Workshops
There will be six workshops held at OZCHI2018. At least one author of each accepted abstract must attend the workshop.
icon Important Dates
  • 19th October: Submission Due
  • 26th October: Acceptances Sent
  • Workshops date: 4th December
Animal-Computer Interaction (ACI) & Designing for Animal Interaction (AXD): OzACI, an Australian chapter
This workshop is an invitation to bring together researchers and practitioners from Human Computer Interaction (HCI), Animal Computer Interaction (ACI) and related fields who work in some capacity with animals and through the recognition of animal intelligence want to better understand how to work with and learn from animals. This is a continuation of the work begun at OZCHI2017 in forming an Australian chapter of ACI: OzACI. We are looking specifically at in-place and emerging considerations while working with and designing for enriching experiences for animals, humans, communication, environments and technology within an Australian context.
  • Workshop organisers: Ann Morrison (Digital Life Lab, University of Southern Queensland), Jane Turner (School of Design, Queensland University of Technology), Sarah Webber (Interaction Design Lab, University of Melbourne)
  • Workshop website: http://www.ozaci.org/
  • Submissions and queries: dllanimals@gmail.com

On and Off the Table: Re-Imagining Food and Wine Interactions
Food and wine are an important part of our everyday lives, not just for sustenance, but for the enjoyment and human interactions it invokes. “If food is the body of good living, wine is its soul” (Clifton Faddiman, Author). In our workshop, On and Off the Table: Re-Imagining Food and Wine Interactions, we will examine the ways in which current human experiences of food and wine can be re-imagined and extended through the use of interactive technologies. HCI research has shown that food is regularly informed and shaped by digital device use. The same is happening in interactions with wine. This workshop will explore new practices in human-food interaction (HFI) and human-wine interaction (HWI), both on and off the table, including: playing with food, use of technology, digital and live storytelling, 3D food printing, DIY wine fermentation tools, music, sharing experiences. We invite contributions from researchers, designers, food and wine scientists and enthusiasts, industry partners (restauranteurs, winemakers) and other practitioners interested in working towards a complex framework for future HFI and HWI research.
  • Workshop organisers: Hilary Davis (Centre for Social Impact, Swinburne University of Technology), Jeni Paay (School of Design, Swinburne University of Technology), Jesper Kjeldskov (Human-Centred Computing, Aalborg University), Markéta Dolejšová (Communication and New Media, National University of Singapore)
  • Workshop website: https://jeni92.wixsite.com/hci-food-and-wine
  • Submission format: max 1 page abstract in OzCHI template
  • Submissions and queries: hdavis@swin.edu.au and jpaay@swin.edu.au

Challenges of Emerging Technologies for Human-Centred Design: Bridging the Gap between Inquiry and Invention
Though user-centred design methods are excellent for fulfilling user needs using mature technologies, they are still limited in handling emerging technologies. On the other hand, technology-centric methods are great for designing cool new gadgets, though their outcomes often do not solve real users’ needs. This full-day workshop will bring together academic researchers and industry practitioners to explore how we can bridge inquiry-led human-centred design methods with invention-led technology-centred methods. Participants will be invited to submit proposals where they answer a set of questions about this challenge for discussion during the workshop. On the day of the workshop, we will discuss challenges and opportunities in this space and work together in a practical ideation, prototyping, and evaluation activity to uncover potential solutions, guidelines, and directions for future research and practice.

Interaction Design for Explainable AI
As artificial intelligence (AI) systems become increasingly complex and ubiquitous, these systems will be responsible for making decisions that directly affect individuals and society as a whole. Such decisions will need to be justified due to ethical concerns as well as trust, but achieving this has become difficult due to the ‘black-box’ nature many AI models have adopted. Explainable AI (XAI) can potentially address this problem by explaining its actions, decisions and behaviours of the system to users. However, much research in XAI is done in a vacuum using only the researchers’ intuition of what constitutes a ‘good’ explanation while ignoring the interaction and the human aspect. This workshop invites researchers in the HCI community and related fields to have a discourse about human-centred approaches to XAI rooted in interaction and to shed light and spark discussion on interaction design challenges in XAI.
  • Workshop organisers: Prashan Madumal (A.I. and Autonomy Lab and Microsoft Research Centre for Social NUI, The University of Melbourne), Ronal Singh, Joshua Newn, Frank Vetere (Microsoft Research Centre for Social NUI and Interaction Design Lab, The University of Melbourne)
  • Workshop website: http://www.xainuidesign.com
  • Submissions and queries: xaiozchi2018@gmail.com

Educational Virtuality: cognitive benefits, design processes and new frontiers
Virtuality, often expressed via technologies such as Virtual Reality (VR) or Augmented Reality (AR) has become a staple of media news, cultural artefacts (e.g. Ready Player One) and much research in universities and IT companies. Since the inception of the Oculus Rift as an accessible head mounted display (HMD) for building VR applications the industry has exploded into a potentially $108 billion industry by 2021 [1]. Australia has industry and research communities as well performing research into the use of VR in entertainment, video, cultural heritage as well as low level hardware topics such as implementations of wireless VR HMDs. Various groups in Australia are collaborating and forming a robust presence in the research and startup spheres. We wish to establish with this workshop a focus for the research community in Australia in the direction of education, in particular, to deal with issues local to Australia in areas of inclusiveness and diversity. In particular, this workshop aims to draw together a group of VR/AR researchers to explore the boundaries of immersive virtuality in education and to push into new territories identified from the workshop.



Attendance
Organisers and participants who attend the workshop will need to pay the workshop participation fee.

Proceedings
Workshop proposals will be fully reviewed and included in the OzCHI proceedings.
Workshop position papers will not be included in OzCHI proceedings. However organizers are encouraged to generate their own proceedings if they wish to do so.


Workshop Chairs
Laurianne Sitbon, Queensland University of Technology
Greg Wadley, The University of Melbourne
Melissa Rogerson, The University of Melbourne