Academic program

Please find the Academic Mindtrek program for 1st -3rd of June, 2021 below.

The access links to the sessions will be sent to you after your registration. The online conference will be held through Zoom. All times are EEST /GMT+3.

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  • Day 1: Tuesday 1st

  • Day 2: Wednesday 2nd

  • Day 3: Thursday 3rd

  • Workshop by: Marianne Kinnula, Netta Iivari, Sumita Sharma, Grace Eden, Markku Turunen, Krishnashree Achuthan, Prema Nedungadi, Tero Avellan, Biju Thankachan and Rucha Tulaskar 

  • Workshop by: Marianne Kinnula, Netta Iivari, Sumita Sharma, Grace Eden, Markku Turunen, Krishnashree Achuthan, Prema Nedungadi, Tero Avellan, Biju Thankachan and Rucha Tulaskar 

  • Paper 1: Intercultural Film Education Online
    By: Sergei Glotov

    Paper 2:  The Role Sound Plays in Games: A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound Research
    By: Georgina Guillen, Henrietta Jylhä and Lobna Hassan  

    Paper 3: Technology Inclusion via Endangered Language Learning Application: An Explorative Case Study with Remote Nganasan Community 
    By: Alisa Burova, Larisa Leisiö, Sumita Sharma, Biju Thankachan and Markku Turunen

  • Paper 4: The City at Play: the case of S’cianco game in Verona and the origin of Tocatì - International Street Games Festival
    By: Francesca Berti and Nicola Gasperini

    Paper 5: Prospettive di Connessioni Urbane*: a case study about using Instagram to keep in touch with urban places in Naples (Italy) during COVID-19 pandemic 
    By: Flora Gatti, Fortuna Procentese and Robb Mitchell

    Paper 6: Automatic Recognition of Playful Physical Activity Opportunities of the Urban Environment  
    By:Tuure Saloheimo, Maximus Kaos, Pia Fricker and Perttu Hämäläinen

    Paper 7:  A Speculative Catalog of Playful Urban Technology: Exploring the Playful Potential of Smart Cities
    By: Ferran Altarriba Bertran, Jared Duval, Laura Bisbe Armengol, Ivy Chen, Victor Dong, Binaisha Dastoor, Adrià Altarriba Bertran and Katherine Isbister

  • Paper 8: What Would Margaret Atwood Do? Designing for Ustopia in HCI 
    By:Renee Noortman, Mathias Funk, Kristina Andersen and Berry Eggen

    Paper 9: WorldBuilding and Mandala as a Tool for Co-Speculating on the Healthcare Domain in 2050
    By: Asim Evren Yantaç, Ali Vatansever, Tevfik Omaç, İlker Kayı and Kemal Kuşcu 

    Paper 10: Ethics and Power Dynamics in Playful Technology for Animals: Using speculative design to provoke reflection 
    By:Fiona French, Ilyena Hirskyj-Douglas, Heli Väätäjä, Patricia Pons, Sabrina Karl, Yoram Chisik, Eleonora Nannoni, Anna Zamansky, Mandeep Mangat, Patrizia Paci, Haruka Kasuga and Dana Vilker 

  • Workshop by: Raphael Kim, Larissa Pschetz, Conor Linehan, Chang Hee Lee, and Stefan Poslad


    Continuing developments in DNA-based digital data storage systems promise us a sustainable, techno-utopian future; propositioning bio-digital solutions addressing the ever-increasing global data production, and inadequacies of conventional storage infrastructure to meet the demand. Distinct attributes of DNA make it an attractive archival medium. With its ability to retain high density of digital information cheaply, and to do so over multi-lifespans, DNA-based storage systems are seen as able to radically shape how we archive and use data, across wide-ranging applications. However, while the stakeholders continue to refine and race towards commercialization of the emerging technology, its sociocultural and ethical implications remain unexplored, limiting opportunities to generate insights on how such systems could be better designed and experienced. This workshop begins to explore what our DNA-mediated archival futures may hold. We learn about the fundamental principles governing the new technology and create stories about its pervasion in our lives, mediated through design fiction and structured discourse.

    Our goal for running of the workshop is two-fold. By the end of the workshop, we hope that the participants would have gained the following: First, a better understanding and awareness of the technological landscape of DNA-based data storage systems; on their components, mechanisms, importance, trends, and key players, as well as potential and limitations. And second, an experience to think about the future of the emerging technology, through informed speculations, story building, object making, and discussions.

    Below is our provisional timeline of the workshop. The duration of each activity is an estimate and are subject to change according to cohort size and conference scheduling. Essentially, the session is divided into four parts, which are shown in the timeline below. A suggested allocation within the day would be to undertake parts I, II, and III in the morning, followed by a lunch break (1 hr), and concluded with part IV in the afternoon.

    Part I: Introduction 10 min
    Part II: Technology Landscaping 80 min
    - Keynote Presentation 45 min
    - Q&A and Discussion 25 min
    - Break 10min
    Part III: Story Building 90 min
    (Lunch) Break 60 min
    Part IV: Story Showcase/Discussion/Debrief 60 min


    Participants are invited to submit a short position paper (1-2 pages long, including references), briefly describing their research area and/or interest, and motivations for attendance. Position papers should be in double-column, using ACM Conference Proceedings "Master" Template, sent to Raphael Kim ( At least one author of each paper must attend the workshop.


  • Paper 11: Gamification was not the problem
    By: Adam Palmquist 

    Paper 12: Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements 
    By: Donald Degraen, Marc Schubhan, Maximilian Altmeyer and Antonio Krüger

    Paper 13: Attitudes towards gamifying work: A thematic analysis of responses of maritime logistics organization
    By: Eetu Wallius, Ana Carolina Tomé Klock, Vilhelmiina Eronen and Juho Hamari

    Paper 14:  Quantum Game Jam---Making Games with Quantum Physicists
    By: Annakaisa Kultima, Laura Piispanen and Miikka Junnila 

    Paper 15: Exploring the Design of Companions in Video Games 
    By: Elizabeth Bouquet, Ville Mäkelä and Albrecht Schmidt

  • Paper 16: Observing Virtual Avatars: The Impact of Avatars' Fidelity on Identifying Interactions
    By: Florian Mathis, Kami Vaniea and Mohamed Khamis

    Paper 17:  Immersive Video Sketching: Low-Fidelity Extended Reality Prototyping for Everyone 
    By: Oğuz Turan Buruk and Juho Hamari

    Paper 18: Toward Efficient Academia-Industry Collaboration: A Case Study of Joint VR System Development 
    By: Alisa Burova, Hanna Heinonen, Paulina Becerril Palma, Tuuli Keskinen, Jaakko Hakulinen, Viveka Opas, John Mäkelä, Kimmo Ronkainen, Sanni Siltanen, Roope Raisamo and Markku Turunen

  • Paper 19: Augmenting the Performer-Audience Live Participation in Professional Event Productions
    Antti Salovaara, Matti Nelimarkka, Kai Kuikkaniemi and Giulio Jacucci 

    Paper 20: Towards Systems Intelligent Approach in Empathic Design
    Satu Jumisko-Pyykkö, Teemu Viita-Aho, Eero Tiilikainen and Esa Saarinen 

    Paper 21: Exploration of user interface mechanisms with affect labeling to enhance online discussion 
    Mariana Linhares de Carvalho, Thomas Olsson and Joel Kiskola

    Paper 22: Sustaining Abstinence from Social Media: Results from a Seven-Day Facebook Break 
    Isaac Vaghefi