Patina Engraver: Visualizing Activity Logs as Patina in Fashionable Trackers

@article{Lee2015PatinaEV,
  title={Patina Engraver: Visualizing Activity Logs as Patina in Fashionable Trackers},
  author={Moon-Hwan Lee and Seijin Cha and Tek-Jin Nam},
  journal={Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems},
  year={2015}
}
Despite technological improvements in commercial activity trackers, little attention has been given to their emotional, social, or fashion-related qualities, such as their visual aesthetics and their relationship to self-expression and social connection. As an alternative integrated approach incorporating HCI, fashion, and product design, our project made use of the characteristics of patina to improve activity trackers as fashionable wearables. We developed the Patina Engraving System, which… 

Figures and Tables from this paper

The design and aesthetics of wearable activity trackers
Aesthetics in the context of human-computer interaction has been an area of much research. However this research has focused primarily on usability. In recent years wearable products have seen an
Patina-inspired Personalization: Personalizing Products with Traces of Daily Use
TLDR
Trace-Marker is developed, a custom-built laser engraver for bicycle riders that engraves aesthetic patterns on a bicycle bag according to a user's bicycle journey and discusses implications for improving patina-inspired personalization in wider contexts.
Understanding Physical Practices and the Role of Technology in Manual Self-Tracking
TLDR
It is found that for some users, physical practices are a structured and constructive creative outlet and a form of artistic expression, and design implications for future technologies are found, including ways digital tools might extend current physical practices and support richly reflective self-tracking.
10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data
TLDR
A set of ten design themes is presented, developed from the analysis of two independently designed systems that construct 3D printed physical artifacts from physical activity data, that describe a unique design feature that designers could incorporate in their design to make physical representations more engaging and playful.
Unpacking Fashion Film for Digital Design
TLDR
It is needed to unpack in detail how to make a film on fashionable wearables, as well as how to address the differences between the “functions” of fabric and of digital technology.
Exploring Dynamic Expressions on Soft Wearables for Physical Exercises
TLDR
This paper explores in-situ social and individual experiences that activity related dynamic changes on garment surfaces might evoke in the context of exercising at the gyms and provides design insights for further research on how dynamic expression could alter wearer's sense of achievement via solidifying unobservable efforts & achievements.
Shelfie
TLDR
This work designed and studied three systems that turn self-monitoring data into 3D-printed plastic artifacts, sports drinks, and 3 D-printed chocolate treats and develops a conceptual framework, Shelfie, that presents a conceptual understanding of relationships between material representation and physical activity data.
i-Ribbon: Social Expression Through Wearables to Support Weight-Loss Efforts
TLDR
i-Ribbon is described, a wearable ribbon to show a user’s weight-loss efforts that provides a subtle social channel for people who are struggling with overweight to show their efforts and determination, especially before they obviously become less overweight.
Mirror, Mirror on the Wall: Exploring Ubiquitous Artifacts for Health Tracking
TLDR
This work investigates the feasibility of using ubiquitous artifacts for unobtrusive feedback in health tracking, and contributes findings on how to represent health-related data with ubiquitous artifacts to increase users’ awareness.
LOOP: Exploring Physicalization of Activity Tracking Data
TLDR
This paper designed the physical artifact LOOP, which provides an abstract visualization of the user's activity data by changing its shape, and found that the physical presence of LOOP facilitated reflection and the layered visualization supported various personal tracking.
...
1
2
3
4
...

References

SHOWING 1-10 OF 37 REFERENCES
Understanding physical activity through 3D printed material artifacts
TLDR
A system called SweatAtoms is designed that transforms the physical activity data based on heart rate into 3D printed material artifacts that made participants more conscious about their involvement in physical activity and illustrated different levels of engagement with the artifacts.
Social fabric fitness: the design and evaluation of wearable E-textile displays to support group running
TLDR
The qualitative findings indicate that SFF improves awareness of individual and group performance, helps groups stay together, and improves in-situ motivation.
Fashionable Technology: The Intersection of Design, Fashion, Science and Technology
The interplay of electronic textiles and wearable technology, wearables for short, and fashion, design and science is a highly promising and topical subject. Offered here is a compact survey of the
Personal tracking as lived informatics
TLDR
There will be difficulties in personal informatics if the way that personal tracking is enmeshed with everyday life and people's outlook on their future is ignored, it is suggested.
Understanding quantified-selfers' practices in collecting and exploring personal data
TLDR
A qualitative and quantitative analysis of 52 video recordings of Quantified Self Meetup talks to understand what they did, how they did it, and what they learned, and several common pitfalls to self-tracking are highlighted.
The new good: exploring the potential of philosophy of technology to contribute to human-computer interaction
TLDR
This paper seeks to explore the potential of the philosophy of technology to contribute new insights and provide well-grounded conceptual tools for coming to terms with what may become HCI's 'new good'.
A spark of activity: exploring informative art as visualization for physical activity
TLDR
Spark, an informative art display that visualizes physical activity using abstract art, shows that informative art is an appropriate way to visualize physical activity, and can be used in addition to graphs to increase enjoyment and engagement with physical activity displays.
Supporting the design and fabrication of physical visualizations
TLDR
MakerVis is presented, a prototype tool that integrates the entire process of creating physical visualizations, from data filtering to physical fabrication, and demonstrates how tools such as MakerVis can dramatically lower the barriers to producing physical visualization.
Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game
TLDR
A social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank, to promote an increase in physical activity.
Using context to reveal factors that affect physical activity
TLDR
This work explored the use of contextual information, such as events, places, and people, to support reflection on the factors that affect physical activity and can increase people's awareness of opportunities for physical activity.
...
1
2
3
4
...