This February, research fellow Dorothé Smit, and Master HCI students Marta Dziabiola, Robert Steiner, Ralf Vetter, and Daniel Nørskov, presented papers at TEI 2022, the internation conference on tangible, embedded, and embodied interaction.

Qude: Exploring Tactile Code in Long-Distance Relationships

Marta Dziabiola, Robert Steiner, Ralf Vetter, and Daniel Nørskov presented a work-in-progress paper Qude: Exploring Tactile Code in Long-Distance Relationships. Qude is a tool that supports people in long-distance relationships. It is a vibro-tactile wearable that enables a person to tap and send a rhythm to their partner; and a supporting app, through which users can assign meanings to the rhythms, thus creating an exclusive, tactile code.

Watch their teaser video here:

Hybrid Design Tools for Participatory, Embodied Sensemaking: An Applied Framework

On behalf of her co-authors, Bart Hengeveld, Martin Murer, and Manfred Tscheligi, Dorothé Smit presented the paper Hybrid Design Tools for Participatory, Embodied Sensemaking: An Applied Framework. In this paper,  two hybrid design tools were analysed based on a framework for participatory, embodied sensemaking.

Watch the full presentation below.

Contact: Dorothé Smit

In the context of the project FEM*mad, researchers Verena Fuchsberger, Nathalia Campreguer França, and Dorothé Smit are organizing a workshop at CHI’22 (The ACM CHI Conference on Human Factors in Computing Systems) on the 20th of April, 2022.  Together with project partners from Happylab, Mz. Balthazar’s Laboratory, and AIT Austrian Institute of Technology, as well as academic experts in the field of Human-Computer Interaction, in this one-day, hybrid workshop, we will take a constructive stance towards balancing inclusiveness in access to making.

For more information about the workshop, including the full call for participation, visit the workshop website.

For more information about the CHI conference, visit the conference website.

Contact: Dorothé Smit

The Center for Human-Computer Interaction is proud to announce that it will host the 17th International conference on Computer-Supported Cooperative Work & Practice-centred computing and the Design of cooperation technologies, ECSCW 2019! The conference will take place from June 8 to June 12 2019, at the Center for HCI and the Faculty of Chemistry and Physics of Materials at Techno-Z in Salzburg.

The conference will unite young and senior researchers who are working in the field of computer-supported cooperative work and will host single-track presentation sessions that will contribute to shaping the future of practice-focused CSCW research

The ECSCW conference is an important venue for defining and further develop the agenda of CSCW research with a focus on the in-depth understanding of human practices and on the design of cooperation technologies based on such understanding. By organising the conference  at the Center for HCI, we aim this year’s conference at exploratory and hands-on work. We will have two exciting keynotes to respectively open and close our conference.

The opening keynote will be given by Friedrich Kirschner, who is a Professor for digital media and head of the Masters Program “Spiel && Objekt” at the University of Performing Arts Ernst Busch in Berlin. The closing keynote will be given by Hanne De Jaegher, philosopher of mind and cognitive science, who put forward the enactive theory of intersubjectivity called participatory sense-making: informing how we think, work, and play (basically live and love) together.

For more information, visit the conference website. Convinced? Go straight to the registration page.

Contact: Dorothé Smit


The Center for Human-Computer Interaction is, again, a proud partner of Digital Spring, the biennial Media Arts Festival hosted by ARGEKultur in partnership with subnet, the Center, and other local partners.

Next year, Digital Spring will boast the theme ‘STAND BY’: neither on, nor off, but always ready.

STAND BY describes the attention-economy of users of digital media and social networks in terms of a permanent stand-by-mode. As the device itself, the user has to work up each incoming information as fast as possible. STAND BY also tells about an almost passive human subject facing the complexity and terrific speed of technological progress. Or it sketches a scenario of an entirely modified work environment of digital capitalism. In this perspective, the individual is an always available workforce and is – due to technologization – more and more excluded from performing work him- or herself. – Theresa Serephin, Curator for Digital Spring

Open Call

We are looking for non-commercial media-art-projects within the fields of Fine Arts and Performing Arts. The projects should be designed especially for this festival and cover the motto. The concepts can be designed for a performance or an exhibition space. The festival can finance the projects with a maximum of 3.000 Euro. Co-productions are possible and preferable. Spaces, infrastructure and public relation activities are provided by the festival. The call addresses local as well as international artists and groups.

In the four weeks leading up to the Festival, the Center will host an artist residency in partnership with subnet. Artists can apply with a project matching the festival motto and they can develop it on site. A presentation of the project (state of the working process or premiere) takes place during the festival. The residency is located in the rooms of subnet and HCI, where artists get access to the infrastructure and equipment of the workplace. Additionally to production costs, the artists are provided a working budget of 1000 €.

More info about the open call and the residency — deadline for both on June 30th 2019 — can be found here (scroll down to subnetAIR residency).

Contact: Dorothé Smit

We are pleased to announce an upcoming special issue on Human-centered Design in Automated Vehicles of the i-com Journal of Interactive Media (De Gruyter).


Automotive user interfaces and automated vehicle technology pose several challenges to support all diverse facets of user needs. These range from inexperienced, thrill-seeking, young novice drivers to elderly drivers with a mostly opposite set of preferences together with their natural limitations. Implementation-wise, the automotive industry is currently focusing on pushing in-vehicle technology towards fully automated driving, with tech companies joining these efforts to raise the technology to the readiness level as quickly as possible. Consequently, commercial research toward automated driving systems (ADS) is mainly focusing on an innovation- driven and technology-centered perspective, frequently focusing on just novelty-related factors. Aspects such as user experience, acceptance and trust are often neglected or reduced to a secondary status and, thus, underresearched. However, this human factor is critical for a comprehensive and long term establishment of ADS technology on both the market and within society. Therefore, it is of utmost importance to understand all the factors in the (context of automation) that have an impact on the overall experience (UX) of and within an automated vehicle. This includes operators of automated vehicles, vehicle passengers, and any other traffic participants affected by automated vehicles. We believe that there is an absolute need to focus on a human-centered design (HCD) perspective to raise ADS innovation to the next level and, thus, to achieve wide acceptance in society that is justified by an appropriately sophisticated technology.


The aim of this special issue is, thus, to discuss special requirements of user centered design applied to automated driving (referring to SAE automation levels 3 and above) to solve essential challenges and identify opportunities. To emphasize the need for a human-centered perspective on automated driving, we invite AutomotiveUI, CHI, and “Human Factors” researchers and practitioners working in the field to submit their research findings to this iCom special issue.

Topics of interest include, but are not limited to:

  • Designing user experience for automated driving * Implications of human centered design for automated driving systems?
  • Specific challenges of different levels of ADS on user centered design
  • Application of user centered design approaches from other domains to automated driving
  • Acceptance criteria for (automated) driving systems on both individual (driver) and societal levels
  • Ergonomic aspects in highly automated driving
  • Natural user interfaces in the automotive context
  • Futuristic concepts of shared control, vehicle interior, & in-vehicle non-driving-related (NDR) activities
  • Interface concepts that address the transition from manual to fully automated driving
  • Hedonic and pragmatic qualities of driving experiences
  • Methods for enabling and quantifying trust-in-automation
  • Methods to foster driving pleasure and concepts for in-vehicle gaming
  • Requirements for automated driving systems based on personality, age, gender, culture, or other human-centered parameters
  • Personalization of vehicle behavior and interfaces
  • Driving simulator studies in the broader context of automated driving, including combinations of different automation levels and involvement of non-drivers
  • User studies addressing automated driving within FOT/NDS


Typical iCom articles are 9000 to 15000 words long (excluding figures or tables). For more information on suitability or length contact one of the guest editors. Submission format is open, but it is recommended to use the templates available at here. (Accepted articles will be typeset by the publisher).

Articles should be submitted online via Manuscript Central.

Articles will be selected based on scientific rigor, originality, novelty, and presentation quality. By submitting a paper to this special issue, the authors guarantee that their paper is not currently submitted or accepted for publication elsewhere. Please consider the the iCom author guidelines when preparing your submission.


Manuscript submission deadline: June 15, 2018
Final revisions: Autumn 2018
Planned publication: iCom issues 1 or 2, 2019


Please feel free to contact the guest editors at any time.

Andreas Riener, Prof. for Human-Machine Interface and Virtual Reality,
Technische Hochschule Ingolstadt (THI), Germany.
Phone: +49 (0) 841 / 9348-2833

Alexander Mirnig, Research Fellow Automotive Interfaces and HCI,
Center for Human-Computer Interaction, University of Salzburg, Austria.
Phone: +43 (0) 662 / 8044 4834

Contact: Alexander Mirnig

Tuesday, 13.3.2018 – Sunday, 18.3.2018

digital spring 2018 | media art festival

TRANSHUMANISM: Updates are available

We are excited to be co-hosts of the biennial media art festival digital spring 2018,  an initiative by ARGEkultur Salzburg and subnet in cooperation with the Center for HCI, Salzburger Kunstverein, and FS1 – Freies Fernsehen Salzburg.

As part of this year’s festival program, we will host a one-day on “THE HOMO LUDENS AS A PHYSICAL-DIGITAL HYBRID” at Studio 3.


editorial digital spring 2018

Cornelia Anhaus, festival director digital spring festival


From pacemakers to better eye-sight via laser-operations, from an improved self on social media to chipped employees, from board computers to hearing implants to prostheses – one doesn’t have to be the Terminator to realize that little by little, we are all evolving into human-machines. Regardless of whether it is about providing the supposed sick or the alleged healthy with features they did not have before – shouldn’t we all be allowed to modify our bodies the way we want to? Or has capitalism finally succeeded in terms of self-optimization on all levels of being? To which extent are we in control of technology, and when does it start controlling us?
These questions are not confined to the realm of science fiction, but rather they have been troubling us in real life for almost 100 years now. In the 1920s, biologist Julian Huxley first developed a complete transhumanistic ideology, which was supposed to contribute to the ultimate triumph over the human’s fragile state through technology and progress. It shouldn’t remain unmentioned that Huxley was an advocate of eugenics, which shows another dark side of this development.
Then again, radical transhumanists predict nothing less than digital immortality. In the future, this would mean that we could be able to disperse the unity between body and soul and digitalize our abilities and our personalities. A backup of the self.

After the first successful round of the digital spring in 2016, the biennial media art festival 2018 deals with the posthuman future of the human and the increasing merging with machines. The discursive as well as artistic program investigates and presents the opportunities as well as risks, which transhumanism holds for society.
At the end of November, the jury (Cornelia Anhaus, festival management digital spring | Séamus Kealy, director Salzburger Kunstverein | Martin Murer, Senior Scientist, Center for Human-Computer Interaction, University of Salzburg | Marius Schebella, chairman subnet & Researcher MultiMediaArt, FH Salzburg) chose ten plus one projects from 34 international submissions, which are concerned with the developments and consequences of these future prospects.
For the very fist time, the open call included the possibility of a grant for media art from the province of Salzburg, which the jury awarded to the duo APNOA (Sebastian Drack and Tobias Feldmeier).

With this year’s motto, the festival team and the artists encourage you over a compact period of six days to overcome your own limits and broaden your senses, not only mentally but also physically, in a smart as well as humorous, innovative as well as impressive, poetic and aesthetic way.
Load up your mind and the rest will follow – welcome to the second digital spring in Salzburg!

Cornelia Anhaus,
festival director digital spring festival

full program of digital spring 2018


Contact: Martin Murer

Thursday, 15.3.2018, 9.00 am – 10.00 pm

digital spring 2018 | media art festival

Theme day at the Center for HCI:

Venue: Center for Human-Computer Interaction (HCI), Studio 3 | free admission

As a physical being, the human is subject to the abilities of its bodily form as well as to the conditions of the real world. The term “Homo Ludens” describes this human as a being which acquires its abilities primarily through playing games. Games, and especially video games, provide an insight into fictional, transhumanist scenarios. Frequently, the limitations of human abilities are transcended, and the player is put into the role of an avatar which frequently has superhuman powers. However, as a result of this special role as an avatar, a discrepancy arises between the virtual activity of the game character and the physical realities and interactions of the player. On this day of the festival, a space for hybrid interactions will be created through various games and discursive formats and and an attempt to redefine the boundaries between the physical and the digital through alternative forms of physicality in the game is being made.

We are excited to host this one-day program dedicated to digital-physical games and their relations to the ideas of transhumanism as part of the program of the biennial media art festival digital spring 2018.


9 a.m. – 5 p.m. Game Jam
10 a.m. – 5 p.m. Game testing “MYTH OF THEUTH”
5 p.m. – 5.45 p.m. Game jam public showcase
6 p.m. – 7 p.m. Lecture & discussion Michael Lankes “Body and embodiment in video games: the human gaze as a bridge”
8 p.m. – 10 p.m. Board game-performance qujOchÖ “MYTH OF THEUTH”


9.00 a.m. – 5.00 p.m.


Hosts: Bernhard Maurer and Florian Jindra

Contrary to the predominant notions of digital games, in which the limitations of human ability are often transcended and enhanced in the role of a superhero avatar, this game jam aims to create concepts, where existing human senses are actively restricted and which use these restrictions as part of game mechanics. Not the liberation from these human limitations, but the active, creative focus on precisely these limitations in a playful exploration as a means for critical reflection should be understood as an alternative to the transhumanist line of thought.

Sign up required: individuals as well as groups (name) until 29.02. exclusively via e-mail to


6.00 p.m. – 7.00 p.m.


Michael Lankes:

Body and Embodiment in Video Games: The Human Gaze as a Bridge

A gaze is worth a thousand words – but is gaze a suitable means for interaction in games? From a technical point of view, yes. Devices to capture human gaze, so-called Eye Trackers, are available at affordable prices and have found their way into the gaming world. From a design perspective, this question can be answered only with difficulty. Until now, rather diverging approaches have been pursued: they range from a substitute for the computer mouse to a nonverbal channel of communication in online multiplayer games. With reference to research projects (among other things), Michael Lankes’ lecture sheds light on the potentials and challenges of these “natural” forms of interaction.

FH-Prof. Dr. Michael Lankes teaches and conducts research at Campus Hagenberg at the Fachhochschule Oberösterreich. Since 2017, he has been leading the research group Playful Interactive Environments (PIE), which deals with games and animation. Besides his teaching activities at the FH, he lectures on media informatics at the University of Regensburg. 

8.00 p.m. – 10.00 p.m.


qujOchÖ (AT) feat. Davide Bevilacqua, Eva Maria Dresiebner, Thomas Philipp:


10.00 a.m. – 5.00 p.m.: Free game testing “MYTH OF THEUTH”

But when they came to writing, Theuth said: “O King, here is something that, once learned, will make the Egyptians wiser and will improve their memory; I have discovered a potion for memory and for wisdom.” This is how it goes, the myth of the invention of writing by the Egyptian god Theuth, as described by the well-known Greek philosopher Plato in his work “Phaedrus” from the 5th century BC.

In this game you will move through ancient Athens, collecting different media in order to complete a mission. You will meet famous people who greatly influenced the development of media and cultural theories. Gotthold Ephraim Lessing shows you the limits of the image, Laura Mulvey takes a delightful gaze on your memorizing abilities, and Marshall McLuhan finally gets his well-deserved massage. Across the 12 stations, you will use smartphones, newspapers, stamps, candy, hand, feet, pairs of eyes, and other means to discover the Myth of Theuth. Whoever manages to finish the mission first – with a combination of strategy, luck, and knowledge – will be worshiped as a divine medium!

At the festival MYTH OF THEUTH will be played by selected media artists and philosophers in a unique performance.

qujOchÖ operates at the interfaces of art, politics, society and science.
qujOchÖ is diverse, heterogeneous, untaggable and completely undisciplined.
qujOchÖ works with all and nothing, shows, builds, installs, intervenes, discusses, connects, rants and raves.
qujOchÖ makes everything out of conviction and love.
qujOchÖ (* 2001 in Linz, Austria)

qujOchÖ, collective:
Clemens Bauder, * 1986 (architecture, experimental art)
Davide Bevilacqua, * 1989 (media art, media theories, curating)
Jakob Dietrich, * 1976 (audio, conceptual art, cultural studies)
Eva Maria Dreisiebner, * 1987 (media and video art, cultural studies)
Verena Henetmayr, * 1984 (experimental art)
Luzi Katamay, * 1982 (media and video art, experimental art)
Sun Li Lian Obwegeser, * 1981 (audio, animation, experimental art)
Thomas Philipp, * 1975 (experimental art, cultural studies)
Andreas Reichl, * 1982 (audio, experimental art)
Andre Zogholy, * 1975 (audio, experimental art, cultural studies)


full program of digital spring 2018 

Contact: Bernhard Maurer

Talk by Laura Devendorf: Designing Unstable Technology for Unstable Futures


Tuesday, August 22, 2017, 4pm-5pm
Center for HCI, Studio 3
Jakob-Haringer-Straße 8


Designing Unstable Technology for Unstable Futures: If there is anything we can know about the future, it is that it is unstable, uncertain, unknowable, and unpredictable. Often, the tendency when designing technologies for the future is to bring the future into the realm of human control, for instance, with bigger data or better predictive models. This talk will describe an alternative “unstable” approach to designing technological things of the future that frames instability as a resource for design, as opposed to a target for technological intervention. While instability can be uncomfortable, it also creates the capacity for hope, curiosity, and meaningful interventions in the world. It can cultivate attention outside of our human bodies and into the broader landscape of human and nonhuman forces that shape reality. By drawing from art, anthropology and engineering, unstable design looks away from instrumental or even traditional “human-centered” approaches for designing technological things, and instead, looks for moments in which technology can challenge, confront, and sensitize humans to vibrant phenomena they may otherwise look past.

Laura Devendorf develops and studies technologies that are volatile to the unpredictability of things, people, and environments. Her designs won’t make you more efficient or productive, but they will foster poetic, slow, curious, and enchanting encounters with the everyday.

Laura is an Assistant Professor in the ATLAS Institute and Department of Information Science at the University of Colorado, Boulder where she directs the Unstable Design Lab. She received her PhD at the School of Information at University of California, Berkeley and has bachelors degrees in computer science and studio art from the University of California Santa Barbara.

Contact: Martin Murer

As part of wissen:stadt Salzburg, we welcomed an interested audience on Friday, May 12th in the Center for Human-Computer Interaction to raise questions, try out displays, and discuss our projects with us at our several stations.

Before we opened our doors to the public, two school classes got the chance to be part of our workshop Uncrafting – Making Things Apart, where they explored electronic tools and gadgets from the inside in order to do basic mechanical and technological research.

After the workshops, we welcomed guests to try the interactive Haptic Seat – See with your Back, where a modified car seat augments your perception so you can feel cars approaching from behind, in order to develop and discuss future scenarios and the role of humans in production environments of Factory Work of the Future, as well as Future Visions of Aging to develop Information and Communication Technologies for the improvement of quality of life.

At the robot station, the audience was asked to interact with Robots that aim to exploit humor in a way to foster enjoyable interaction with social robots. The Automotive Retail Lab, a collaboration with Porsche Holding Salzburg, presented the 3D Whiteboard model of a car showroom, aiming to optimize the car buying experience inspired by Embodied Interaction – the theory that people understand things by physically interacting with the world around them and the people in it. Additional car related research on autonomous vehicles and critical situations (e.g., when an autonomous vehicle transitions to manual driving mode in a critical situation) and much more could be explored and discussed with our project members.

Please find more information on the wissen:stadt website here.

Die Salzburger Altstadt hat im Oktober schon einen Vorgeschmack auf die mögliche Zukunft des Straßenverkehrs bekommen: Auf einer Strecke von 500 Metern rollte ein Minibus ohne Fahrer vom Festspielhaus zum Domplatz. Mit 7 km/h.

Pilotversuche für automatisiertes Fahren stehen in Österreich in den Startlöchern. Teilweise sind unterstützende Systeme – etwa beim Einparken – bereits im praktischen Einsatz. Auch Salzburg Research hat sich beim Bundesministerium für Verkehr, Innovation und Technologie (BMVIT) für eine Testgenehmigung für selbstfahrende Minibusse auf öffentlichen Straßen sowie für die Sondierung einer Testumgebung beworben und den Zuschlag erhalten. Nach der Premierenfahrt im Oktober könnte der selbstfahrende Minibus ab Frühjahr 2017 als Forschungs- und Demonstrationsobjekt dauerhaft ins Bundesland Salzburg zurückkehren.

Viele Fragen sind noch offen

Doch automatisiertes Fahren bringt auch viele offene Fragen: Wie verändert sich dadurch unsere Mobilität? Wohin geht die Reise – volle Automatisierung oder „nur“ Unterstützung der Fahrenden? Welche rechtlichen und moralischen Fragen stellen sich, wenn die Maschine die Kontrolle übernimmt? Wie sicher ist automatisiertes Fahren? Welche Hürden müssen für den Regelbetrieb genommen werden? Wie sehen die zukünftigen Mobilitätsangebote im öffentlichen Personennahverkehr aus?

Diese und viele weitere Fragen stehen im Mittelpunkt der Diskussion in der Reihe „Digital Leben“ der Plattform Digitales Salzburg:

Dienstag, 13. Dezember, um 17:30-19:00 Uhr
Salzburg Research Forschungsgesellschaft mbH
Techno-Z Veranstaltungszentrum
Jakob-Haringer-Straße 5, Gebäudeteil 3, 5020 Salzburg


  • DI Martin Russ, Geschäftsführer AustriaTech – Gesellschaft des Bundes für technologiepolitische Maßnahmen GmbH, Kontaktstelle Automatisiertes Fahren
  • Prof. Dr. Manfred Tscheligi, Leiter des Center for Human-Computer Interaction, Universität Salzburg
  • Karl Rehrl, Leiter des Anwendungsfeldes Intelligente Mobilität, Salzburg Research
  • (FH) Allegra Frommer, Geschäftsführerin Salzburger Verkehrsverbund GmbH

Die Teilnahme an der Veranstaltung ist kostenlos.
Um Anmeldung wird gebeten unter: