We are pleased to invite you to the 24th International Academic Mindtrek conference, 1st to 3rd June 2021. Academic Mindtrek is a multidisciplinary event and a meeting place where researchers, experts, students, and thinkers present results from their latest work regarding the development of novel technology, media, and digital culture for the society of tomorrow.

Academic Mindtrek is part of the renowned Mindtrek technology conference. Mindtrek brings together people not only from various fields and domains but also from different sectors: from companies, startups, academia and various governmental institutions. This makes Mindtrek the perfect opportunity for advancing research results towards practical utilization by the industry, as well as getting out-of-the-box research ideas based on the interaction with practitioners. Mindtrek events are accessible for the Academic Mindtrek attendees, and vice versa.

In cooperation with ACM, ACM SIGMM, and ACM SIGCHI. Contributions will be published in the ACM digital library.

UPDATE: due to COVID-19 situation the conference will be held fully online.


1st to 3rd of June | Online Conference


Academic Mindtrek | EEST/GMT+3

09:00-11:00 WORKSHOP 1/2: Researchers’ Toolbox for the Future: Understanding and Designing Accessible and Inclusive Artificial Intelligence (AIAI)

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

Workshop will continue after the lunch break at 12:00.

11:00-12:00 Lunch break

12:00-14:00 WORKSHOP 2/2: Researchers’ Toolbox for the Future: Understanding and Designing Accessible and Inclusive Artificial Intelligence (AIAI)

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

14:00-14:30 Coffee break

14:30-16:00 SESSION 1: Accessibility and Special Interests Groups

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


Academic Mindtrek | EEST/GMT+3

09:00-10:45 SESSION 2: Playable, Sustainable, Inclusive: The Future of Smart Cities

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

10:45-11:00 Coffee break 

11:00-12:30 SESSION 3: Fictional, Speculative and Critical Futures in Human-Computer Interaction 

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

12:30-13:20 Lunch break

13:30-17:30 WORKSHOP: Archives in DNA: Workshop Exploring Implications of an Emerging Bio-Digital Technology through Design Fiction

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

Workshop details on the right side -->

Details of the 13:30-17:30 WORKSHOP "Archives in DNA: Exploring Implications of an Emerging Bio-Digital Technology through Design Fiction"


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.


Academic Mindtrek | EEST/GMT+3

10:00 - 12:00 SESSION 4: Games and Gamification

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

12:00-13:00 Lunch break

13:00 - 14:20 SESSION 5: Extended Reality: Virtual, Mixed and Augmented Realities

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

14:20-15:00 Coffee break

15:00 - 16:40 SESSION 6: Understanding and Designing the Socio-Technical & Dark Side of Information Technology

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

Paper 20: Towards Systems Intelligent Approach in Empathic Design
By: 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
By: Mariana Linhares de Carvalho, Thomas Olsson and Joel Kiskola

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

16:40 End of Academic Mindtrek 2021



♦ Full papers, demonstrations and workshops due on: February 1st, 2021
♦ Posters and doctoral consortium proposals due on: April 10, 2021

Academic Mindtrek 2021 welcomes all scientific contributions that present relevant and actual studies of today that may shape the way we interact with technologies of tomorrow. Our goal is to facilitate a meaningful experience and knowledge sharing on how the technology merges into the society and what opportunities and hidden threats it brings into it.

For our general track, we welcome submissions that share methodological understanding and practices on how to design, develop, implement and evaluate interactive computing systems and services for human use. The submitted papers should be focusing on phenomena related to Human-Computer Interaction (HCI): human factors and requirements, usability and ergonomics, privacy, ethics and trustworthiness of technologies as well as the exploration of other factors involved (e.g. sociological and psychological factors). This year, apart from general track related to HCI Academic Mindtrek 2021 welcomes submissions under the following tracks:

1. Games and Gamification
2. Extended Reality: Virtual, Mixed and Augmented Realities
3. Human-Robot Interaction (HRI)
4. Understanding and Designing the Socio-Technical
5. Accessibility and Special Interests Groups
6. Fictional, Speculative and Critical Futures in Human-Computer Interaction
7. Playable, Sustainable, Inclusive: The Future of Smart Cities
8. Datafication
9. Dark Side of Information Technology
10. Immersive Media and Journalism
11. Emerging Media
12. Digital Art & Performance

Open Academic Track Descriptions

Conference publications

Academic Mindtrek is organized in cooperation with ACM SIGMM, and ACM SIGCHI. The conference proceedings will be published in the ACM Digital Library, which includes full papers, posters, workshop proposals and demonstration proposals. All papers should follow the style guidelines of the conference (more information under submission guidelines). In the Finnish classification of publication forums, Academic Mindtrek proceedings are classified as JUFO 1.

Full paper proposals

All submissions will be peer-reviewed and double-blinded. Therefore, please remove any information that could give an indication of the authorship. The papers should contain 6-10 pages, excluding the list of references.

Workshop proposals

Workshop proposals should be papers between 2-4 pages long. We welcome you to suggest workshops as part of the Academic Mindtrek. Workshop proposals should also include the organizing committee, a description of the theme and goals of the workshop, a short CV of organizers, duration, and the schedule. Workshop organizers can create their own proceedings of the accepted position papers. Depending on the attached number of papers for each workshop, we provide space for either half-day or full-day workshops.

Previous examples include e.g. a workshop on eLearning, theatre methods for requirements elicitation, among others.

Demonstration proposals

Interactive experience demonstration proposals should be either short papers (2-4 pages long) or full papers (6-10 pages) and include:

a) a description and motivation of the interactive experience demonstration;

b) general architecture of the interactive experience demonstration;

c) description of the main features of the demonstration;

d) a brief comparison with other existing related interactive experience demonstrations;

e) audiovisual materials to illustrate the interactive experience demonstration (a poster or a roll-up and other material on a laptop, for example);

f) the type of license (if applicable),

g) the Internet address of the interactive experience demonstration (if applicable), and

h) description of the scientific basis behind the interactive experience demonstration (e.g., a regular paper presentation).

It is strongly recommended that the authors make a video of the interactive experience demonstration available on the Internet to accompany the article submission.

Poster presentations

Posters proposals should be papers between 2-4 pages long and a poster should be presented during the conference. Attendees have the possibility to exhibit their posters on a A0 poster wall at the conference.

Submission deadlines

Deadline for full papers, demonstrations, workshops and  submissions:
EXTENDED to February 1st, 2021.
Notification of acceptance: March 25th, 2021.

Deadline for poster proposals, doctoral consortium submissions, student activities:
April 10, 2021.
Notification of acceptance: April 25, 2021.

Deadline for submission of Camera-ready manuscript incorporating the requested revisions and copyright form:
April 25th, 2021.  NOTE: the copyright form submission is delayed. We will notify the authors via email once it is available

Final confirmation of acceptance of full paper submissions:
May 1st, 2021.

Registration deadline for all presenting authors:
May 15th, 2021.

Submission guidelines

The submission opens on January 5th:
EasyChair – Academic Mindtrek 2021

Please use the double-column templates provided on the style guidelines site. A template for Word documents and LaTeX guidelines can be found on

Note that since the papers will be published by the ACM digital library all authors need to sign
an ACM copyright form. The copyright form would be sent through an automated system only for accepted papers.

Reviewing process

The Academic Mindtrek conference has a rigorous peer-review process via the EasyChair system. All submissions are peer-reviewed; each paper will be reviewed by three experts in a double-blind review. The review process is managed by local track chairs and their international co-chairs and overseen by the conference chair and academic program chair.


Tampere University
Academic Mindtrek Conference Chair

Tampere University
Programme Chair

Tampere University
Technical Chair

ACM Proceedings Chair

Tampere University
Technical Chair

Tampere University
Doctoral Consortium Practical Arrangement Chairs

Tampere University
Doctoral Consortium Practical Arrangement Chairs

Local Arrangement Chair and Conference Management

Mindtrek Conference Chair

Contact and stay informed

Academic Mindtrek in Facebook

Supported by:

COSS Association,

City of Tampere,

Tampere University (TAU),

Tampere University of Applied Sciences (TAMK)

and SIGCHI Finland