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Samvid Niravbhai Jhaveri

dblp:217/9521 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2

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
2 papers
Design research and methods · 74% Wearable and physiological sensing · 20% Games and playful interaction · 6%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
human-food interaction
0.412019
Making Sense of Human-Food Interaction · CHI 2019
Wearable and physiological sensing › smart wearable
social wearables
0.312018
Designing Future Social Wearables with Live Action Role Play (Larp) Designers · CHI 2018
Design research and methods › research methodology
taxonomy development
0.112019
Making Sense of Human-Food Interaction · CHI 2019

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

systematic mapping study · 0.4data visualization · 0.4co-design · 0.3
YearPublicationVenuePosition
2019 Making Sense of Human-Food Interaction
abstract
Activity in Human-Food Interaction (HFI) research is skyrocketing across a broad range of disciplinary interests and concerns. The dynamic and heterogeneous nature of this emerging field presents a challenge to scholars wishing to critically engage with prior work, identify gaps and ensure impact. It also challenges the formation of community. We present a Systematic Mapping Study of HFI research and an online data visualisation tool developed to respond to these issues. The tool allows researchers to engage in new ways with the HFI literature, propose modifications and additions to the review, and thereby actively engage in community-making. Our contribution is threefold: (1) we characterize the state of HFI, reporting trends, challenges and opportunities; (2) we provide a taxonomy and tool for diffractive reading of the literature; and (3) we offer our approach for adaptation by research fields facing similar challenges, positing value of the tool and approach beyond HFI.
Ferran Altarriba Bertran, Samvid Niravbhai Jhaveri, Rosa Lutz, Katherine Isbister, Danielle Wilde
CHI2
2018 Designing Future Social Wearables with Live Action Role Play (Larp) Designers
abstract
Designing wearable technology that supports physical and social engagement in a collocated setting is challenging. In this research, we reached out to an expert community of crafters of social experiences: larpers (live action role players). Larpers and larp designers have a longstanding tradition of designing and making use of a variety of elements, such as costumes, physical objects, environments, and recently also digital artifacts. These are crafted in support of co-experience values that we argue can inform the design of social wearables. We engaged in a co-design process with a game designer and co-founder of a larp production company, and embedded the resulting social wearables in a larp. Here, we present the results of this design and implementation process, and articulate design affordances that resonate with our larp designer' values. This work may inspire and inform researchers and designers creating wearable technology that is aimed at supporting collocated engagement.
Elena Márquez Segura, James Collin Fey, Ella Dagan, Samvid Niravbhai Jhaveri, Jared Pettitt, Miguel Flores, Katherine Isbister
CHI4