FemTech.dk seeks to broaden participation in computer science through hands-on workshops and public events. We develop educational toolkits for developing interactive products to foster curiosity and creativity. These toolkits contain microcontrollers, sensors and actuators, and a design concept. All materials, instructions, and source code used in public events are freely available on FemTech.dk.


The positioning cards

These cards are a design tool to allow Participatory Design researchers to discuss the political alignment of design projects. The cards can be used to gather affective dimensions of design and therefore including aspects such as joy, sadness, and desire. The cards and examples on how they have been used can be accessed on https://link.springer.com/article/10.1007/s00146-017-0779-3


GRACE is an interactive installation that celebrated the 70th anniversary of the “first bug ever found” by Grace M. Hooper in 1947. It is a large wooden installation built using origami, microcontrollers and mobile technology with which participants could interact with their mobile phones. The mobile app is publicly available in iTunes and Google Play. The installation was selected to be part of the Copenhagen Maker Faire in October 2017 and accepted as a demo installation at the GROUP conference.


spazioD is a design research project that seeks to challenge the social construction of dyslexia through digital artifacts, and events. spazioD brings researchers, designers, public officers, teachers, children, and parents together. The main outcome is the “Settimana Europea della Dislessia“, an annual event that has been now taking place for three years, attracting thousands of people only in the region of Trentino, in northern Italy. This project is the main case study in my PhD thesis, in which I proposed three main processes that contribute to the formation of publics. My thesis is publicly available under an Attribution-ShareAlike creative commons license.

Event at museum



Smart Campus is a project aimed at creating campus services with and for students. The project followed a participatory design approach, where students were progressively involved in the design and eventually development of the campus services (e.g. food, transportation, and education). The project had a great impact on the local context and it also led to several publications in top conferences and journals, such as this paper on Infrastructuring Participatory Development and this other on Public Design of Digital Commons.

Collage Smart Campus (1)


CUbRIK is a project that investigated ways to increase precision and relevance when artificial intelligence fails. In CUbRIK, I investigated the potentials of crowdsourcing for multimedia retrieval for machine learning, with a special emphasis on its external and internal validity and on its ethical implications. I was also the leader of the work package on Human Computation, which entailed managerial and organizational responsibilities. Findings related to this project have been published in conferences and journals, such as this crowdsourced creative commons dataset and this crowdsourcing procedure for non-obvious attributes.


Near2me is a travel recommender concept that generates recommendations based on multimedia retrieval algorithms. Near2me does not only provide personalized but also authentic recommendations by making use of users photos on Flickr. The Near2me design was envisioned by Luz Caballero while she was at the Multimedia Information Retrieval Lab of Delft Petamedia network of excellence and evaluated by Maria Menendez Blanco and Valentina Occhialini. Feature image credits to Luz Caballero.