User Modelling and User Studies.- An Analysis of (Non-)Use Practices and Decisions of Internet of Things.- Analysis of utilization in the message card production by use of fusion character of handwriting and typeface.- Communicating User Insights with Travel Mindsets and Experience Personas in Intra-City Bus Context.- Effects of Age-Related Cognitive Decline on Elderly User Interactions with Voice-Based Dialogue Systems.- GDI as an alternative guiding interaction style for Occasional users.- User Experience.- A Novel Method to Build and Validate an Affective State Prediction Model from Touch-Typing.- Acceptability of Persuasive Prompts to Induce Behavioral Change in People Suffering from Depression.- The UX construct – does the usage context influence the outcome of user experience evaluations?.- User Experience of Driver State Visualizations: a Look at Demographics and Personalities.- Users' Emotions, Feelings and Perception.- As Light As Your Scent: Effects of Smell and Sound on Body Image Perception.- Experiencing Materialized Reading: Individuals' Encounters with Books.- “I Kept Browsing and Browsing, But Still Couldn’t Find the One”: Salient Factors and Challenges in Online Typeface Selection.- Integrating a Binaural Beat into the Soundscape for the Alleviation of Feelings.- What is Beautiful Continues to be Good: People Images and Algorithmic Inferences on Physical Attractiveness.- Virtual and Augmented Reality I.- Design and evaluation of three interaction models for manipulating Internet of Things (IoT) devices in Virtual Reality.- Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality.- On the Use of Persistent Spatial Points for Deploying Path Navigation in Augmented Reality: An Evaluation Study.- User Experience Guidelines for Designing HMD Extended Reality Applications.- Virtual and Augmented Reality II.- Am I Moving Along A Curve? A Study On Bicycle Traveling-In-Place Techniques In Virtual Environments.- Design and Evaluation of an Augmented Reality App for Learning Geometric Shapes in 3D.- Enhance Engine Room Diagnostics Through Audio-Focused VR Simulation.- Head-controlled Menu in Mixed Reality with a HMD.- VR Interaction Modalities for the Evaluation of Technical Device Prototypes.- Wearable and Tangible Interaction.- Combining Tablets with Smartphones for Data Analytics.- COMMONS: a board game for enhancing interdisciplinary collaboration when developing health and activity-related wearable devices.- On-Body Tangible Interaction: Using the Body to Support Tangible Manipulations for Immersive Environments.- SplitSlider: A Tangible Interface to Input Uncertainty.- The possibility of personality extraction using skeletal information in hip-hop dance by human or machine.- Courses.- Introduction to Automation and to its Potential for Interactive Systems Design.- Introduction to Data Visualization.- The Science behind User Experience Design.- Demonstrations and installations.- A Multitouch Drawing Application with Occlusion-free Interaction Strategies.- CityCompass VR - A Collaborative Virtual Language Learning Environment.- GazeMotive: A Gaze-based Motivation-aware E-learning Tool for Students with Learning Difficulties.- Hybrid Wireless Sensor Networks: a Prototype?.- Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers.- Multi-level Engagement in Augmented Reality Children’s Picture Books.- On-the-Fly Usability Evaluation of Mobile Adaptive UIs through Instant User Feedback.- SwipeBuddy - A teleoperated tablet and ebook-reader holder for a hands-free interaction.- VibroSquare: Vibro-Tactile Display for Body-Centric Implicit Interactions.- Industry Case Studies.- A Human-centred Business Scenario in SIoT - The Case of DANOS Framework.- A Method and Tool for Analyzing Usability Testing Data in the Business Sector.- Applying UCD for Designing Learning Experiences for Romanian Preschoolers. A case study.- Developing a User Interface for an Ultrasound Device Designed for Midwives and General Health Practitioners Situated in Low Resource Nations and Communities.- It AIn’t Nuttin’ New – Interaction Design Practice After the AI Hype.- R++, User-Friendly Statistical Software.- Towards a Framework for the Classification of Usability Issues.- Interactive Posters.- A Mobile App for Illiterate and Semi-Illiterate Pregnant Women- A User Centered Design Approach.- Adding Images to Psychometric Questionnaires to Improve User Engagement.- Applications for In-situ Feedback on Social Network Notifications.- Combating Misinformation Through Nudging.- Exploring the Application of Social Robots in Understanding Bullying Perpetrators.- Initial Steps Towards Infrastructuring Body-Centric Computing.- Model-driven Framework for Human Machine Interaction Design in Industry 4.0.- MyCompanion: A Digital Social Companion for Assisted Living.- OmniWedges: Improved Radar-Based Audience Selection for Social Networks.- Reducing Anxiety for Dental Visits.- SCAH!RF: a Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms.- Search results on flight booking websites: Displaying departure and return flights on a single page vs two consecutive pages.- Smart Objects for Speech Therapies at Home.- Transparency heuristic: Effect of implicitness of online data acquisition on sensitivity perception.- Using Virtual Reality to Enable Individuals with Severe Visual Disabilities to Read Books.- Vibro-Tactile Implicit Interactions: So What?.- Visualizations of user’s paths to discover usability problems.- Word Association: Engagement of Teenagers in a Co-design Process.- Panels.- Social Media and the Digital Enterprise.- User Experience in an Automated World.- Workshops.- Challenging Misinformation: Exploring Limits and Approaches.- Designing for Aging People.- HCI Challenges in Human Movement Analysis.- The Human(s) in the Loop - Bringing AI and HCI Together.- Visualizing Information Retrieved from (large) WHAT Networks.- #SociallyAcceptableHCI: Social Acceptability of Emerging Technologies and Novel Interaction Paradigms.- Pushing the Boundaries of Participatory Design.- User Experiences and Wellbeing at Work.- Handling Security, Usability, User Experience and Reliability in User-Centered Development Processes.