News article on

Media representations of computer science – what do what computer scientists do? how do they look like? – are an important aspect of broadening participation in computing. In this new article, you can read some extracts of an interview to Prof. Pernille Bjørn on representations of computer science and gender based on her research in

Upcoming workshop

We are thrilled to announce that on March 14th and 15th we will hold that the second edition of our workshop with high school students! We have invited 26 STX/HTX/IB high school students in the Copenhagen area. Students will create an interactive product using microcontrollers, LEDs, sensors and social media. Stay tuned for more details! In the meantime, you can check some pictures of the work in process (and of the temporary DIKU Makerspace at KUA3 where we have been working :)):


We are just back from presenting GRACE at GROUP 2018 in Sanibel Island (Florida)! GROUP is a premier venue for research on work in social science, computer science, engineering, and design. This year GRACE was accepted as an interactive installation at the conference. The accompanying paper is included in the conference proceedings, check our paper at the ACM Digital Library. At the conference, the participants created origami bugs where they wrote their opinions on opportunities and challenges for facilitating inclusion in computer science. Then, they interacted with GRACE using their mobile phones and discussing with other participants. Stay tuned for an upcoming video showing participants’ opinions! at the “Education as a Common Good” Winter School in Trento (Italy)

In December, we have been in Trento (Italy) to present some of the activities and events organised as part of at the 2nd Winter School on Education as a Common Good. This winter school was co-organised by the universities of Trento, Bolzano and Innsbruck brought architecture, design and HCI students together. For three days, the students worked on projects seeking to design educational commons. The activities and insights that we are developing as part of served as a source of inspiration to the students.

DIKU’s Teaching Day 2017

On the 24th of November, DIKU organized a teaching day in which faculty members learned and discussed teaching methods and tools. As part of this event, this year – and for the first time – Prof. Pernille Bjørn and Post-doc Maria Menendez-Blanco organised a hands-on workshop to explore the potential of microcontrollers in teaching computer science. This was done through a practical activity around a proposed topic: “microcontrollers and sorting algorithms”. Specifically, faculty members worked in groups of 3-4 people to visualize – and interact with – a sorting algorithm using microcontrollers, buttons, and actuators – and it was a lot of fun!

If you want to take a look at the slides of the activity, you can find them at:

DIKU Teaching Day slides (under CC BY 4.0 license)


MakerWeek’17 by DIKU at KUBNord

From the 9th to the 13th of September 2017, DIKU organised the second edition of the MakerWeek for Communication and IT Master students. The MakerWeek was hosted by KUB Nord and took place in their amazing Infosal. In the weeks before the MakerWeek, the students had been working in collaboration with different companies, such as Politiken, ISS World and Falck. These companies have identified a problem and the students are helping them addressing them through concept development and innovation methods.

The goal of this week is to develop concepts and represent possible solutions – or different ways to think about the problem- through physical prototypes. To this end, we have developed a method that brings the students through a five-day prototyping journey. In concrete, during the first two days, students learn how to 3D print (and how to create 3D models) and how to work with microcontrollers (and connect them to actuators and sensors). On the third day, they develop prototypes as exploratory devices through critical design approaches. The following day focuses on prototypes as minimum viable products, exploring prototypes from a business perspective. Finally, on the last day students explore prototypes as communication devices and create a video that summarises their concepts. During this week, students learn how to use the tools (e.g. microcontrollers, 3D printers) and, most importantly, how to leverage this knowledge to develop innovative concepts.

This was the second time that DIKU organises the MakerWeek and it has been a great success. For pictures and more information about this and last year’s MakerWeek, visit the UCPH MakerSpace FB page. We look forward to the 2018’s edition! In the meantime, stay tuned for more activities on opening perspectives in computing.

The GRACE App is out

The Grace installation is an Internet-of-Thing (IoT), which can be controlled by the Grace app, which is available for iPhone and Android – free to download. When you play the game (squishing origami bugs in the old IBM computer), each tap on the screen will be registred in the database, which then will make the GRACE installation move. Even if you are not in close proximity to the GRACE installation it still moves. The GRACE installation is currently located at KUA3 .

GRACE – an interactive installation by

GRACE is an interactive Origami installation and App, created by, which celebrate the 70th anniversary since the first bug was found in a computer by famous female computer scientist Grace Murray Hopper. GRACE combines history with making and technology as a way to reach and engage heterogeneous groups of people in technology design and will be introduced to the public at Copenhagen Makers Faire 2017.Concretely, the GRACE installation is a 120*240 cm representation of an old electromechanical computer with vacuum tubes. Participants then create and add physical origami bugs to the electromechanical computer, by attaching these to micro-controllers which can go online. The micro-controllers can then turn-on/off different types of actuators (servo motors and LEDs), by participants playing an online mobile game, which they download on their smart devices.