Author: guest

Designing with Nature: Biomimicry as an Interaction Design Practice(New Publication)

By Karin (Catharina) van den Driesche, KADEN DESIGN and University of Amsterdam

I’m happy to share that recent collaborative research with Åsa Cajander and Shweta Premanandan (Department of Information Technology, Uppsala University) will appear in an upcoming Springer volume on Academic and Professional Practice in Interaction Design. The work grew out of two Biomimicry for HCI workshops held at Uppsala University exploring how nature can inform future forms of interaction beyond screen design. The paper was also presented at the Academic Research and Professional Practice in Interaction Design (ARPIDD) conference in London (10–11 July 2025), where researchers and practitioners exchange perspectives on design, technology, and professional practice.

In this blog post, I want to reflect on what the paper Biomimicry: A Transdisciplinary Approach for Human Computer Interaction means in practice: what happens when designers begin to integrate inspiration from living systems, where the workshop participants encounter friction and surprise, and why these matters for how we design technologies in a time of ecological uncertainty.

Exploring Biomimicry in Interaction Design Practice

Biomimicry, learning from nature’s strategies and processes, has long been applied in fields such as architecture, materials science, and engineering. In interaction design, however, its potential is only beginning to unfold. As interfaces move away from screen displays toward spatial, embodied and sensor-rich environments (i.e., scene-based design), designers increasingly need new ways of thinking about perception, adaptation, responsibility, and long-term impact.

At the same time, HCI does not exist in isolation from global challenges. Climate change, biodiversity loss, and resource pressures call for design approaches that move beyond purely human-centered perspectives. Interaction design increasingly needs to acknowledge nonhuman needs, ecological impacts, and long-term systemic consequences.

Biomimicry offers a way to bridge these challenges. By studying how living systems regulate, adapt, cooperate, sense, and evolve, designers can translate biological strategies into interaction principles that support resilience, sustainability, and regenerative thinking.

Biomimicry for HCI workshops
The Biomimicry for HCI workshops invited participants to experience biomimicry as a way of thinking and relating to strategies found in nature. Participants moved between learning biomimicry principles, abstracting biological strategies, and transposing those insights into speculative interaction scenarios. These scenarios helped move the focus away from surface resemblance toward deeper structural understanding, how systems adapt, how information flows, how materials respond, and how organisms coordinate with their environment over time.

Importantly, this way of working opened new perspectives on the role of nature in the design process. For some participants, nature became something to observe closely, learn how nature offers solutions. For others, nature functioned more indirectly, guiding the way problems can be re-framed and how consequences were anticipated. In both cases, the scenarios extended towards scene-based interactions that could benefit both human and nonhuman environments.

What I found particularly valuable was how the workshops created space for dialogue across disciplines and experiences. This distributed way of working mirrors the interconnectedness found in ecological systems themselves, reinforcing the idea that meaningful innovation rarely emerges from isolated perspectives.

The illustration for the blog post shows a workshop sketch of participant ideation exploring shape change as an interaction principle (author’s own material).

Adopting biomimicry as a design practice therefore benefits from cross-sector collaboration between academia, industry, and societal actors. Its value lies not only in generating new concepts, but in cultivating a way of working that aligns technological imagination with ecological responsibility, long-term thinking, and relational awareness.

Nature’s New Possibilities for HCI
Nature rarely offers neat or isolated answers, it operates through layered relationships, long timescales, and continuous interaction with its environment and relational context. One of the notable aspects of the workshops was not the ideas themselves, but the cognitive effort participants experienced while working with biological principles. Abstracting and transposing living systems into interaction concepts requires stepping away from familiar design habits. Bringing that analogical mindset into design thinking takes practice.

At the same time, moments of clarity emerged when participants began focusing on structural relationships rather than appearances: how shapes distribute information, how materials respond to pressure, how feedback loops stabilize or transform behavior. These moments often unlocked grounded ideas, helping participants bridge biological insight with technological imagination without losing integrity along the way.

Another aspect became visible between ecological ambition and practical constraints. Designers wrestled with questions of feasibility, cost, accessibility, and technical maturity. How can a nature-inspired idea remain meaningful when translated into scalable systems? How do we avoid creating concepts that sound visionary but cannot responsibly be implemented?

What this revealed is that biomimicry is not a shortcut to innovation, it is a discipline of analogical thinking. It demands careful observation, critical interpretation, and collaborative sense-making across domains. It also calls for design education and professional practice to cultivate stronger analogical thinking skills, ecological literacy, and long-term responsibility.

What became clear during the workshops is that biomimicry doesn’t replace existing HCI methods, it adds another way of thinking. It offers structure, but also leaves room for exploration, helping designers engage more deeply with biological principles.

For me, this is where biomimicry becomes more than a method. It becomes a way of slowing down design enough to notice what kinds of relationships we are creating between humans, technologies, and the natural world.

Explore the Biomimicry Method Yourself
If you would like to experiment with biomimicry in your own teaching, research, or design practice you can download the worksheet: Biomimicry using Nature’s Shape Change for Interaction Design. This worksheet supports abstraction, analogical translation, and scenario development, and can be used in education, co-creation workshops, and early-stage concept development.

  • Download the worksheet Biomimicry using Nature’s Shape Change for Interaction Design (PDF): https://kadendesign.nl/images/KD_Worksheet_Biomimicry_Shapechange_June2024.pdf

If you’re interested, you can find (March 2026) the paper “Biomimicry: A Transdisciplinary Approach for Human Computer Interaction” here:  DOI:10.1007/978-3-032-15516-0_3.

The publication contributes to ongoing conversations within HCI, design research, and organizational studies about how technology can be shaped in generative ways that respect both human and nature. Importantly, the paper also explores how biomimicry can be aligned with industry roadmaps and organizational strategies, helping companies develop responsible innovation pathways while reducing unintended ecological consequences. This creates space for new forms of collaboration between researchers, designers, communities, engineers, and domain experts.

For collaborations and exploring ideas in Biomimicry for HCI, please reach out to me at c.j.h.m.vandendriesche@uva.nl or info@kadendesign.nl.

Karin van den Driesche

Biomimicry for Human-Computer Interaction: Insights from workshops hosted at the HTO group at Uppsala University in 2023 and 2024.

As technology continues to evolve, so do the ways people interact with it. From wearables and voice-based systems to virtual and augmented reality (VR and AR), sensors, and artificial intelligence (AI), human interaction with digital systems has transformed drastically. Simultaneously, urgent challenges affecting the health of the planet, including climate change, biodiversity loss, and inequality, has made the role of research and design in transformative change increasingly important as we pursue a sustainable, just and resilient future. These transformations push the boundaries of Human-Computer Interaction (HCI), as it necessitates the integration of the many different ways people engage with technology. Biomimicry, or biometrics, the practice of emulating forms, functions, and systems found in nature (Vincent et al., 2006), offers a unique approach to designing HCI systems that are intuitive, regenerative, and sustainable.

Why Biomimicry for HCI?

Biomimicry invites HCI researchers and designers to rethink interactions with technologies. Beyond inspiring new design aesthetics, biomimicry offers insights into designing systems that process data intuitively, sends and receives signals, respond dynamically, and adapt as living organisms do within their ecosystems. By applying design principles abstracted from nature, HCI researchers and designers can create systems that are more adaptable, environmentally responsive, and seamlessly integrated with users’ surroundings. When we incorporate these adaptive strategies into HCI, we can create interfaces that are more intuitive and efficient, using fewer resources and contributing to a regenerative approach to technology. Nature is a network of adaptive interfaces that continuously sense, process, and respond to environmental signals. Imagine if our digital systems could similarly evolve and adapt based on changes in their environment.

Workshop Highlights: Exploring Nature’s Blueprint for HCI

At two recent “Biomimicry for HCI” workshops at Uppsala University, participants delved into nature’s models of sensing, processing, and adapting to information, discovering ways to inspire “living” interfaces. In such interfaces, information is not merely displayed but dynamically revealed in response to environmental cues. The workshops aimed to:

  • Bridge biomimicry and HCI: Participants brainstormed and conceptualized interfaces inspired by natural, organic processes.
  • Go beyond screen-based interaction: Moving away from traditional, screen-centered designs, they considered how natural systems communicate, sense, and process data.
  • Design for sustainability and intuitiveness: By translating nature’s efficient, adaptive mechanisms, participants envisioned HCI systems that are integrated within their environments, where users interact with a system that feels responsive and organically integrated.

Conclusion: Toward a Biomimicry-Inspired HCI

The workshops offered new perspectives on designing HCI systems that emulate models found in nature. By emulating nature’s strategies for adaptation and sustainability, we can create HCI systems that are not only intuitive but also deeply integrated with their environments. This reframing encourages researchers and designers to approach interfaces as living entities that, like natural systems, process and adapt to sensory data fluidly, responding to users as ecosystems respond to environmental cues. Nature does more than aesthetically inspire, it offers models for creating HCI frameworks where the interface itself becomes a dynamic, living system, continuously adapting to and engaging with its surroundings.

In the rapidly evolving field of HCI, biomimicry offers an approach beyond conventional screen-based interaction toward a future where interfaces breathe, respond, and co-exist in harmony with the natural world.

If you are interested in exploring ideas in biomimicry for HCI, please reach out to Karin van den Driesche at c.j.h.m.vandendriesche@uva.nl or info@kadendesign.nl. Additionally, you can download the worksheet, Biomimicry Using Shape Change in Nature, for a hands-on approach: Download Worksheet.

Guest blog: Recommendations for the Development of Connected Health Software

Particularly as we move forward following the recent COVID-19 pandemic, there has been an increase in the use of software in healthcare systems to support healthcare management and prevention. In Ireland, for example, there has been an increase in on-line consultations with General Practitioners (GPs)/ Family Physicians. This has resulted in the submission of prescriptions directly to pharmacies, where the patient can collect their medication. This minimises human contact, which was important during the pandemic, minimises travel for patients who may have difficulty getting to the doctor’s surgery, and makes it easier for GP surgeries to cater for patients over a wider area. There is potential for such systems to expand and become more pervasive, particularly as we are seeing a decrease in the number of medical practices in rural areas and an increase in population nationally.  Those with health conditions can potentially use software to monitor their physiological measures, allowing the doctor to make decisions about their care in a different manner – thus software development and support must become more efficient and effective.

Healthcare software for use by individual patients is increasingly coming in the form of apps on the smartphone – therefore, the needs of particular cohorts need to be accounted for. In our research in Lero – the Science Foundation Ireland Software Research Centre, we have developed fundamental requirements for the development of software for use by Older Adults and for Persons with Mild Intellectual and Developmental Disability. Why these cohorts? We know that the number of Older Adults is increasing globally and that this is putting pressure on healthcare systems, and so it is important for software developers to take their fundamental requirements into account. Persons with Mild Intellectual and Developmental Disability have specific requirements, and there is evidence that the lack of accessibility and usability for this cohort is causing the digital divide to increase. Of course, we can consider other cohorts! For example, what about nursing staff whose primary aim is to care for the patient, do they need to be trained in system use, or can software developers consider fundamental requirements for them to ensure that they can use systems efficiently and effectively? We believe that if software developers know these fundamental requirements, which we present in the form of ‘recommendations’ for the software developer, then healthcare software developed with be ultimately ‘easier to use’ by those who really need to use it! Each recommendation developed is supported by the detail obtained through literature review, standards and regulations review, focus groups, observation, prototype review, interviews, surveys and analysis of app store comments.

In our research we have developed 44 recommendations for the development of software for Older Adults, categorised into 28 Usability and 16 Accessibility requirements, 6 of which are shown in Figure 1.

Figure 1: Six recommendations which can be used in the development of software for Older Adults

We have also developed 46 recommendations for the development of software for Persons with Mild Intellectual and Developmental Disability, categorised into 20 Usability, 16 Accessibility, 3 Content and 10 Gamification requirements, 6 of which are shown in Figure 2. Interestingly, in our qualitative research with persons from this cohort, we observed their ability to use games as a means to find out and understand information. We investigated this further, which is why we have included gamification factors.  

Figure 2: Six recommendations which can be used in the development of software for Persons with Mild Intellectual and Developmental Disability.

The full set of recommendations and relevant information is provided in two Lero technical reports which are publicly available at 2023_TR_02_Recommendations_MildIDD.pdf, and 2021_TR02_Design_Patterns_ReDEAP.pdf. We encourage healthcare software developers to consider and use these when developing healthcare software.

This is a guest blog post by Prof Ita Richardson who visited us in March 2023. Professor Ita Richardson comes from the Department of Computer Science and Information Systems, Lero – the Science Foundation Research Centre for Software and Health Research Institute/Ageing Research Centre, University of Limerick, Ireland

Relevant publications:

Leamy, Craig, Bilal Ahmad, Sarah Beecham, Ita Richardson and Katie Crowley, Launcher50+ : An Android Launcher for use by Older Adults, In Proceedings of the 16th International Joint Conference on Biomedical Engineering Systems and Technologies – HEALTHINF, 2023.

Bilal Ahmad, Ita Richardson and Sarah Beecham, Usability Recommendations for Designers of Smartphone Applications for Older Adults: An Empirical Study, in Software Usability, edited by Castro, L & Cabrero, D & Heimgärtner, R, InchtechOpen, DOI: 10.5772/intechopen.96775, ISBN 978-1-83968-967-3

Ahmad, Bilal, Sarah Beecham, Ita Richardson, The case of Golden Jubilants: using a prototype to support healthcare technology research, Workshop on Software Engineering & Healthcare, co-located with International Conference on Software Engineering, 2021, 24th May, 2021.

Alshammari, Muneef, Owen Doody and Ita Richardson, 2020, August. Software Engineering Issues: An exploratory study into the development of Health Information Systems for people with Mild Intellectual and Developmental Disability. In 2020 IEEE First International Workshop on Requirements Engineering for Well-Being, Aging, and Health (REWBAH) (pp. 67-76). IEEE, 31st August.

Ahmad, Bilal, Ita Richardson and Sarah Beecham, 2020. A Multi-method Approach for Requirements Elicitation for the Design and Development of Smartphone Applications for Older Adults. In 2020 IEEE First International Workshop on Requirements Engineering for Well-Being, Aging, and Health (REWBAH) (pp. 25-34). IEEE, 31st August.

Alshammari, Muneef, Owen Doody and Ita Richardson (2020). Health Information Systems for Clients with Mild Intellectual and Developmental Disability: A Framework, Proceedings of the 13th International Joint Conference on Biomedical Engineering Systems and Technologies Volume 5: HEALTHINF, 24-26 February 2020, Valletta, Malta pp 125-132 ISBN: 978-989-758-398-

Ahmad, B., Richardson, I., McLoughlin, S. and Beecham, S., 2018, July. Assessing the level of adoption of a social network system for older adults. In Proceedings of the 32nd International BCS Human Computer Interaction Conference 32 (pp. 1-5)

Alshammari, Muneef, Owen Doody and Ita Richardson (2018). Barriers to the Access and use of Health Information by Individuals with Intellectual and Developmental Disability IDD: A Review of the Literature. IEEE 6th International Conference on Healthcare Informatics (ICHI), pp. 294-298, New York, USA, 4-7th June, DOI:10.1109/ICHI.2018.00040

Ahmad Bilal, Richardson Ita, Beecham Sarah (2017). A Systematic Literature Review of Social Network Systems for Older Adults. In: Felderer M., Méndez Fernández D., Turhan B., Kalinowski M., Sarro F., Winkler D. (eds) Product-Focused Software Process Improvement. PROFES 2017. Lecture Notes in Computer Science, vol 10611 pp 482-496, Springer, Cham https://doi.org/10.1007/978-3-319-69926-4_38.