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Ryan Pennings

dblp:161/3703 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 44% Health and well-being technologies · 44% Games and playful interaction · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Personal fabrication and tangible interfaces › digital fabrication
food 3d printing
0.312017
EdiPulse: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats · CHI 2017
Health and well-being technologies
physical activity
0.312017
EdiPulse: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats · CHI 2017
Games and playful interaction
playful technology
0.112017
EdiPulse: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats · CHI 2017

Methods — techniques the papers use, named apart from their topics

field deployment · 0.33d printing · 0.3
YearPublicationVenuePosition
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
CHI3