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TOKYO

14-15 NOVEMBER 2026

November 14

9:00-10:00

BREAKFAST

10:00-10:20

Main Stage

Welcome to Design Matters

Leecy Li & Fergus Inns (Co-Hosts)

Leecy Li & Fergus Inns (Co-Hosts)

10:20-10:40

Main Stage

Introduction to the Conference Themes & Networking

Rebekah Cheng (Fabric)

Rebekah Cheng (Fabric)

10:40-11:00

Main Stage

The life of a composer

Pablo Stanley (Anthropic)

Not the music kind. This one is about the box where you type to an AI. Four sides, four corners, how hard can it be? It turns out a box is just a ton of decisions. What should the button say? Where does the plus go? Does Enter send? Who gets a spot on it?

* Please note this talk is not gonna be live streamed

Pablo Stanley (Anthropic)

11:00-11:20

Main Stage

Designing for Everyone — Especially the Bots

Veronika Hniličková (Ciklum)

AI agents are becoming primary users of digital products — browsing interfaces, filling forms, navigating flows, making actionable decisions on behalf of humans. Yet almost no design process accounts for them. That said, designers already have the skills to solve this problem. Accessibility — semantic structure, keyboard navigation, predictable patterns, machine-readable labels — turns out to be exactly what AI agents need to thrive.

Drawing on years of WCAG practice, this talk reframes accessibility as the foundation of a new discipline: Agent Experience (AX). You'll leave seeing your craft in a new light, ready for a shift that's already underway.

Veronika Hniličková (Ciklum)

11:20-11:40

BREAK

TALKS & NETWORKING

Main Stage

11:40-12:00

Networking Session

12:00-12:20

When Content Refuses to Sit Still

Andreas Refsgaard (Independent)

In this talk, Andreas will take the audience on a playful and thought-provoking journey through a near-future in which creative tools do more than obey. They suggest, improvise, perform, and sometimes seem to develop intentions of their own. Drawing on his work at the intersection of art, interaction, and emerging technology, he will explore how this changes the role of the designers and artist - from maker of finished forms to choreographer of shifting behaviours, relationships, and possibilities.

Andreas Refsgaard (Independent)

12:20-12:40

Designing With Youth For Inclusive Futures

Mira Krogh & Trine Erga (Blank | Lyse Tele)

The UN Convention on the Rights of the Child establishes that children have the right to express their views freely in all matters affecting them, and that their views shall be given due weight. However, youth still experience public services as inaccessible, fragmented and confusing. This limits youths access to their judicial rights, ultimately increasing societal differences.

Inclusive digital services lead to more than good user experiences, they are fundamental for democratic and inclusive societies. Trine Erga and Mira Krogh have together with 47 Norwegian youth defined «Digital services on youths' premises», a package of design principles, methods and opportunities for more inclusive service systems.

Erga and Krogh show how participatory processes can be used to create solutions that are relevant, understandable and valuable to youth together with those concerned. You will get a greater understanding of inclusive design processes, and concrete frameworks and methods to use in your own practices. The insights, frameworks, tools and processes are applicable to vulnerable and hard to reach user groups.

Mira Krogh & Trine Erga (Blank | Lyse Tele)

12:40-1:00

If It Takes a Crisis, It’s Too Late: Can Design Act Before Systems Break?

Rimjhim Agarwal (Valtech)

The session invites participants to reflect on why systems so often hesitate and wait for urgency and disruption before they are willing to act. Through frameworks and real-world examples, we look at how early frictions evolve into systemic strain, when design interventions can become critical and how tools like speculative design, foresight and game-based interventions can help shift mindsets, inspire action and shape more adaptive futures.

Rimjhim Agarwal (Valtech)

WORKSHOP

Workshop Room

11:40-1:00

Designing Collective Wellbeing: A Regenerative Visioning Workshop

Eriko Suzuki & Reiko Suzuki (WellC)

This interactive workshop brings designers and creatives into a shared practice of regenerative thinking: imagining futures where wellbeing is collective, circular, and co-created. And then, re-grounding it into "what we can do today" to start co-creating that future.

Eriko Suzuki & Reiko Suzuki (WellC)

1:00-2:20

LUNCH

TALKS

Main Stage

2:20-2:40

Designing Designers for the AI Era: A Competency-Based UX/UI Curriculum from Day One

Henney Hyehyun Ahn (Gwangju University)

This talk offers a ground-level view of what happens when you rebuild design education for the AI era — not as theory, but as a living experiment running right now in a classroom in Gwangju, South Korea.

Henney Hyehyun Ahn (Gwangju University)

2:40-3:00

Decolonizing Generative Artificial Intelligence: Who Gets Left Out?

Gabriel Patrocinio (Winning)

This talk presents a critical analysis through case studies, examining prompts and AI-generated images to reveal recurring patterns of inclusion and exclusion. Drawing on Human-Centered Design and Tech Ethics Frameworks, the session explores the ethical, social, and design implications of generative AI, highlighting the responsibility of designers and the role of Eurocentric and North American big tech companies in shaping more equitable, representative, and socially responsible AI systems. Designing for users requires not only addressing functional needs, but also engaging with the social, cultural, and symbolic contexts in which users exist.

Gabriel Patrocinio (Winning)

3:00-3:20

A Matter of Perspective: Immersed Realities

Mutia (Tia) Ferhana (Sacks of Spice)

We explore attachment and empathy through the lived experience of one individual. Rather than attempting to represent or generalise the experiences of people with a particular attachment style, the project translates a single personal narrative into an immersive VR experience.

The experience deliberately introduces moments of emotional dissonance, creating a gap between what participants expect, what they perceive, and how they might instinctively respond. This dissonance is used as an opportunity to challenge assumptions and encourage participants to consider the emotional context behind behaviours they may otherwise find difficult to understand.

The project asks whether VR can move empathy beyond simply knowing about another person's experience, towards perspective-taking through experiencing something unfamiliar.

Rather than claiming to represent a universal experience of attachment, the project offers one person's story as a starting point for exploring how immersive media might create space for greater understanding, reflection, and empathy.

Mutia (Tia) Ferhana (Sacks of Spice)

3:20-3:40

TABULA RASA - A deliberate reset

Anders Thulin (Royal Danish Academy)

What if becoming a designer begins not with learning how to make things better, but with learning to question what better means?

Designers are trained to solve problems, remove friction and improve what already exists. Today, our tools can produce answers faster than ever. But better is never neutral. Every idea of better carries assumptions about what matters, for whom, and how it should improve everyday life.

A tabula rasa was a Roman wax tablet, scraped clean to be written on again. At the Royal Danish Academy, it is how students of visual design and interaction begin their education. Before they design anything, they study how the world around them has already been designed, step away from it, and ask what they believe is worth designing for. Months later, they return to their answer to see what has moved and what has held.

The talk draws on this experiment to ask how designers develop the judgement that methods alone cannot provide. Such judgement grows
slowly, through making, failing, paying attention and reconsidering. The reset is not only for students. Now and then, every designer may return to the blank slate and question the assumptions they design from.

To become a designer is not simply to make things better. It is to decide what better means, knowing that every design shapes how someone will act and live.

Anders Thulin (Royal Danish Academy)

WORKSHOP

Workshop Room

2:20-3:50

Designing Endings: Rethinking How We Leave the Field

Miikka J. Lehtonen & Tomohiro Loeer (UTokyo College of Design Planning and Coordination Office)

In this workshop, participants will explore what it means to leave the field, or to consider the responsibility of designing endings. Through concrete scenarios of researchers and designers exiting fieldwork, they explore the implications for you as a designer, for the project, and for the people involved. Drawing on experiences from both design practice and academic research, the workshop introduces a relational perspective on endings, where care, accountability, and co-creation extend beyond the formal duration of a project.

Miikka J. Lehtonen & Tomohiro Loeer (UTokyo College of Design Planning and Coordination Office)

3:50-4:10

BREAK

4:10-4:30

Main Stage

Making things work: The role of pendulum thinking approach in the age of AI

Ken Fujiyoshi (Takram)

With AI’s growth, our role as designers is rapidly shifting. Similar to software engineering, AI has impacted our act of making—creating designs, generating variations, applying consistent design languages across designs, etc. In this talk, drawing on our previous work, we reflect on how design is all about going in circles, creating patchworks across initial ideas, and forcefully bringing it all together to make it finally ‘work.’

These processes highlight a nature of designers that is rooted in making, yet not limited to making things, but more of making sense and making things work.

Ken Fujiyoshi (Takram)

4:30-4:50

Main Stage

D.O.R.A.: What Can an Ancient Tradition Teach Us About Designing with AI?

Batsirai Madzonga (Fycely)

As AI accelerates how quickly we create interfaces and digital products, an important question emerges: Are we designing faster, or are we designing better?

Inspired by Ubuntu, the African philosophy of collective intelligence and shared understanding, D.O.R.A. stands for Design Oriented Reasoning Architecture, an AI-powered framework that brings structured reasoning and collaborative intelligence into the design process.

Rather than simply generating outputs, D.O.R.A. explores how specialised AI agents can collaborate, challenge assumptions and reason through design problems using context and collective intelligence.

In this talk, I’ll introduce the thinking behind D.O.R.A. and explore how ancient wisdom can help shape more intelligent, thoughtful and human-centred AI design systems.

What if the future of design intelligence lies in an ancient way of thinking?

Batsirai Madzonga (Fycely)

4:50-5:10

Main Stage

The Expanding Designer

John Bai (SpaceXAI)

Observation, execution, and critique in an age of rapid prototyping. The talk argues that the designer’s role is becoming less defined by a specific artifact and more by a repeatable loop of observation, execution, and critique. As it gets easier to make ideas tangible, the value shifts toward creating evidence, navigating possibilities, and deciding what is worth carrying forward.

John Bai (SpaceXAI)

5:10-5:20

Main Stage

Closing

Leecy Li & Fergus Inns (Co-Hosts)

Leecy Li & Fergus Inns (Co-Hosts)

5:20

RECEPTION

7:00

AFTER PARTY

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