriers to social play, namely in mixed-hearing ability environments (e.g., school playground). In this paper, we conducted interviews with six educators and 19 children with and without hearing loss at a Partially Bilingual School, to better understand their experiences during social play. Moreover, we observed a school playground with 46 children over seven weeks at a Full Bilingual School. Findings show that social play between DHH and hearing children is influenced by school culture, peer culture, and child agency. Importantly, some of these barriers can be (partially) overcome through a supportive bilingual and bicultural environment. We propose the concept of contextualized social play technology, which defines a design space aimed at fostering peer culture and individual agency through contextualization within schools. We also provide design insights to inform the development of future inclusive play technologies.
This workshop explores value alignment for participatory AI, focusing on interfaces and tools that bridge citizen participation and technical development. As AI systems increasingly impact society, meaningful and actionable citizen input in their development becomes critical. However, current participatory approaches often fail to influence actual AI systems, with citizen values becoming trivialized during translation to technical requirements. The workshop brings together researchers and practitioners from HCI, AI, and social sciences to address challenges such as risk articulation, value evolution, democratic legitimacy, and the translation gap between community input and system implementation. Topics covered include interactive demonstrations of interfaces (or other ‘boundary objects’) for value elicitation within different communities, critical analysis of failed participatory attempts, methods for capturing evolving community values, and approaches for making citizen concerns actionable for developers.
With the growing digitalization of public services, organizations that act between citizens and digital services platforms - intermediaries - become a unique resource for underserved communities. These organizations are critical yet often invisible for service providers: they enable citizens to access digital services and form an essential part of the infrastructure supporting digital transitions. In this workshop, we discuss how intermediaries support digital inclusion through cases from Finland and Portugal. We aim to develop a shared understanding of intermediaries in public service delivery and outline a research agenda for designing with and for intermediaries.