Rohit Ashok Khot

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30ranked-venue papers
15as first author
12since 2021 · last 2026
0000-0002-1447-8625ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 29 · 15 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2026 "My Tummy Has a Little Dragon": From Everyday Experiences of Gut Sounds to Interoceptive Interaction Design
abstract
Gastrointestinal sounds are a constant part of human physiology, offering potential insights into digestive functions and everyday bodily awareness. However, these sounds are rarely noticed and often socially stigmatised, remaining underexplored in HCI despite calls to recognise the gut as a site for embodied awareness. We extend HCI’s engagement with involuntary biosignals by positioning gut sounds as a uniquely generative context for interoceptive interaction design, where systems can scaffold awareness, reflection, and care. We conducted a week-long in-the-wild qualitative study with ten participants, which showed how making gut sounds audible reshaped bodily awareness, provoked affective responses, and prompted acts of reflection and tinkering. From these insights, we contribute four bodily perspectives – Registering, Reacting, Reflecting, and Responding- that capture the oscillatory nature of interoceptive engagement and offer design strategies that position biosignals as sites of curiosity, care, and awareness that are socially situated.
Nandini Pasumarthy, Mia Huong Nguyen, Ashika Ramesh Krishnan, Maria Fernanda Montoya, Rakesh Patibanda, Jessica Danaher, Rohit Ashok Khot, Elise van den Hoven, Florian 'Floyd' Mueller
CHI7
2025 MindEat!: Navigating Screen-Centric Dining through Mindful Technology Design
abstract
In an era where technology pervades every aspect of our daily lives, including dining, we grapple with the challenge of harmonizing its immersive nature with the ethos of mindful eating. Despite some strides in designing technologies to support mindful eating, existing efforts remain fragmented and lack a comprehensive grasp of the intricate factors essential for cultivating such dining experiences. This pictorial introduces MindEat! an inventive design framework tailored for designers embarking on the development of technologies that support mindful eating experiences. Similar to the layered composition of a culinary sandwich, each component of this framework encompasses a distinct aspect of mindful eating, deserving careful consideration throughout the design process. By emphasizing metaphorical engagement with mindful eating principles, and practical application in the design process, this framework aims to contribute to the creation of enjoyable health-promoting solutions that resonate with the realities of screen-centric dining cultures.
Rohit Ashok Khot, Jung-Ying (Lois) Yi
Conference on Designing Interactive Systems1
2024 Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and Reflection
abstract
Experts emphasise that maintaining a healthy gut microbial balance requires the public to understand factors beyond diet, such as physical activity, lifestyle, and other real-world influences. Games as experiential systems are known to foster playful engagement and reflection. We propose a novel approach to promoting activity engagement for gut health and its reflection through the design of the Go-Go Biome game. The game simulates the interplay between friendly and unfriendly gut microbes, encouraging real-world activity engagement for gut-microbial balance through interactive visuals, unstructured play mechanics, and reflective design principles. A field study with 14 participants revealed that important facets of our game design led to awareness, playful visualisation, and reflection on factors influencing gut health. Our findings suggest four design lenses– bio-temporality, visceral conversations, wellness comparison, and inner discovery, to aid future playful design explorations to foster gut health engagement and reflection.
Nandini Pasumarthy, Shreyas Nisal, Jessica Danaher, Elise van den Hoven, Rohit Ashok Khot
CHI5
2024 Zenscape: Encouraging Microbreaks from Screen-based Work through a Tangible System
abstract
Regular microbreaks from work positively contribute to one’s well-being, performance, and recovery, yet integrating them into work routine can be challenging. In response, we present Zenscape, a novel tangible system that encourages regular microbreaks through a subtle stirring water action and sound. Zenscape aims to improve the quality of the microbreaks by inviting user participation in creative micro activities that are inspired from Zen Garden philosophy. We conducted field deployments of Zenscape with seven participants who interacted with the system daily for at least 2 weeks. The study revealed that the physicality of the system brought discipline to participants’ work routine and interacting with the Zen Garden made microbreaks refreshing. Participants took frequent breaks with Zenscape, found themselves more productive and less tired at the end of the day. Based on study insights, we present three design considerations to guide the design of the future technologies for supporting regular microbreaks.
Deepti Aggarwal, Rohit Ashok Khot, Jung-Ying (Lois) Yi
TEI2
2023 Designing Stardust: Reimagining Self-care through Everyday Latte Art
abstract
This pictorial illustrates the design and making of a carefully crafted multi-sensory spice kit, Stardust, to encourage and nurture self-care in everyday practice. Stardust contains a set of dotted pattern cards and a secret set of 9 spices. The user engages with the kit by poking holes in the pattern card to reveal a unique art and a number that guides the user to a secret spice from the box. The user then places the poked pattern card over their favorite hot coffee or tea, and gently sprinkles the secret spice over it, thus serendipitously finds the spice and the punched pattern. The user can then enjoy their coffee featuring a visually appealing and aromatic latte art. We present a descriptive account on how we brought Stardust into being and contribute ideas for integrating art based multisensory experiences in mundane activities.
Rohit Ashok Khot, Jung-Ying (Lois) Yi, Deepti Aggarwal
Conference on Designing Interactive Systems1
2023 Rethinking Domestic Food Consumption through a Multi-modal Open Pantry
abstract
The fast-paced lifestyle and the conveniences of urban food storage contribute to an increase in domestic food waste, wherein we end up not consuming everything that we buy. This issue has been tackled within HCI through different awareness tools; however, the design of domestic food storage in itself has received limited attention from designers. We present FoodChestra, a smart open pantry that displays perishable food items in shared households. FoodChestra supports multimodal interactions and offers timely feedback to help users understand and reflect on their shared shopping and eating practices. In this pictorial, we present the key design decisions that were undertaken to develop the five main components of FoodChestra. Through this work, we aim to inspire new design thinking for reimagining the food storage systems of urban households that can encourage people to reflect on their food consumption practices.
Yi Ling (Ellie) Tai, Jason Ng, Nandini Pasumarthy, Deepti Aggarwal, Rohit Ashok Khot
TEI5
2022 Understanding Screen-based Dining Practices through the Lens of Mindful Eating
abstract
Our eating practices are increasingly overshadowed by the presence of screen-based media technologies that conflict with the ideologies of mindful eating. However, little is known about whether and how screens influence our eating behaviors. To contribute to this understanding, we present a rich account of dining practices of ten participants with and without screen. Our study revealed that eating with screens was found more enjoyable than eating alone. Screens can influence one's awareness of hunger and other behaviors like chewing rate and food gaze, whereas screen-media did not trigger any judgements for food. Drawing on the study insights, we highlight the role of technology to support bodily awareness, savoring, a non-judgmental attitude to eating and on rethinking distractions as companions. The outlined considerations encourage a creative yet careful take on making mindful eating more accessible within the realities of screen-based dining cultures.
Rohit Ashok Khot, Deepti Aggarwal, Nandini Pasumarthy
CHI1
2022 Crafting Tangible Interfaces for Human Digestion: Unpacking the Research through Design Prototyping Journey
abstract
This pictorial unpacks the prototyping journey of Digestive Tumble - a tangible system that demonstrates the processes involved in the human digestive system. The system aims to support awareness of our digestive processes and help users to make informed decisions about their dietary choices. Digestive Tumble consists of nine modules, where the modules visualise a unique stage of the digestion. The system represents the digestion of five major food groups: grains, meat, vegetables, fruits and dairy through colourful tokens. Users interact with the system by inserting tokens representing their meal. These tokens transform into colourful beads, which then traverse through different modules to show the digestion of the given meal. We reflect upon the steps involved in visualising an internal bodily process through a tangible system. We hope that our design reflection will inspire future systems on visualising other internal bodily processes to support body learning through everyday reflection.
Rohit Ashok Khot, Jason Ng, Deepti Aggarwal
TEI1
2022 Designing for Microbreaks: Unpacking the Design Journey of Zenscape
abstract
This research aims to support positive wellbeing by encouraging people to take regular microbreaks from continuous on-screen work. We present Zenscape, an innovative tangible system that offers subtle reminders to engage in non-work related creative micro activities, through the stirring water action and sound. Zenscape integrates the ideologies of the Zen garden philosophy in its design and features a mini Zen garden consisting of sand and stones, and a water cup with a stirrer, all offering multiple micro activities for the user to get an escape from their work. Unlike time management apps, we do not target productivity, but rather focus on making the most of the microbreaks. We present a descriptive account of how we brought Zenscape into being through a conceptual framing of Diversion, Destination, Play and Return. We hope that our design reflections will inspire future systems on microbreaks beyond reminder and notification systems.
Rohit Ashok Khot, Jung-Ying (Lois) Yi, Deepti Aggarwal
TEI1
2022 Gooey Gut Trail: Board Game Play to Understand Human-Microbial Interactions
abstract
Our gastrointestinal health is influenced by complex interactions between our gut bacteria and multiple external factors. A wider understanding of these concepts is vital to help make gut-friendly decisions in everyday life; however, its complexity can challenge public understanding if not approached systematically. Research suggests that board games can help to playfully navigate complex subjects. We present Gooey Gut Trail (GGT), a board game to help players understand the multifactorial interactions that influence and sustain gut microbial diversity. Through the embodied enactment of in-game activities, players learn how their habits surrounding diet, physical activity, emotions, and lifestyle influence the gut microbial population. A qualitative field study with 15 participants revealed important facets of our game design that increased participants' awareness, causing them to reflect upon their habits that influence gut health. Drawing upon the study insights, we present five design considerations to aid future playful explorations on nurturing human-microbial relationships.
Nandini Pasumarthy, Rakesh Patibanda, Yi Ling (Ellie) Tai, Elise van den Hoven, Jessica Danaher, Rohit Ashok Khot
Proc. ACM Hum. Comput. Interact.6
2021 Data as Delight: Eating data
abstract
The HCI community has a rich history of finding new ways to engage people with data beyond the screen. With our work, we aim to expand the scope of how interaction design can engage people, arguing that “eating data” has the potential to allow people to experience “data as delight”. With reference to prior work and our design research findings, we discuss the advantages and the challenges of this approach to integrating data and food. We then identify four themes to guide the design of engagements with data through food: food form, food commensality, food ephemerality, and emotional response to food. Within these design themes, we articulate twelve insights for interaction designers to use when working on serving data as delight.
Florian 'Floyd' Mueller, Tim Dwyer, Sarah Goodwin, Kim Marriott, Jialin Deng, Han Duy Phan, Jionghao Lin, Kun-Ting Chen, Yan Wang 0057, Rohit Ashok Khot
CHI10
2021 Life on Wings: Relating to a Bird's Life in a City through a Board Game
abstract
This paper presents a novel board game called Life on Wings, designed to create an experience and awareness about the life of birds in an urban landscape. The game lets users experience the life of six tropical urban birds across three seasons of a year. By performing different activities of birds, players learn about the challenges that an ever-changing urban environment creates for bird species. We reflect on our design process and describe the key design decisions that led to the development of our game. We also present insights of a playtesting session that was conducted with 11 participants to evaluate the design aspects of the game. Based on the study insights we present three implications on collaboration over competition, local game movement and longitudinal first-person perspective. Through this work, we aim to inspire more playful explorations on human-wildlife cohabitation.
Prasad Sandbhor, Priti Bangal, Deepti Aggarwal, Rohit Ashok Khot
Proc. ACM Hum. Comput. Interact.4
2020 WeScream!: Toward Understanding the Design of Playful Social Gustosonic Experiences with Ice Cream
abstract
Prior psychology studies have shown that eating ice cream increases happiness, while human-computer interaction work has shown that interactive technology can enrich the eating experience. We explore the opportunity to combine these two through WeScream!, a playful social gustosonic system we designed-social gustosonic referring to the link between the acts of eating and listening as part of a social multisensory experience. WeScream! consists of two interdependent ice-cream cones that allow users to interact with musical sounds generated through the act of eating ice cream together. We report on an in-the-wild study that highlights how our system facilitated a "hard fun" experience through eating together, increased participants' awareness of relatedness, and drew shared attention to the ice cream's taste via increased face-to-face interaction. Drawing on these study insights, we also present three design tactics to guide designers in designing future social gustosonic experiences. Ultimately, we aim to contribute to a playful future of social eating experiences, supporting people in enjoying eating together.
Yan Wang 0057, Zhuying Li 0001, Robert Jarvis, Joseph La Delfa, Rohit Ashok Khot, Florian 'Floyd' Mueller
Conference on Designing Interactive Systems5
2020 Drone Chi: Somaesthetic Human-Drone Interaction
abstract
Somaesthetics - motivated by improving life quality via appreciation for bodily and sensory experiences - is increasingly influencing HCI designs. Investigating the potential of drones as a material for somaesthetic HCI, we designed Drone Chi: a Tai Chi-inspired close-range human-drone interaction experience. The design process for Drone Chi has been informed by the soma design approach and the Somaesthetic Appreciation concept from HCI literature. The artifact expands somaesthetic HCI by exemplifying dynamic and intimate somaesthetic interactions with a robotic design material, and body movements in expansive 3D space. To characterize the Drone Chi experience, we conducted an empirical study with 32 participants. Analysis of participant accounts revealed 4 themes that articulate different aspects of the experience: Looping Mental States, Environment, Agency vs. Control, and Physical Narratives. From these accounts and our craft knowledge, we derive 5 design implications to guide the development of movement-based close-range drone interactions.
Joseph La Delfa, Mehmet Aydin Baytas, Rakesh Patibanda, Hazel Ngari, Rohit Ashok Khot, Florian 'Floyd' Mueller
CHI5
2020 GustaCine: Towards Designing a Gustatory Cinematic Experience
abstract
In this pictorial, we describe the design and making of GustaCine, an engaging crossmodal cinematic experience that allows the viewer to experience and savor cinematic moments through the gustatory pleasures of the different flavored popcorn. Our aim behind creating GustaCine is to explore possibilities in designing food experiences that 'move' in parallel with the moving picture. We articulate our making process enumerating the challenges in creating a gustatory experience and undertaken strategies to resolve them. Ultimately, we aim to inspire and guide future research on gustatory cinematic experiences.
Rohit Ashok Khot, Jung-Ying (Lois) Yi
TEI1
2020 SWAN: Designing a Companion Spoon for Mindful Eating
abstract
In this pictorial, we unfold and reflect on the design process behind the creation of a research product - SWAN. SWAN is an augmented spoon that encourages people to pay more attention to their food and urges them to eat mindfully. With SWAN, our aim is to address the increasing tensions between the lucrative appeal of screen-based media and ideologies of mindful eating. We present a descriptive account on how we brought SWAN into being. In attending to key design decisions across our design process, we unveil ideas and challenges in creating a domestic research product to support everyday mindful eating.
Rohit Ashok Khot, Jung-Ying (Lois) Yi, Deepti Aggarwal
TEI1
2020 "Erfahrung & Erlebnis": Understanding the Bodily Play Experience through German Lexicon
abstract
Bodily play systems are becoming increasingly prevalent, with research aiming to understand the associated player experience. We argue that a more nuanced lexicon describing "bodily play experience" can be beneficial to drive the field forward. We provide game designers with two German words to communicate two different aspects of experience: "Erfahrung", referring to experience where one is actively engaged in and gains knowledge from; and "Erlebnis", referring to a tacit experience often translated as "lived experience". We use these words to articulate a suite of design strategies for bodily play experiences by referring to past design work. We conclude by discussing these two aspects of experience in conjunction with two previously established perspectives on the human body. We believe this more nuanced lexicon can provide a clearer understanding for designers about bodily play allowing them to guide players in gaining the many benefits from such experiences.
Florian 'Floyd' Mueller, Louise Petersen Matjeka, Yan Wang 0057, Josh Andres, Zhuying Li 0001, Jonathan Marquez, Bob Jarvis, Sebastiaan Pijnappel, Rakesh Patibanda, Rohit Ashok Khot
TEI10
2020 Towards Experiencing Eating as Play
abstract
There is an increasing trend in HCI to combine eating and technology. We highlight the potential of interactive technology to support an experiential perspective on eating, in particular, how interactive technology can support experiencing eating as play. To understanding this, we reflect on four playful interactive eating systems we designed and two other works to articulate five strategies: make eating challenging, break cultural norms, design across eating stages, reduce eating autonomy, and playfully extend the social aspect. For each, we also include practical implementation options to provide designers with initial guidance on how they can begin to support experiencing eating as play. Ultimately, with our work, we aim to facilitate a future where eating is more playful.
Florian 'Floyd' Mueller, Yan Wang 0057, Zhuying Li 0001, Tuomas Kari, Peter Arnold, Yash Dhanpal Mehta, Jonathan Marquez, Rohit Ashok Khot
TEI8
2020 ROOD: Unpacking the Design and the Making of a RoadKill Alert System
abstract
The rapid growth of peri-urbanization has contributed to an increase in road traffic near wildlife, contributing to collisions, injuries and potential deaths of wildlife as well as commuters. This is a significant problem for both animal welfare as well as human roadside safety and limited work has been done to tackle this problem using technology. ROOD is an innovative roadkill alert system, which aims to mitigate the wild animal-vehicle collision by alerting drivers of high-risk areas well in advance. (see Figure 1) This pictorial describes the design and the making of ROOD. We illustrate the challenges encountered in our design process and how they informed our design decisions. Ultimately, our aim is to contribute to safe co-habitation of wildlife.
Jung-Ying (Lois) Yi, Rohit Ashok Khot
TEI2
2020 Shelfie: A Framework for Designing Material Representations of Physical Activity Data
abstract
Self-monitoring devices are becoming increasingly popular in the support of physical activity experiences. These devices mostly represent on-screen data using numbers and graphs and in doing so, they may miss multi-sensorial methods for engaging with data. Embracing the opportunity for pleasurable interactions with one's own data through the use of different materials and digital fabrication technology, we designed and studied three systems that turn this data into 3D-printed plastic artifacts, sports drinks, and 3D-printed chocolate treats. We utilize the insights gained from associated studies, related literature, and our experiences in designing these systems to develop a conceptual framework, “ Shelfie. ” The “ Shelfie ” framework has 13 cards that convey key themes for creating material representations of physical activity data. Through this framework, we present a conceptual understanding of relationships between material representation and physical activity data and contribute guidelines to the design of meaningful material representations of physical activity data.
Rohit Ashok Khot, Larissa Hjorth, Florian 'Floyd' Mueller
ACM Trans. Comput. Hum. Interact.1
2018 "You Better Eat to Survive": Exploring Cooperative Eating in Virtual Reality Games
abstract
"You Better Eat to Survive" is a two-player virtual reality game that involves eating real food to survive and ultimately escape from a virtual island. We sense eating actions of players by analyzing chewing sounds captured by a low-cost microphone attached to the players cheek. Our interest in using cooperative eating as a way of interacting in virtual reality is driven by the possibilities of creating a cross-modal gameplay experience that benefits social interactions. A user study with 22 players showed that eating real food improved players feeling of presence, challenged trust dependencies and made the survival aspect of the game feel more "real". We use these insights to articulate three design themes that can guide designers in creating virtual reality games that incorporate cooperative eating. Ultimately, our work aims to guide design thinking towards using underexplored interaction methods in virtual reality games, thereby reiterating the post-digital design theme of TEI 2018.
Peter Arnold, Rohit Ashok Khot, Florian 'Floyd' Mueller
TEI2
2017 EdiPulse: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats
abstract
Self-monitoring offers benefits in facilitating awareness about physical exercise, but such data-centric activity may not always lead to an enjoyable experience. We introduce EdiPulse a novel system that creates activity treats to offer playful reflections on everyday physical activity through the appealing medium of chocolate. EdiPulse translates self-monitored data from physical activity into small 3D printed chocolate treats. These treats (< 20 grams of chocolate in total) embody four forms: Graph, Flower, Slogan and Emoji. We deployed our system across 7 households and studied its use with 13 participants for 2 weeks per household. The field study revealed positive aspects of our approach along with some open challenges, which we disseminate across five themes: Reflection, Positivity, Determination, Affection, and Co-experience. We conclude by highlighting key implications of our work for future playful food-based technology design in supporting the experience of being physically active
Rohit Ashok Khot, Deepti Aggarwal, Ryan Pennings, Larissa Hjorth, Florian 'Floyd' Mueller
CHI1
2017 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data
Rohit Ashok Khot, Simon Stusak, Andreas Butz, Florian 'Floyd' Mueller
INTERACT (4)1
2016 Fantibles: Capturing Cricket Fan's Story in 3D
abstract
Sports fans are increasingly using social media platforms like Twitter to express emotions and share their opinions while watching sports on TV. These commentaries describe a intense subjective experience of a fan watching a sport passionately. We see an opportunity to attend to these nostalgic moments by capturing them into a physical form. We present, Fantibles, personalized sports memorabilia that highlights an individual's commentary about sports on Twitter along with the uniqueness of each sports match. As a first case study, we investigate Fantibles for one popular sport, Cricket. We report insights from field deployments of Fantibles during an ODI Cricket match series between India and Bangladesh and offer reflections on the design in the form of four themes: self-expression, layered sense making, ad-hoc interactions and distributed social interactions. We believe our work opens up new interaction possibilities to support social sports viewing experience and design thinking on creating personalized sports memorabilia.
Rohit Ashok Khot, Josh Andres, Jennifer C. Lai, Jürg von Känel, Florian 'Floyd' Mueller
Conference on Designing Interactive Systems1
2015 TastyBeats: Designing Palatable Representations of Physical Activity
abstract
In this paper, we introduce palatable representations that besides improving the understanding of physical activity through abstract visualization also provide an appetizing drink to celebrate the experience of being physically active. By designing such palatable representations, our aim is to offer novel opportunities for reflection on one's physical activities. We present TastyBeats, a fountain-based interactive system that creates a fluidic spectacle of mixing sport drinks based on heart rate data of physical activity, which the user can later consume to replenish the loss of body fluids due to the physical activity. We articulate our experiences in designing the system as well as learning gained through field deployments of the system in participants' homes for a period of two weeks. We found that our system increased participants' awareness of physical activity and facilitated a shared social experience, while the prepared drink was treated as a hedonic reward that motivated participants to exercise more. Ultimately, with this work, we aim to inspire and guide design thinking on palatable representations, which we believe opens up new interaction possibilities to support physical activity experience.
Rohit Ashok Khot, Jeewon Lee, Deepti Aggarwal, Larissa Hjorth, Florian 'Floyd' Mueller
CHI1
2015 TastyBeats: Celebrating Heart Rate Data with a Drinkable Spectacle
abstract
Visualizing heart rate on screen has become popular to measure physical activity performance and progress towards set health goals. However, we believe that this prevalent method of visualizing data often reduces the interaction to only reading of information. In response, we propose a new way of visualizing heart rate data through a public interactive water fountain installation we call, TastyBeats. TastyBeats engages participants in a fluidic spectacle by creating a personalized sports drink representing their heart rate data while serving the additional purpose of replenishing lost energy during physical activity. We present findings and three design strategies from the three exhibitions of this work to inform designers interested in using drinkable fluids to support the physical activity experience. Ultimately, with our work we aim to expand our understanding of the potential of interactive technology to support the energy-cycle when being physically active.
Rohit Ashok Khot, Jeewon Lee, Larissa Hjorth, Florian 'Floyd' Mueller
TEI1
2014 Proxemics play: understanding proxemics for designing digital play experiences
abstract
Digital games are increasingly profiting from sensing technologies. However, their focus is mostly on sensing limb movements. We propose that sensing capabilities could also be used to engage players with proxemics: the interpersonal distance between players. We further add that wireless networks offer complementary distance zones for designers, offering novel design resources for digital play. We use our own as well as other games to articulate a set of strategies on how designers can utilize both proxemics and the new wireless proxemics to facilitate novel play experiences. Ultimately, with our work, we aim to expand the range of digital play.
Florian 'Floyd' Mueller, Sophie Stellmach, Saul Greenberg, Andreas Dippon, Susanne Boll, Jayden Garner, Rohit Ashok Khot, Amani Naseem, David Altimira
Conference on Designing Interactive Systems7
2014 Understanding physical activity through 3D printed material artifacts
abstract
In this paper, we advocate a novel approach of representing physical activity in the form of material artifacts. By designing such material representations, we aim to understand what these artifacts might offer in terms of reflecting upon physical activity. For example, what types of affect do material artifacts, representing ones' physical activity create for the user' In order to advance this understanding, we designed a system called SweatAtoms that transforms the physical activity data based on heart rate into 3D printed material artifacts. We conducted an 'in the wild study' by deploying our system in six households where participants were experiencing five different material representations of their physical activity for a period of two weeks each. We found that the material artifacts made participants more conscious about their involvement in physical activity and illustrated different levels of engagement with the artifacts. Along with reporting the gained insights from the deployments, we offer reflections on designing material representations for physical activity. We hope that our work will inspire designers to consider new possibilities afforded by digital fabrication to support user's experience with physical activity by utilizing interactive technologies at our disposal.
Rohit Ashok Khot, Larissa Hjorth, Florian 'Floyd' Mueller
CHI1
2014 Activity Sculptures: Exploring the Impact of Physical Visualizations on Running Activity
abstract
Data sculptures are a promising type of visualizations in which data is given a physical form. In the past, they have mostly been used for artistic, communicative or educational purposes, and designers of data sculptures argue that in such situations, physical visualizations can be more enriching than pixel-based visualizations. We present the design of Activity Sculptures: data sculptures of running activity. In a three-week field study we investigated the impact of the sculptures on 14 participants' running activity, the personal and social behaviors generated by the sculptures, as well as participants' experiences when receiving these individual physical tokens generated from the specific data of their runs. The physical rewards generated curiosity and personal experimentation but also social dynamics such as discussion on runs or envy/competition. We argue that such passive (or calm) visualizations can complement nudging and other mechanisms of persuasion with a more playful and reflective look at ones' activity.
Simon Stusak, Aurélien Tabard, Franziska Sauka, Rohit Ashok Khot, Andreas Butz
IEEE Trans. Vis. Comput. Graph.4
2011 MARASIM: a novel jigsaw based authentication scheme using tagging
abstract
In this paper we propose and evaluate Marasim, a novel Jigsaw based graphical authentication mechanism using tagging. Marasim is aimed at achieving the security of random images with the memorability of personal images. Our scheme relies on the human ability to remember a personal image and later recognize the alternate visual representations (images) of the concepts occurred in the image. These concepts are retrieved from the tags assigned to the image. We illustrate how a Jigsaw based approach helps to create a portfolio of system-chosen random images to be used for authentication. The paper describes the complete design of Marasim along with the empirical studies of Marasim that provide evidences of increased memorability. Results show that 93% of all participants succeeded in the authentication tests using Marasim after three months while 71% succeeded in authentication tests using Marasim after nine months. Our findings indicate that Marasim has potential applications, especially where text input is hard (e.g., PDAs or ATMs), or in situations where passwords are infrequently used (e.g., web site passwords).
Rohit Ashok Khot, K. Srinathan 0001, Ponnurangam Kumaraguru
CHI1