.- Track - Game Design.
.- Dichotomy of Game Design and Gaming Practice: Examining Gaming Toxicity and Online Gaming Communities in India.
.- How does Games User Research measure and guide haptic experience design? A Critical Review.
.- Gamified Pathway'- A Framework for Enhancing User Journeys.
.- Dhar-Pakad' - Raising awareness about cleanliness and sustainable responsibilities through interactive board game design.
.- Branch Master: A Binary Search Tree Based Board Game.
.- Right Turn: A Cybersecurity Serious Game with a Scenario-based Assessment.
.- Voice User Interface for Designing Inclusive Games for Children with Visual Impairment and Sighted Pupils.
.- Gamifying Mental Well-Being Assessment: a new approach for college-going students using the 'oxford happiness questionnaire'.
.- A Methodological Discourse on Second-Order Nature in Board Games.
.- Track - Student Research Consortium .
.- Virtual and Human Influencers: Examining the Dimensions of Authenticity, Reliability, and Innovation in Consumer Perception.
.- Chordex: A Wearable Chorded Keyboard for Malayalam.
.-The role of social media in fostering social movements: assessing user experience (UX) elements for effective mobilization in Bangladeshi digital activism.
.- Key Dimensions for Human-Robot Interaction in XR for Rescue Robots.
.- User Experience for Inclusion: Analysis of WCAG 2.2 in Pharmacy App for Visually Impaired Group.
.- Enhancing Dining Experiences with Augmented Reality and Olfactory Technology.
.- Exploration of Gesture-Based Text Input System for Indic Languages.
.- Integration of Social Design with ICT to Promote Sustainability.
.- Track - Posters and Demos.
.- ARoma: Augmented Reality Olfactory Menu Application.
.- Asynchronously or Synchronously?: Key Insights of Doing Co-Design of Technology with a Vulnerable Population Online.
.- Camera-based ASL Alphabet Recognition Using Hand Landmark Features.
.- Eyecare for all, a service design approach.
.- Absent Networks: Finding Wellness Through Shared Interests.
.- Designing an Accessible Music Device for the Elderly: Enhancing Usability, Entertainment, and Well-being.
.- Track - Artworks and Installations.
.- Raising Awareness of the Significance of Awadhi Mother Tongue among Young Adults Via Exhibition Design.
.- Dreamcatcher - a real-time generative art studying subconscious imageries.
.- Feeling Lonely -with 20 others: the Visualization of Loneliness Using Gen AI and Digital Narratives.