[1]
Jogging at CHI
SIG Meetings
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Mueller, Florian "Floyd"
/
Marshall, Joe
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Khot, Rohit Ashok
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Nylander, Stina
/
Tholander, Jakob
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1119-1122
© Copyright 2016 ACM
Summary: HCI is increasingly paying attention to sports, and more and more CHI
attendees are aiming to maintain being physically active while attending CHI.
In response, we offer a SIG on the topic of sports-HCI and conduct it in a
sportive way: we will go out of the conference venue and jog around San Jose
while discussing the role of HCI in relation to sports. The goal is to actively
shape the future of the field of sports-HCI.
[2]
TastyBeats: Designing Palatable Representations of Physical Activity
Wellness & Wearables
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Khot, Rohit Ashok
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Lee, Jeewon
/
Aggarwal, Deepti
/
Hjorth, Larissa
/
Mueller, Florian 'Floyd'
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2933-2942
© Copyright 2015 ACM
Summary: 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.
[3]
EdiPulse: Turning Physical Activity Into Chocolates
Interactivity
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Khot, Rohit Ashok
/
Pennings, Ryan
/
Mueller, Florian 'Floyd'
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.331-334
© Copyright 2015 ACM
Summary: We present EdiPulse that creates 3D printed chocolates displaying cheerful
messages using the heart rate data of physical activity. Our work expands the
view on representing physical activity data through the use of edible materials
such as chocolates, which additionally serves as a hedonic reward for doing the
physical activity. Ultimately, with this work, we aim to inspire and guide
design thinking on food printing, which we believe opens up new interaction
possibilities to support the physical activity experience.
[4]
Understanding Sports-HCI by Going Jogging at CHI
SIG Meetings
/
Mueller, Florian Floyd
/
Marshall, Joe
/
Khot, Rohit Ashok
/
Nylander, Stina
/
Tholander, Jakob
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.869-872
© Copyright 2015 ACM
Summary: More and more technologies are emerging that aim to support sports
activities, for example there are jogging apps, cycling computers and
quadcopters for sportspeople to videorecord their actions. These new
technologies appear to become more and more popular, yet interaction design
knowledge how to support the associated exertion experiences is still limited.
In order to bring practitioners and academics interested in sports-HCI together
and examine the topic "in the wild", we propose to go outside and jog around
the CHI venue while using and discussing some of these new technologies. The
goal is to investigate and shape the future of the field of sports-HCI.
[5]
EdiPulse: Supporting Physical Activity with Chocolate Printed Messages
WIP Theme: Healthcare and Wellbeing
/
Khot, Rohit Ashok
/
Pennings, Ryan
/
Mueller, Florian 'Floyd'
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1391-1396
© Copyright 2015 ACM
Summary: Designing to support physical activity is a growing field of interest in
interaction design. However, existing explorations in this area have mostly
focused on using screens to graphically report physical activity data such as
heart rate. The use of edible mediums such as 3D printed food for representing
such data opens up new possibilities and challenges to push the field forward.
Supporting this, we present EdiPulse that 3D prints in chocolates, personalized
cheerful messages and emoticons, displaying heart rate data from physical
activity session. By varying the thickness of the printed letters and
emoticons, the system also supports abstract visualization of the heart rate
data, while the printed chocolate incentivizes participation in physical
activity. Ultimately, with this work, we aim to inspire and guide design
thinking on food printing and edible quantified self representations, which we
believe opens up new interaction possibilities to support the physical activity
experience.
[6]
TastyBeats: Celebrating Heart Rate Data with a Drinkable Spectacle
Paper Demonstrations
/
Khot, Rohit Ashok
/
Lee, Jeewon
/
Hjorth, Larissa
/
Mueller, Florian 'Floyd'
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.229-232
© Copyright 2015 ACM
Summary: 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.
[7]
Proxemics play: understanding proxemics for designing digital play
experiences
Body interaction
/
Mueller, Florian
/
Stellmach, Sophie
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Greenberg, Saul
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Dippon, Andreas
/
Boll, Susanne
/
Garner, Jayden
/
Khot, Rohit
/
Naseem, Amani
/
Altimira, David
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.533-542
© Copyright 2014 ACM
Summary: 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.
[8]
Exploring material representations of physical activity
Doctoral consortium
/
Khot, Rohit Ashok
Companion Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.2
p.177-180
© Copyright 2014 ACM
Summary: Providing visual feedback plays an important role in motivating users
towards a physical activity. To support user motivation, previous works in the
field of HCI have focused on virtual representations of physical activity by
providing different virtual visualization schemes. However, as being physically
active happens in this physical world, I see an opportunity to explore
alternate design strategy in representing physical activity in the form of
material artifacts. This research contributes to the understanding of designing
material representations of physical activity, by following a research through
design approach: building and evaluating two systems that produce material
representations as feedback and reward outcomes. I hope that this work will
inspire designers to consider new possibilities afforded by digital fabrication
to support user's experience with physical activity.
[9]
Understanding physical activity through 3D printed material artifacts
3D printing and fabrication
/
Khot, Rohit Ashok
/
Hjorth, Larissa
/
Mueller, Florian 'Floyd'
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3835-3844
© Copyright 2014 ACM
Summary: 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.
[10]
SweatAtoms: understanding physical activity through material artifacts
Video showcase presentations
/
Khot, Rohit Ashok
/
Lee, Jeewon
/
Hjorth, Larissa
/
Mueller, Florian 'Floyd'
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.173-174
© Copyright 2014 ACM
Summary: In this video, we present a novel approach of representing physical activity
in the form of material artifacts. By designing such material representations,
our aim is 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 over time create for
the user? In order to advance this understanding, we have designed a system
called SweatAtoms that transforms the physical activity data based on heart
rate into 3D printed material artifacts and provides 5 different material
representations of their physical activity. This video offers few 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.
[11]
Tastybeats: making mocktails with heartbeats
Interactivity
/
Khot, Rohit Ashok
/
Lee, Jeewon
/
Munz, Helmut
/
Aggarwal, Deepti
/
Mueller, Florian Floyd
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.467-470
© Copyright 2014 ACM
Summary: The heart not only represents love and emotions. Its measurement is also
essential to evaluate fitness. However, visualizing heart rate so far has been
limited to virtual screens with restrictive interaction, thus providing us an
opportunity to develop a new interactive visualization scheme. With the
PumpSpark Fountain Development Kit, we see an opportunity to create a
personalized drink using the measured heartbeat data of an individual during
physical activity. We describe a prototype system called TastyBeats where one
or two participants engage themselves in a fluidic spectacle of creating a
mocktail that matches their heartbeats. Our work expands the view of
visualizing physical activity beyond virtual screen by providing a real-time
and interactive visualization of heart beat data. The TastyBeats induces an
active engagement of the player with representation of personal heartbeat in
the form of a mocktail created by mixing different flavors together.
[12]
Jogging with technology: interaction design supporting sport activities
Special interest group: 111
/
Mueller, Florian
/
Marshall, Joe
/
Khot, Rohit Ashok
/
Nylander, Stina
/
Tholander, Jakob
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1131-1134
© Copyright 2014 ACM
Summary: There has been a significant increase of interactive technologies to support
sports activities. Examples are heart rate monitors for cyclists, jogging apps
on mobile phones and GPS sports watches for extreme sports. Despite consumer
popularity, there is little knowledge about how they should be designed in
order to support the exertion activity. Based on CHI'13's success of conducting
a special interest group outdoors, we propose jogging with technology to
discuss sports-support interactive systems and investigate what future
opportunities and challenges exist.
[13]
SweatAtoms: materializing physical activity
/
Khot, Rohit Ashok
/
Mueller, Florian 'Floyd'
/
Hjorth, Larissa
Proceedings of the 2013 Australasian Conference on Interactive Entertainment
2013-09-30
p.4
© Copyright 2013 ACM
Summary: Visualization plays an important role in motivating users towards physical
activity. In this paper, we present a novel approach to represent physical
activity in the form of material artifacts. We have designed a system called
SweatAtoms that builds material artifacts using the measured heartbeat data
during the physical activity. By crafting such material artifacts, our aim is
to harness physical activity as a medium for self-expression and make the
experience of participating in physical activity more engaging beyond
screen-based feedback. This paper describes the implementation and design of
the SweatAtoms system. We hope our work can inspire fellow interaction
designers and researchers to consider the role of materiality while designing
interactive technology to support physical activity.
[14]
Power of friends: when friends guess about their friends' guess
Social computing
/
Aggarwal, Deepti
/
Khot, Rohit A.
/
Choppella, Venkatesh
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.907-912
© Copyright 2013 ACM
Summary: Friendsourcing games aim to collect useful information about individuals by
targeting their socially connected groups or friends. The current method of
eliciting information is to pose direct questions to friends and expect a
truthful response in return. However, such an approach not only becomes
monotonous after some time but also suffers from problems like social
awkwardness and reticence and thus, affecting the accuracy of the generated
responses. In this paper, we present Power of Friends, a novel approach to
friendsourcing games, which involves identifying the unanimous opinion of all
the friends about a question related to an individual. We tested our proposed
approach with seven different groups and were able to generate 47 facts about
members of the selected groups. Participants particularly enjoyed the guesswork
and interactive elements of the game. Based on the feedback obtained from the
study, we propose four strategies for designing similar friendsourcing games.
[15]
HCI with sports
SIGs
/
Mueller, Florian
/
Khot, Rohit A.
/
Chatham, Alan D.
/
Pijnappel, Sebastiaan
/
Toprak, Cagdas "Chad"
/
Marshall, Joe
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2509-2512
© Copyright 2013 ACM
Summary: Recent advances in cheap sensor technology has made technology support for
sports and physical exercise increasingly commonplace, which is evident from
the growing popularity of heart rate monitors and GPS sports watches. This rise
of technology to support sports activities raises many interaction issues, such
as how to interact with these devices while moving and physically exerting.
This special interest group brings together industry practitioners and
researchers who are interested in designing and understanding human-computer
interaction where the human is being physically active, engaging in exertion
activities. Fitting with the theme, this special interest group will be "run"
while running: participants will be invited to a jog together during which we
will discuss technology interaction that is specific to being physically active
whilst being physically active ourselves.
[16]
Sweat-atoms: crafting physical objects with everyday exercise
Student research competition
/
Khot, Rohit A.
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2701-2706
© Copyright 2013 ACM
Summary: In this paper, we introduce a novel idea of associating physical exercise
with the creative process of crafting physical objects. Our aim is to harness
physical exercise as a source for self-expression. We present Sweat-Atoms, a 3D
modeling and printing system, which generates abstract 3D designs using the
heart rate patterns of individuals engaged in a physical activity. The crafted
physical objects can act as souvenirs and be testimony to the invested human
efforts in performing the physical activity. The preliminary responses to the
system have been encouraging. Participants liked the crafting of their exercise
patterns and they were eager to experiment our system with different physical
exercises.
[17]
Sweat-atoms: turning physical exercise into physical objects
Interactivity: research
/
Khot, Rohit Ashok
/
Mueller, Florian "Floyd"
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3075-3078
© Copyright 2013 ACM
Summary: In this paper, we introduce a novel idea of crafting a physical object in
tandem with the physical exercise using the heart rate patterns. Our aim is
provide a new way of visualizing the exercise intensity. We present
Sweat-Atoms, a 3D modeling and printing system, which generates abstract 3D
designs using the heart rate patterns of individuals engaged in a physical
activity. The crafted physical objects can act as souvenirs and be testimony to
the human efforts invested in performing the physical activity. We believe the
creative experience of crafting will help to change the monotonous nature of
physical exercise.
[18]
Game jam
Workshop summaries
/
Chatham, Alan
/
Schouten, Ben A. M.
/
Toprak, Cagdas
/
Mueller, Florian
/
Deen, Menno
/
Bernhaupt, Regina
/
Khot, Rohit
/
Pijnappel, Sebastiaan
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3175-3178
© Copyright 2013 ACM
Summary: Game Jams -- energized, fast-paced get-togethers of developers and artists
to make digital games -- have recently emerged as a way to generate and inspire
novel game ideas and new ways of thinking. We intend to introduce the CHI
community to this collaborative, fast-paced method of design by holding a game
jam with an emphasis on developing novel user inputs as a way to explore HCI
and to connect participants from diverse backgrounds. This game jam will
introduce a successful model from a related field to the HCI agenda while
developing collaborations between the two growing areas.
[19]
WYSWYE: shoulder surfing defense for recognition based graphical passwords
/
Khot, Rohit Ashok
/
Kumaraguru, Ponnurangam
/
Srinathan, Kannan
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.285-294
© Copyright 2012 CHISIG and authors
Summary: Recognition based graphical passwords are inherently vulnerable to shoulder
surfing attacks because of their visual mode of interaction. In this paper, we
propose and evaluate two novel shoulder-surfing defense techniques for
recognition based graphical passwords. These techniques are based on WYSWYE
(Where You See is What You Enter) strategy, where the user identifies a pattern
of password images within a presented grid of images and replicates it onto
another grid. We conducted controlled laboratory experiments to evaluate the
usability and security of the proposed techniques. Both the schemes had high
login success rates with no failures in authentication. More than seventy
percent of participants successfully logged on to the system in their first
attempt in both the schemes. The participants were satisfied with the schemes
and were willing to use it in public places. In addition, both the schemes were
significantly secure against shoulder surfing than normal unprotected
recognition based graphical passwords. The login efficiency improved with
practice in one of the proposed scheme. We believe, WYSWYE strategy has
considerable potential and can easily be extended to other types of
authentication systems such as text passwords and PINS.
[20]
MARASIM: a novel jigsaw based authentication scheme using tagging
Authentication
/
Khot, Rohit Ashok
/
Srinathan, Kannan
/
Kumaraguru, Ponnurangam
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2605-2614
© Copyright 2011 ACM
Summary: 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).
[21]
NAPTune: fine tuning graphical authentication
Full paper
/
Khot, Rohit Ashok
/
Srinathan, Kannan
/
Khot, Rutuja Ashok
Proceedings of IndiaHCI'11, the 3rd International Conference on Human
Computer Interaction
2011-04-07
p.47-56
© Copyright 2011 ACM
Summary: Graphical passwords are considered to be a secure and memorable alternative
to text passwords. Users of such systems, authenticate themselves by
identifying a subset of images from the set of displayed images. However,
despite the impressive results of user studies on experimental graphical
passwords schemes, their overall commercial adaptations have been relatively
low. In this paper, we investigate the reasons behind the low commercial
acceptance of graphical passwords and present recommendations to overcome the
same. Based on these recommendations, we design a simple graphical password
scheme, which we call as NAPTune. NAPTune is aimed to work as a cued
recognition based graphical authentication scheme that allows users to choose
both text as well as images as their password with the same underlying design
and interaction. In doing so, we blend the strengths of Numbers, Alphabets and
Pictures (NAP) together to effectively defeat prevalent forms of social
hacking. We conducted a user study with 35 participants to evaluate the
viability of our proposed design. Results of the study are encouraging which
indicates that our proposed design is potentially secure and usable method of
authentication.
[22]
PhotoSense: emergent semantics based approach to image annotation
Work-in-progress, April 12-13
/
Khot, Rohit Ashok
/
Srinathan, Kannan
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.3301-3306
Keywords: emergent semantics, image annotation, tagging
© Copyright 2010 ACM
Summary: Tagging of images using descriptive keywords (tags), contributed by ordinary
users, is a powerful way of organizing them. However, due to the richness of
the image content, it is often difficult to choose tags that best describe the
content of the image to the viewing audience and ensure access to the image. In
this paper, we present a novel tagging framework based on the theory of
emergent semantics to assist the user in the tag selection process. Our idea is
to enrich the current "looking at" experience of tagging with the "looking for"
experience of searching. We describe the design of our approach along with a
preliminary user study conducted with a prototype Flickr application.