Eating Your Own Data

Design At The Intersection Of Quantified Self And Digital Food
Workshop @ Interact 2017, IIT Bombay, Mumbai, India

Dates: Sept 26, 2017

Important update!!!

We have cancelled the workshop due to low registrations. However, we will be at INTERACT so if you have want to chat and have ideas around Human Food Interactions, we would be delighted to discuss them with you.
We also plan to organise a similar workshop at CHI 2018, so if you are interested in participating or collaborating, please do get in touch.


Human Food Interaction (HFI) as a field of research is gaining currency within HCI with a focus on how we grow, shop, cook and eat food with the use of digital technology. The advancements in food printing technologies add an extra dimension to these established practices and research is needed to understand how it would affect people’s practices and relationship with food. For instance, instead of cooking food with hands or using traditional kitchen appliances, food printers allow creation of edible artifacts from digital designs, currently using viscous materials (e.g. cheese, marzipan, dough and chocolate) and powdered substances (e.g. sugar). As such, food printing connects cooking with digital information, wherein digital 3D print models can replace traditional recipes.

We are particularly interested in the implication of such technology towards personalized nutrition wherein quantified self (QS) technologies (e.g. Fitbit, heart rate monitors, calorie counters) can be combined with food printing technologies to provide users with different information and experiences that meet their needs and desires. We find this an intriguing combination that we believe holds an exciting premise for HCI and HFI.


We aim to bring together researchers and practitioners from different communities including personal fabrication, design and creative practice, quantified self, food design, health and nutrition, interaction design, physical visualization to:

  • Develop a joint understanding of competing/related issues on printing food, data representation and its effect on multiple domains including health and society.
  • Discuss potential solutions and concepts that contribute to future research directions and requirements.
  • Help shape the research community around food-related technology design.

The essential discussion that will emerge at the venue will help in moving forward these research fields individually as well as in unison – which is timely given the growing need for defining health and wellbeing strategies. The discussions will highlight the potential solutions and concepts for future research directions in food based technology design. Participants will also engage in playful activities around food, which in turn will help learn and debate the opportunities that exist with edible data representation and interaction.

Call for submissions

We invite submissions of various types including study designs, case studies of existing systems, recent research, and position papers around the topics of quantified self practices, food printing and human food interaction (HFI). Participants are welcomed to discuss ( but not limited to):


Experiences from previous and current projects,
Ideas and perspectives on the crossing of food and quantified self


Design, implementation, and evaluation methods,
Methods and techniques to understand and experiment with food as material.


Needs of specific communities (e.g., heath & nutrition, sustainability),
Practices, values, and beliefs around digital food.

Instructions for authors

Authors are invited to submit short papers using the Springer LNCS Format (4 pages max) sent as PDF. All submitted short papers are subject to acceptance by the committee members. Proposals will be selected based on their originality and quality by the workshop organizers, and should be mailed to:

Use this as subject line: INTERACT 2017 workshop participation

All accepted submissions will be published as a technical report on the workshop’s webpage. This web page will summarize outcomes of the workshop and host a community allowing participants to further the discussion even after the workshop concludes. We aim to set up a special issue in TOCHI/IJHCS, for which all participants will be invited to submit.

Accepted workshop participants will have to register for the workshop at: Interact 2017 Registration.
For those who are registering for at least one of the days of the conference, the workshop registration fees is: ₹ 3,500 (~ 53 USD) .
For those who are attending only the workshop, the registration fees is: ₹ 6,000 (~ 92 USD).

Great News!!! You can now register to the workshop even without the position papers. We look forward to seeing you designing future food interactions with us :-)

Important dates

March 30, 2017
June 3, 2017
June 24, 2017
June 30, 2017
Sept. 26, 2017

Workshops announced on the INTERACT website.
Submission deadline.
Notifications of acceptance.
Camera ready due.
Workshop date.

Tentitive Schedule

  • Sept. 25/26, 2017

  • Registration: 08:30 am to 09:00 am

  • Welcome

    09:00 am to 09:30 am

    We will start the first session by introducing the workshop theme, agenda for the day.

  • Presentations

    09:30 am to 11:00 pm

    Participants will present their work for 10 minutes (7 mins talk + 3 mins Q&A), where they discuss their perspectives on the crossing of food and quantified self. Participants are encouraged to bring demos and videos of their work.

  • Morning break: 11:00 am to 11:30 am

  • Speed dating

    11:30 am to 12:30 pm

    Presentations will be followed with a 3 minute “speed-date” sessions in which all participants will talk to each other in pairs, giving them the opportunity not only to get to know each other, but also to discuss the topics raised in the presentations. We will then ask every pair to write down the three biggest challenges or issues that exists with edible data and self-tracking technology and discuss potential solutions to overcome them. After 20 minutes of discussion, we will ask every pair to present their solutions for 5 minutes.

  • Lunch break: 12:30 pm to 01:30 pm

  • Group activity

    01:30 pm to 3:00 pm

    Post lunch, we will divide participants in groups of 5. Every group will pick a topic (domain) and will design a model for creating food visualizations around physical activity data. Groups will utilize their tracked data from earlier sessions to create these models. Every group will be asked to make a model on paper and present it to everyone.

  • Afternoon break: 03:00 pm to 03:30 pm

  • Chocolate printing & Closing

    03:30 pm to 05:00 pm

    The last session of the workshop will involve chocolate printing as an example. We will involve participants in mimicking the process of chocolate printing by hand. By engaging participants in this hands-on activity, we aim to unveil new ideas and tactics that might test or outstretch the capabilities of the existing printing technologies. This participatory activity will also elicit discussions around the activities of the day and its realization in edible forms. Seeing the printing in situ will also help participants to gain insights on the limitations and benefits around different parameters of food printing e.g., the temperature of food material, time to print etc.

About the Venue

The Victor Menezes Convention Centre, or the VMCC as it is popularly known, is the primary venue for the Conference. The Convention Centre is situated inside the Indian Institute of Technology Bombay (IIT Bombay) Campus in Powai, Mumbai. IIT Bombay is India's leading technological university and is situated about 9.1km/5.6miles from the Airport.

Victor Menezes Convention Centre,
Opposite IDC School of Design, IIT Bombay Campus, Powai,
Mumbai - 400 076
Google Maps Location

Travel & visa

Please use this link for information about travel and visa.



Dr. Rohit Ashok Khot
Exertion Games Lab,
RMIT University, Australia

Rohit Ashok Khot is the Deputy Director of the Exertion Games Lab; and VC Postdoctoral Fellow in the School of Media and Comm. at RMIT University, Australia. Rohit leads the node on ‘Data and new materialities’ within the Design & Creative Practice ECP, where he is exploring the implication of food printing and molecular sensing towards personalized nutrition and improving food literacy.

Full Bio


Josh Andres
IBM Research, Exertion Games Lab, Australia

Josh Andres leads user experience and design at IBM Research Australia. He investigates playful technology mediated experiences for improving people’s quality of life. Josh has authored various papers and patents and is passionate about combining design and technology to build meaningful experiences. He is also a PhD candidate at the Exertion Games Lab and has over 12 years of industry experience across various domains.

Full Bio


Hasan Shahid Ferdous
Microsoft Centre for SocialNUI, University of Melbourne, Australia

Hasan Shahid Ferdous is a PhD candidate in the Microsoft Research Centre for Social Natural User Interface at University of Melbourne, Australia. His current research is focused on social and collaborative use of technologies, particularly in the family mealtime context. He is also interested in touch, eye-gaze and other NUI interactions in the public or private social settings.

Full Bio


Dr. Jaz Hee-jeong Choi
Queensland University of Technology, Australia

Jaz Hee-Jeong Choi is the Director of the Urban Informatics Research Lab and a Senior Lecturer in the School of Design at Queensland University of Technology, Australia. She is also the founder and acting chair of ACM SIGCHI FoodCHI. Her research explores how various forms of digital and playful experiences are designed, developed, and integrated in different cultural contexts with a focus on self-care and mutual aid.

Full Bio


Prof. Florian 'Floyd' Mueller
Exertion Games Lab,
RMIT University, Australia

Florian ‘Floyd’ Mueller directs the Exertion Games Lab at RMIT, Melbourne, Australia. Floyd’s research is focused on the intersection of play, technology and the active human body, aiming to support human values. His team’s Exertion Games were played by over 20,000 players across 3 continents and were featured on the BBC, ABC, Discovery Science Channel and Wired magazine.

Full Bio