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From AI to material artifacts: ATLAS researchers explore many forms of human-computer interaction at DIS 2026

Generative ghosts; co-creation with AI in physical environments; activism and justice; a robotic social dance game for children with cerebral palsy; tides; quilt making; the relationship between stories and material artifacts. The ATLAS community engages in a far broader range of human-computer interaction research than many people realize.听

Over a dozen ATLAS researchers will have their work represented at this year鈥檚听 conference in Singapore, June 13-17, 2026, for over 600 registered attendees. The conference team reviewed 1,154 papers and accepted 248.

The theme of the event this year seeks to look beyond interaction. 鈥淚n the face of climate change, pandemics, economic and political instability, and the accelerating pace of emerging technologies, the responsibilities of designing interactive systems have expanded well beyond the scope of traditional human-computer interaction.鈥

ATLAS professor Ellen Do is a conference general co-chair and doctoral consortium co-chair for this year鈥檚 conference. She noted, 鈥淣ot surprisingly, there are a lot of papers on AI and virtual systems (AR, VR, XR) in the program. We can see researchers tackling how we co-create with Generative AI with mixed or extended reality, music, robots or cultural heritage, but also how these technologies impact our everyday lives in conversations, information seeking, education, banking, communications, exercises, and healthcare.鈥

鈥溾嬧婽rue to the legacy of DIS, the trend is very much about keeping interactive systems tangible, embodied, and deeply contextualized in physical spaces,鈥 Do continued. 鈥淭he conference's workshops and papers reflect a heavy emphasis on material learning and 鈥榙igital/material craft.鈥 The program shows a strong push to move interactive systems out of isolated lab environments and contextualize them in complex, messy, physical ecosystems.鈥

Do concluded by saying, 鈥淭he ATLAS presence at DIS 2026 shows how our research spans both deep technological innovation and profound human experience. ATLAS isn't just speculating about the future of interactive systems; our students and faculty are physically building it.鈥

Papers

[Honorable Mention]

Jack M Manning, Daniel Sullivan, Dylan Thomas Doyle,听Anthony T. Pinter, Jed R. Brubaker

We examine how people experience two choices in the design of generative ghosts, AI systems that are trained on data of the dead: representation, where an AI speaks about a deceased person in the third person, and reincarnation, where the AI speaks as the deceased in the first person. Through a qualitative user study with 16 participants, we explore how each shaped authenticity, affect, and risk. Reincarnation was preferred for its immediacy, but participants shared fears of over-reliance. Representation was preferred for engaging with memory over conversational presence, though participants often ignored this distinction, engaging in dialogue despite third-person framing. Across both modes, participants privileged affective resonance over factual fidelity. We conclude by showing how factors such as tone, language, and conversational rhythm -- factors unique to the user's memory of the deceased -- shape interactions with generative ghosts, and argue that those interactions are always collaborative.

Jack Manning Q&A

Jack Manning (BS-CTD, MS INFO) enters the Information Science PhD program in Fall '26 co-advised by Jed Brubaker (Associate Professor, INFO; ATLAS affiliate) and Anthony Pinter (Assistant Teaching Professor, ATLAS). This is his first published paper.

How does your generative ghosts research advance our understanding of how we interact with digital technology?

Our participants worried about generative ghosts the way many of us worry about new technologies, concerned for others more than themselves. They feared a grieving friend or family member might become too attached to the AI, leading to an unhealthy grieving process, even as they described their own experience as positive.听

What does it mean to you to be able to present your research at DIS?

I get to take something I find genuinely interesting, do the work alongside brilliant people here at CU, and contribute to a body of work I've drawn inspiration from throughout this process.

Conceptual framework of in-situ co-creation in Editing Reality.

Conceptual framework of in-situ co-creation in Editing Reality. The figure illustrates a broader co-creation ecology involving multiple users, a generative system, and the physical environment.

Suibi Che-Chuan Weng,听Shih-Yu Ma,听Sawyer Reinig, Pritalee Kadam,听Ada Yi Zhao, Amy Bani膰,听Ryo Suzuki,听Ellen Yi-Luen Do

We present Editing Reality, a mixed reality system that enables in-situ co-creation with generative AI directly within physical environments. Rather than treating generation as a one-shot command, the system supports embodied and iterative creation through speech, sketching, and direct manipulation, allowing users to generate, modify, erase, and retexture real-anchored virtual and reconstructed scene elements in place. Using a Research Through Design approach, we investigate how co-creation unfolds through iterative system development, a formative workshop, and expert review. From this process, we articulate a set of designerly framings that characterize in-situ co-creation as a negotiated, spatial, and temporal practice shaped by previews, accumulation, waiting, embodied evaluation, and learning the system as a spatial actor. We instantiate these ideas in a working system and report expert feedback highlighting both its creative potential and its design implications. Our work contributes a conceptual lens for understanding generative AI in mixed reality not as a one-shot automation tool, but as part of an embodied, situated creative process.听

Temporary Living Rooms at the 2018 “Make the Breast Pump Not Suck” Hackathon.

Temporary Living Rooms at the 2018 鈥淢ake the Breast Pump Not Suck鈥 Hackathon.

[Honorable Mention]

Ricarose Roque, Jaleesa Trapp, Alexis Hope

Within the HCI community, there has been increasing attention to address issues of injustice through participatory and community-engaged approaches. In addition, researchers who conduct this collaborative work with marginalized groups are sharing the institutional vulnerabilities, challenges, and harms that can impact their well-being and their work. In this paper, we argue how the HCI community can learn from the knowledge and strategies of activists who engage in collective action and movement work. In particular, we discuss the role of joy in participatory, community-engaged, and equity-oriented work. Through testimonial authority, we present stories to describe the importance of cultivating joy, how we design for joy, what joy looks like in our work, and how joy can be a sustaining force for researchers and collaborators alike. We end with implications for HCI design and research work with marginalized communities.

Demos

User testing Chory Cloth Bot with children with cerebral palsy

User testing Chory Cloth Bot with children with cerebral palsy.

Priyanka Balasubramaniyam,听Casey Lee Hunt,听Brad Gallagher

As children with cerebral palsy grow, they tend to become more socially isolated while their motor and gait skills often decrease or plateau. Thus, exploration of an interaction that assists the children be social and mobile is a critical area for development. This study brings an established approach to assistive technologies for children with Cerebral Palsy--robotics--to a new context, providing social comfort. We adapt evidence-based methods of providing social comfort, dance therapy and cooperative game design, to create Chory Cloth Bot, a robotic social dance game. Then, we present results of user tests of the Chory Cloth Bot prototype with 9 children with cerebral palsy ages [6 - 17], including preliminary findings that suggest increased motivation and social awareness among participants.

Workshops

Jiwei Zhou, Raphael Kim, Iohanna Nicenboim, Anton Poikolainen Ros茅n, Fernanda Soares da Costa,听Netta Ofer, Serena Pollastri, Heidi Biggs, Doenja Oogjes, Bahareh Barati

This workshop invites participants with diverse backgrounds to imagine stories with tides, to explore response鈥慳bility - a notion used by Donna Haraway to cultivate the capacity to respond with other species. As more HCI communities begin to engage with multispecies, we seek to move beyond 鈥渞esponsibility鈥 as a solely human moral property towards relational and reciprocal ways of designing-with them. When the entities we "study" begin to respond to one another, their interactions evolve in ways we cannot fully predict, inviting design practice to stay open and caring for these shifting relations. Using tides as a spatial鈥憈emporal site of inquiry, we will use speculative fabulation to imagine what multispecies response鈥慳bility might look like in place and collectively develop practical guides for examining and incorporating it into design practice.

Karen Anne Cochrane, Fiona Bell, Georgia Loewen,听Eldy S. L谩zaro V谩squez, Phillip Gough, Ali Mazalek

In this workshop, we explore how material knowledge is taught, learned, and disseminated within HCI research. Through the activity of creating a quilt, the workshop compares how different forms of knowledge circulation鈥攕uch as tutorials, oral instruction, mentorship, workshops, and community-based collaboration鈥攔elate to one another. We invite researchers, educators, designers, and practitioners to engage with themes including pedagogical forms of material knowledge; learning trajectories; tacit, sensory, and biological knowledge in making, care, and maintenance in material practices; access and participation in fabrication; and the design of pedagogical artifacts. Workshop activities revolve around creating quilt patches using different dissemination practices and assembling them into a collective quilt based on similarities and differences in how material knowledge is shared. Through these activities, the workshop aims to explain teaching methods, compare how knowledge is shared, and guide the creation of a simple toolkit for recording material processes.

Eldy S. L谩zaro V谩squez, Gabrielle Benabdallah, Doenja Oogjes, Samuelle Bourgault, Sylvia Janicki, Heidi Biggs,听Mirela Alistar, Kristina Andersen

This workshop focuses on cases where stories and material artifacts (e.g., swatches, and prototypes) become closely intertwined. Artifacts carry traces of labor, skill, and collaboration, while stories emerge from encounters with materials and practices. Although stories and artifacts often co-exist in HCI and design research, their entanglement as ways of articulating knowledge is not always foregrounded, shaping how design work is shared and understood. Participants will submit and share 2-4 page position stories alongside an artifact or representation. Through small-group discussion and zine-making, the workshop explores how stories are told with and through artifacts, the voices and choices involved, and what vocabularies emerge when stories and materials are brought together. The main outcome is a co-produced Glossary of Design Stories, a zine-based resource for design and HCI researchers that assembles entries from participants鈥 thing鈥搒tory pairs to surface relations, vocabularies, and voices that may not easily appear in conventional academic accounts.