1. Adidas miCoach Elite. https://goo.gl/qECxs3
To prove the point that most of the fashionable wearables mainly sense and transmit the wearer’s physiological and movement data in real-time.
2. Bolton, A. The super modern wardrobe. New York: Harry N. Abrahms (2002)
Used to support the idea that activity trackers also function as fashion items connected to identity and appearance, not just technology.
3. Brown, B., Reeves, S. and Sherwood, S. Into the wild: challenges and opportunities for field trial methods. Proc. CHI’11, ACM (2011), 1657-1666
They used the concept of “in the wild” study for their own field study, which helped shape this paper’s study length and participant sample.
4. Choe, E.K., et al. A. Understanding Quantified-Selfers’ Practices in Collecting and Exploring Personal Data. Proc. CHI’14, ACM (2014) 1143-1152
Cited to show how the quantified-self community has established practices for collecting and exploring personal activity data.
5. Consolvo, S., Everitt, K., Smith, I., and Landay, J.A. Design Requirements for Technologies that Encourage Physical Activity. Proc. CHI’06, ACM (2006), 457-466 Used to justify the need for emotionally engaging and behavior-supportive design in physical activity technologies.
6. DeSilvey, C. Observed decay: telling stories with mutable things. Journal of Material Culture, 11, 3 (2006), 318-338
Supports the idea that material decay can tell stories over time, reinforcing the use of patina as a meaningful design element.
7. Erickson, T. and Kellogg, W. Social Translucence: An Approach to Designing Systems that Support Social Processes. ACM Transactions on Human-Computer Interaction, 7, 1 (2000), 59-83
Introduces social translucence, helping explain how visible patina can promote face-to-face social interaction.
8. Fallman, D. The new good: exploring the potential of philosophy of technology to contribute to human-computer interaction. In Proc. CHI’11, 1051-1060
Cited to argue that HCI should consider philosophical and emotional meaning, not just functionality.
9. Fan, C., Forlizzi, J., and Dey, A. A Spark Of Activity: Exploring Informative Art As Visualization For Physical Activity. In Proc. UbiComp’12, ACM (2012), 81-84
Shows how artistic visualizations can represent physical activity, supporting patina as an alternative data display.
10. Fitbit. http://www.fitbit.com/
Referenced because Fitbit hardware was used in their prototype system.
11. Fitbit and Tory Burch. http://goo.gl/As7ce1
Used as an example of companies already blending fashion with wearable technology.
12. Fogg, B.J. Persuasive Technology: Using Computers to Change What We Think and Do. Ubiquity (2002), 89-120
Provides persuasive technology principles, supporting patina as a motivational cue for behavior change.
13. Fogg, B.J. “The new rules of persuasion.” RSA Digital Journal, Summer 2009. Online
Further supports persuasive design concepts that explain how systems can influence user behavior.
14. Fougere, T. Tyndall Table (2012). http://thomfougere.com/thomfougere-TyndallTable
Gives an example of design that embraces material change, supporting patina as an evolving aesthetic feature.
15. Frey, J., Fontana, A. The group interview in social research, The Social Science Journal, 28(2) (1991), 175-187
Referenced to justify using participants from the same social group to encourage open discussion.
16. Gaver, W.W., Dunne, A., and Pacenti, E. Cultural Probes. Interactions (1999), 21-29
Used to support cultural probing methods that encourage reflection during in-the-wild studies.
17. Heijdens’s Broken White. http://goo.gl/nnMuhE
Referenced as an example of designers using patina to express time and history.
18. Hiiop, H. The Possibility of Patina in Contemporary Art… (2008), 153-165
Provides background on how patina functions in contemporary art.
19. Hill, W., Hollan, J., Wroblewski, D. & McCandless, T. Edit wear and read wear. Proc. CHI’92, ACM (1992), 3-9
Shows how patina has been applied metaphorically in interfaces to represent user history.
20. Jacobs, J. and Buechley, L. Codeable objects… Proc. CHI’13, ACM (2013), 1589-1598
Referenced to highlight the growing accessibility of digital fabrication within HCI.
21. Khot, R., Hjorth, L., Mueller, F. Understanding Physical Activity through 3D Printed Material Artifacts. Proc. CHI’14 (2014), 3835-3844
Used to compare physical data artifacts, noting that 3D printing is time-intensive for everyday users.
22. Kleine, S.S., Kleine III, R.E. and Allen, C.T. Journal of Consumer Research (1995), 327-343
Supports the idea that people emotionally attach to objects they see as extensions of themselves.
23. Ledger, D. & McCarffrey, D. Inside Wearables, Endeavour Partners (2014)
Cited to show the rapid growth of commercial activity trackers.
24. Li, I., Dey, A., and Forlizzi, J. Using Context to Reveal Factors that Affect Physical Activity. TOCHI (2012)
Referenced for guidelines on collecting and interpreting physical activity data.
25. Li, I., Dey, A.K.A., and Forlizzi, J. Understanding My Data, Myself. Proc. UbiComp’11, 405-414
Used to describe the types of questions users ask about their personal data.
26. Lin, J.J., et al. Fish‘n’Steps. Proc. UbiComp’06 (2006), 261-78
Provides an example of using playful metaphors to motivate physical activity.
27. Mauriello, M., Gubbels, M. and Froehlich, J. Social fabric fitness. Proc. CHI’14, 2833-2842
Referenced as a group-based wearable system that increases shared fitness awareness.
28. Pan, Y. and Blevis, E. Fashion thinking. Proc. DIS’14, ACM, 1005-1014
Supports viewing activity trackers as fashion objects that influence identity and communication.
29. Requena, E. LOVE PROJECT. http://goo.gl/o19avO
Shows how physiological data can be transformed into wearable jewelry.
30. Rooksby, J., Rost, M., et al. Personal Tracking as Lived Informatics. Proc. CHI 2014, ACM, 1163-1172
Used to highlight different tracking styles and emphasize emotional aspects of self-tracking.
31. RunKeeper. http://runkeeper.com/
Referenced to show that most commercial trackers rely on graphs and numerical displays.
32. Seymour, S. Fashionable Technology. Springer (2008)
Defines fashionable technology as blending aesthetics with function.
33. Schütte, A.A. Patina: layering a history-of-use on digital objects. MIT Media Lab (1998)
Introduces metaphorical patina in digital interfaces to represent the history of use.
34. Simpson, I. The Encyclopedia of Drawing Techniques (1987), 62–64
Referenced to explain stippling as a shading technique used in their engraving design.
35. Stack, K. NFL Prospects to Wear Smart, Data Gathering Workout Shirt. Gizmodo (2011)
Provides a real-world example of wearable sensors embedded in clothing.
36. Swaminathan, S., et al. Supporting the design and fabrication of physical visualizations. Proc. CHI’14, ACM, 3845-3854
Supports using physical artifacts for data visualization instead of purely digital displays.
37: Zancheti, S.M., et al. The patina of the city. City & Time (2006)
Explores patina as accumulated historical traces, reinforcing patina as a record of personal activity.
Note: the highlighted citations are not included in the unshared citations on LitMap because they do not exist on Litmap
Abtahi, 2020. Understanding Physical Practices and the Role of Technology in Manual Self-Tracking
As an example of prior research that generates physical artifacts from personal activity data to provide users with durable records.
Bell, 2021. Self-deStaining Textiles: Designing Interactive Systems with Fabric, Stains and Light
To contextualize its method of programmatically revealing patterns over time.
Bin Yu, 2016. HeartPlotter: Visualizing Bio-data by Drawing on Paper
This work provides an example of the ways heart rate and activity data have been visualized in previous studies.
Botros, 2016. Go and Grow: Mapping Personal Data to a Living Plant
To support the claim that using physical metaphors to represent personal data has great potential to increase awareness and motivate healthy behavior changes.
Buruk, O., Dagan, E., Isbister, K., Segura, E.M., 2024. Playful wearables: understanding the design space of wearables for games and related experiences
To provide an example of how wearable devices can aesthetically materialize activity logs to enhance the emotional bond between the user and the technology.
Cauchard, 2019. The Positive Impact of Push vs Pull Progress Feedback
As an example of prior research that looked at visualizing activity logs through digital light patterns on a wearable bracelet.
Chen, 2023. Exploring multimodal technologies to engage elderly people in remote communication with their family
Used this as a reference to support their discussion on how Internet of Things devices can be used for more than simple data transmission, and used Lee’s work to define patina in the digital context.
Coşkun, 2022. Data Sensemaking in Self-Tracking: Towards a New Generation of Self-Tracking Tools. International Journal of Human Computer Interactions
To illustrate how some self-trackers choose to preserve data outliers rather than removing them in order to create personal stories.
Crossley, S.G.M., 2019. Novel methods of measuring and visualising youths' physical activity
The article cites this work to highlight how personalizing activity trackers can foster user attachment and encourage spontaneous social interactions.
Daniel, 2017. Presenting Physical Things Digitally: New Collecting Practices
To support the concept of digital patina, referencing how activity logs can be used to reflect the history and use of an object, to add meaning and value to it.
Djavaherpour, 2021. Data to Physicalization: A Survey of the Physical Rendering Process
The article cites the Patina engraver study as an example of a personal physicalization that maps user activity data onto a wearable wristband.
Djavaherpour, 2021. Data to Physicalization: A Survey of the Physical Rendering Process (Repeated)
Same as above.
Eslambolchilar, 2018. Smartwatch Centered System for Facilitating Group Processes of Small Teams in a Statewide Health Promotion Program
To provide an example of how social awareness can be established through an activity tracker that uses physical changes, like engraving a patina. Link: https://vtechworks.lib.vt.edu/server/api/core/bitstreams/1f1b75b6-cadc-48d8-9a5f-862ec3c304c2/content
Eslambolchilar, P., Stawarz, K., Dias, N.V., McNarry, M.A., 2023. International Journal of Child-Computer Interaction
To demonstrate that representing physical activity data in a fashionable manner can create an engaging and positive experience for users of activity trackers.
Fedosov, 2018. Supporting the design of sharing economy services: learning from technology-mediated sharing practices of both digital and physical artifacts
This article is cited because it claims that physical artifacts play a greater role in identity construction than virtual possessions.
Fedosov, 2018. Roaming Objects: Encoding Digital Histories of Use into Shared Objects and Tools
The authors cited Lee’s work to support the argument that digital histories can influence human behavior. Specifically, they categorize "Patina Engraver" as research demonstrating how recording and visualizing digital histories can cause behavioral changes in people’s daily practices.
Genç, 2018. Exploring Dynamic Expressions on Soft Wearables for Physical Exercises
The authors used Lee’s work as a foundational example of a research prototype during their design workshop. It aimed to inspire workshop participants with already existing methods of aesthetically materializing activity data.
Guo, 2025. "Having it physical is a different story": Physicalizing personal data publicly to motivate physical activity
They used it to show that a user’s motivation is proven through the use of physical forms over digital activity logs, and to support that, they can encourage social interaction while using them for physical display.
Harrison, 2020. The self-tracker's journey: situated engagement and non-engagement with personal informatics systems over time
As an example of a personal data visualization designed and evaluated in academia to help users better understand and interpret their activity logs through alternative representations. (Page 132)
Hogan, 2020. Data Physicalization
The article cites the Patina Engraver study as an example of how data physicalization has been applied in the domain of wearable activity trackers.
Huang, 2016. Visualizing personal data in context: an on-calendar design strategy for behaviour feedback
Lee is an example of how visualizing physical activities can be done by piercing a wristband.
Jeremías, A., 2021. Investigating the Dichotomy of Sharing Practices in Digital and Physical Realms: from Theoretical Overview to Design Considerations
To highlight how visualizing digital activity logs on wearable devices can influence user experience.
Jones, 2017. Crafting a Narrative Inheritance: An HCI Design Framework for Family Memory
Referenced by our Professor on page 2 by stating, “Systems provide better multi-modal, multi-participant communication tools (e.g., Brown 2015), ambient awareness to highlight opportunities to connect (e.g., Chung, Lee, and Selker 2006), and innovate ways to help foster a sense of connectedness across generations (Lee, Cha, and Nam 2015),” using it to provide an example of research that explores innovative methods for fostering a sense of connectedness between different generations.
Kabir, K.S., 2023. Translational Resources for Bridging Research and Design in Personal Informatics
To provide an example of prior research that has already identified specific phenomena such as individuals tending to avoid tracking undesirable data to highlight the difficulty researchers face in staying up-to-date with existing literature.
Khot, 2017. 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data
The authors used Lee's work as a recommendation for future research. After presenting their own 10 design themes, they acknowledge that their ideas are limited to 3D printing, while the Patina Engraver can be used to broaden the design themes.
Khot, 2017. EdiPulse: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats
The article cites the Patina Engraver study to provide an example of prior research that explored abstract, non-digital ways of representing physical activity data, specifically through engraving patina-like patterns onto a wearable wristband.
Khot, 2020. Shelfie: A Framework for Designing Material Representations of Physical Activity Data
As an example of a research project investigating the creation of material representations of personal data using digital fabrication.
Kim, B., Kim, N., Yun, G., Jang, S., Kwon, H., 2021. Physical Traces and Materialization of Songs for Individuals' Music Participation in Cafés: The Design and Field Studies of Camue
To support the concept of visualizing digital activity.
Knabe, J., 2023. Left Click, Right Click: Designing an Artifact Around the Computer Mouse to Support Meaningful Interactions With Digital Possessions
As a work that demonstrated how digital metadata and activity logs can be visualized as a physical patina on objects to indicate history of use, enhance aesthetic appeal, and stimulate user reflection.
Kumar, V., RS, N., Jacob, E., Nair, J., 2025. Optimization Study Analysis of Vegetable Tanning Finishing Techniques in Shoes: Introduction of Colour Wheel Methodology
To reference the concept of patina as a visual representation of wear and activity over time, which aligns with the study's focus on enhancing the aesthetic durability and aging characteristics of vegetable-tanned leather in footwear.
Larsen-Ledet, 2025. Traces, Breadcrumbs, and Patina: Exploring and Designing with Traces of Activity
Referenced because it is able to illustrate the concept of Patina already being used in existing HCI work to leave digital traces. They also stated that the field lacks a single and stable vocabulary for the concepts (“breadcrumbs”, “footprints”, “traces”). Furthermore, they categorized Lee’s work as part of a group of studies that explore how digital systems can capture and display info that is “left behind” from previous user activities.
Lee, 2016. Patina-inspired Personalization: Personalizing Products with Traces of Daily Use
It also explores the concept of patina by visualizing activity logs, similar to how the current paper uses laser engraving on bicycle bags.
Lee, 2020. User-Adaptive Data Visualization in Daily Context through Everyday Objects
As an example of a study that explored motivating users in everyday environments by using physical objects to interact with and visualize data.
Lee, 2025. LO: A Speculative Domestic Technology That Lives and Dies Along with Its User
It was used as an example that showed “accumulated traces” as a design practice.
Mackintosh, K.A., et al. The Role of Technology in Promoting Physical Activity in Youth
Inaccessible.
McCallum, 2017. Evaluating the Impact of Physical Activity Apps and Wearables: Interdisciplinary Review (Preprint)
There wasn’t an explicit mention of Lee’s findings, but rather the author said that this study was included in the author's analysis of 111 unique studies.
McCallum, 2018. Evaluating the Impact of Physical Activity Apps and Wearables: Interdisciplinary Review
The article cites the Patina Engraver study as an example of research that evaluated the social and personal aspects of a wearable device by combining user-entered digital diary logs with traditional qualitative methods to understand user experiences and whether the tracker drew attention from others.
McCallum, 2019. Evaluating the impact of physical activity apps and wearables: an interdisciplinary investigation of research designs and methods
The author primarily uses Lee’s work as a part of his first study (Scoping Review) and states that it is able to tailor feedback in representative patterns.
McNarry, 2023. 3D-Printing Physical Activity in Youth: An Autotopographical Approach to Behaviour Change
This article also uses Lee’s work as evidence for motivation from physical representation of data and establishes “objectification” — where an abstract concept, like the digital activity log, is made into concrete (physical patina) to help individuals better understand their own behaviors.
Niess, 2019. Everyday engagement: the psychological factors of technologies that support well-being
Inaccessible.
Niess, 2018. Supporting Meaningful Personal Fitness: the Tracker Goal Evolution Model
The article cites the Patina Engraver study as an example of recent Human-Computer Interaction research that explores the aesthetic appeal of fitness trackers.
Oogjes, 2022. Weaving Stories: Toward Repertoires for Designing Things
The article cites the Patina Engraver study as an example of research that explores traces and material expressions in design that go beyond human control.
Oulasvirta, 2016. HCI Research as Problem-Solving CHI
The article cites the Patina Engraver study as a good example of a constructive research problem, in which a new artifact is designed to address a human need that previously lacked a solution.
Park, 2015. WHAT DO WOMEN WANT FROM SMART WEARABLES?
Different language.
Park, 2025. Reimagining Personal Data: Unlocking the Potential of AI-Generated Images in Personal Data Meaning-Making
The author cites this work as an example of how personal data can be manifested through aesthetic and material qualities to influence a user's relationship with their device.
Perera, 2024. Eco-Garden: A Data Sculpture to Encourage Sustainable Practices in Everyday Life in Households
The authors of the paper used Lee’s work to support the argument for personalization in data visualization.
Perin, 2018. State of the Art of Sports Data Visualization Computer
The article uses the Patina Engraver study to demonstrate how research can turn personal sports data into wearable, fashionable artifacts that serve as meaningful, self-reflective visual mementos.
Petrelli, 2017. Tangible data souvenirs as a bridge between a physical museum visit and online digital experience
The article cites the Patina Engraver study to provide examples of how personal data can be materialized into aesthetic objects, specifically by engraving activity logs as unique patterns on wearable trackers.
Poguntke, 2020. Understanding stress responses related to digital technologies
The author referenced this in her dissertation because she references that the lack of consideration of tech not being considered is done by prior work, like the Patina Engraver.
Ramesh, S., 2024. An Exploratory Study of Data Physicalization Using Household Objects
To highlight how fashion and wearable trackers can be used as tools to physically represent activity data.
Robbins, 2018. Materializing Technologies: Surfacing Focal Things and Practices with Design
As an example of research that explores how to manifest digital data from personal activity trackers as physical traces to promote product attachment. (Page 26)
Ranscombe, 2022. Old and Appreciated: Exploring the Influence of Material Ageing on the Aesthetic Appreciation of Everyday Products
As an example of research that explores using an engraver to accelerate wear on a product as a way to add meaning and value for the user.
Row, Y.K., Nam, T.J., 2016. Understanding lifelike characteristics in interactive product design
An example of an approach that enhances a product's emotional quality by creating meaningful designs through a personal history of use.
Runge, 2016. You Can Touch This: Eleven Years and 258218 Images of Objects
To support the idea that most self-loggers track their data to improve health or to change specific behaviors.
Sauvé, 2020. LOOP: Exploring Physicalization of Activity Tracking Data
This article cites the Patina Engraver study because it suggests that activity-tracking visualizations can become more personalized and useful by allowing users to choose the data displayed and interpret it in a way that aligns with their personal lifestyle.
Link: https://dl.acm.org/doi/pdf/10.1145/3419249.3420109
Sauvé, 2020. Exploring Physicalization of Activity Tracking Data (Duplicate)
Link: https://dl.acm.org/doi/pdf/10.1145/3419249.3420109
Sauvé, 2022. Loop
Inaccessible (even on Google Scholar).
Stusak, 2015. Exploring the Potential of Physical Visualizations
As an example of a physicalization system that motivates exercise by engraving patterns on a tracker's wristband based on a user's activity logs.
Strohmeier, 2016. What can Doodles on the Arm teach us about On-Body Interaction?
The authors referenced this work to propose a potential application for on-body interaction that focuses on the deterioration of markings.
Vitale, 2019. Keeping and Discarding Personal Data: Exploring a Design Space
The article cites Lee et al. (2015) to support the design of Patina, which helps users make more intentional decisions about keeping or discarding their personal digital data.
Wang, 2017. Fashion, Fiction, Function: Mediating Wearable Design through Fashion Film
The author referenced two specific things. One to provide examples of how wearable concepts are being experimented with by researchers in HCI (like activity trackers). Second, they wanted to define “fashionable wearables”.
Wang, 2020. Unpacking Fashion Film for Digital Design
Reference used as an example of a wearable design concept that experiments with new technology for fashion. The Patina Engraver is categorized as a key research prototype in the field of activity trackers.
Yang, 2016. i-Ribbon: Social Expression Through Wearables to Support Weight-Loss Efforts
Example of how wearable technology can be used for social expression; demonstrates that an activity log is one type of meaningful information that has already been successfully represented through wearable devices.
link to our Litmap map: https://app.litmaps.com/map/8cc525c6-c962-4cf7-99a3-31c08fccbe53
February 3
Work Completed: Started Step 1. Got the paper’s reference list and began a doc for the lit review. Began writing short notes describing why each reference was cited. We feel a little overwhelmed because there is a lot to go trhough and we are still confused on what to do.
February 5
Work Completed: Finished annotating most references. Noticed some papers were not included on LitMaps, had to refer to our original paper. It actually takes a lot of time to find out why they cited it and find it in the article.
February 10
Work Completed:
Started Step 2 using LitMaps citations. Many citing papers were loosely related, so my partner and I summarized why the works were cited. Marked unclear ones as unknown.
February 11
Work Completed:
Kept working on the citations. Started comparing LitMaps results with Google Scholar. Removed incorrect papers and added missing ones. Observed overlap between them. We still need to double-check if we are not missing any references.
February 12
Work Completed:
Created five categories (tags). Decided which categories each paper should belong to based on contribution.
February 16
Work Completed:
Finalized categories and tags in LitMaps and checked the consistency of annotations. Wrote our reflections and updated the blog.
Our paper presents novelty in its focus on materializing personal data to be aesthetic and tangible objects that allow the users to see and interact with their activity histories in a meaningful way. This is something that hasn't been explored before: combining fashion with technology rather than viewing them separately. As well as adding the user history in a sentimental value to the tracker, as the Patina Tracker is unique to the user, reflecting their activity history.
A lot of people cite this paper in this field because they want to show the connection between fashion and tech. Specifically, seeing data being physically visualized has a lot of benefits, such as motivation to exercise, increased social interaction, and a personal keepsake memory.
The reasoning for most of the cited papers mirrors our author's current paper because none of the articles we have looked at have disagreed with the points being made and the findings. Rather, they used it as a supporting material to show that there already exists research on that topic.