Kei Hoshi

Senior Lecturer



  • Ph.D. in Informatics, Umeå University
  • Master of Design, Institute of Design at the Illinois Institute of Technology
  • Bachelor of Engineering in Product Design, Department of Architecture and Design, Kyoto Institute of Technology


Kei Hoshi is senior lecturer in industrial design at the Auckland University of Technology. With Over 25 year’s professional and academic experience in design, Kei shares his knowledge with AUT’s product design and industrial design students with a creative and practical approach to teaching. Prior to joining AUT, He was co-founder of the Morphogenetic Prototyping Lab and senior lecturer in product innovation design at the University of South Australia. He also worked a post-doctoral researcher at the University of Zurich, as part of the Neurology and Rehabilitation group, exploring new therapy and assessment solution based on wearable movement sensor technology. He has a Ph.D. in Informatics from the department of informatics, Umeå University, Sweden and a Master of Design degree from the Institute of Design, Illinois Institute of Technology, US. As a professional designer, he also worked in projects developing A/V & telecommunication systems for a Japanese manufacturing company (JVC/Kenwood), and had the opportunity to work with Isao Hosoe, a Milan‐based designer in Italy. He also participated in several funded projects such as The Swiss Commission for Technology and Innovation project, and EU (European Union) and Ambient Assisted Living (AAL) Joint Programme funded project. His research interests include methods and theory in human-computer interaction, particularly in the human-experiential approach to designing interactive systems.

Research interests:

Interaction design, Human-Computer Interaction (HCI), Critical Design, User Experience, Human-Experiential Design, Metaphor/Blend Theory, Presence Research, Consciousness Study

Research outputs:


  • Waterworth, J. A., & Hoshi, K. (2016). Human-Experiential Design of Presence in Everyday Blended Reality - Living in the Here and Now. Springer.

Journal articles

  • Peter, C., Kreiner, A., Schröter, M., Kim, H., Bieber, G., Öhberg, F., . . . Ballesteros, S. (2013). AGNES: Connecting people in a multimodal way. Journal on Multimodal User Interfaces, 7(3), 229-245. doi:10.1007/s12193-013-0118-z

  • Sandlund, M., Hoshi, K., Waterworth, E. L., & Häger-Ross, C. (2009). A conceptual framework for design of interactive computer play in rehabilitation of children with sensorimotor disorders. Physical Therapy Reviews, 14(5), 348-354. doi:10.1179/174328809X452854

Book chapters

  • Hoshi, K. (2013). Reframing Dichotomies: Human Experiential Design of Healthcare Technologies. In User-Driven Healthcare: Concepts, Methodologies, Tools, and Applications Concepts, Methodologies, Tools, and Applications. IGI Global.

  • Hoshi, K. (2013). Reframing dichotomies: Human experiential design of healthcare technologies. In User-Driven Healthcare: Concepts, Methodologies, Tools, and Applications (Vol. 3, pp. 1303-1331). doi:10.4018/978-1-4666-2770-3.ch065

  • Hoshi, K., Pesola, U. M., Waterworth, E. L., & Waterworth, J. (2009). Tools, perspectives and avatars in blended reality space. In Unknown Book (Vol. 144, pp. 91-95). doi:10.3233/978-1-60750-017-9-91

Conference contributions

  • McGinley, T., Hoshi, K., Gruber, P., Haddy, S., Zavoleas, Y., Tan, L., & Blaiklock, D. (2018). A katana design experience. In A. Naweed (Ed.), Intersections in Simulation and Gaming Vol. 10711 (pp. 134-148). Melbourne. doi:10.1007/978-3-319-78795-4_10

  • Hoshi, K., McGinley, T., & Haddy, S. (2016). Carving Morphogenetic Prototypes with a Katana. In SimTect 2016. Melbourne.

  • Hoshi, K., McGinley, T., & Iacopetta, L. (2015). MorphoCarve: Carving morphogenetic prototypes. In IASDR 2015 Congress. Brisbane.

  • Hoshi, K., Nyberg, A., & Öhberg, F. (2011). Bridging the Contextual Reality Gap in Blended Reality Space. In The 6th International conference on Inclusive Design. London.

  • Hoshi, K., Öhberg, F., & Nyberg, A. (2011). Designing blended reality space: Conceptual foundations and applications. In Proceedings of HCI 2011 - 25th BCS Conference on Human Computer Interaction (pp. 217-226).

  • Hoshi, K., Pesola, U. -M., Waterworth, E. L., & Waterworth, J. (2009). Tools, Perspectives, and Avatars in Blended Reality Space. In CYBERPSYCHOLOGY & BEHAVIOR Vol. 12 (pp. 617-619). Retrieved from

  • Hoshi, K., & Waterworth, J. (2009). Tangible Presence in Blended Reality Space. In The 12th Annual International Conference on Presence. Los Angeles, CA. Retrieved from

  • Hoshi, K., & Waterworth, J. (2008). Effective collaboration for healthcare by bridging the reality gap across media-physical spaces. In 1st International Conference on Pervasive Technologies Related to Assistive Environments, PETRA 2008. doi:10.1145/1389586.1389592


  • Hoshi, K. (2012). Here and Now: Foundations and Practice of Human-Experiential Design. (Umeå University, Faculty of Social Sciences, Department of Informatics., Sweden). Retrieved from