# Rakesh Patibanda > Human-Computer Interaction (HCI) Researcher ## Posts - [Embracing the GOOB Concept: Get Out of the Building for Better User Insights](https://rakeshpatibanda.com/my-writings/embracing-the-goob-concept-get-out-of-the-building-for-better-user-insights/): Introduction Understanding users is paramount in the world of user experience (UX) design and product development. One principle that has gained traction in recent years is the GOOB (Get Out of the Building) concept. This idea, inspired by the Lean Startup methodology and Lean UX principles, emphasizes the importance of getting out of the office and interacting with real users to gather insights and validate assumptions. This blog post will explore the GOOB concept and its benefits and provide two hypothetical examples of how researchers and practitioners can apply it to their work. The GOOB Concept The GOOB principle is […] - [Survey Design for UXD - Six Tips](https://rakeshpatibanda.com/my-writings/survey-design-for-uxd-six-tips/) - [User Experience Design - It Matters!](https://rakeshpatibanda.com/my-writings/user-experience-design-it-matters/) - [10 Commandments of Design](https://rakeshpatibanda.com/my-writings/10-commandments-of-design/) - [Speed Up Your Game Design Process](https://rakeshpatibanda.com/my-writings/speed-up-your-game-design-process/) ## Pages - [7 Cups of Tea: Gamification and User Experience Enhancement Project](https://rakeshpatibanda.com/industry/7-cups-of-tea-gamification-and-user-experience-enhancement-project/): 7 Cups of Tea: Gamification and User Experience Enhancement Project Overview 7 Cups of Tea is an on-demand emotional health and well-being service connecting individuals seeking emotional support with trained, compassionate listeners in a secure, anonymous, one-on-one chat environment. The platform’s diverse network of listeners comes from various backgrounds and life experiences, offering empathetic support to those in need. Unlike conversations with family or friends, these listeners provide non-judgmental support without attempting to solve problems or offer unsolicited advice, creating a safe space for users to clear their minds and gain clarity. My Role As the UX and Gamification Design […] - [Exploring a Tactile Wearable Navigation Device for QVM](https://rakeshpatibanda.com/industry/exploring-a-tactile-wearable-navigation-device-for-qvm/): Project MANA: Exploring a Tactile Wearable Navigation Device for Queen Victoria Market (QVM) Project MANA was an exploratory design project aimed at developing a tactile navigation system for visually impaired individuals at the Queen Victoria Market in Melbourne, Australia. The objective was to create a device that would assist users in navigating the bustling market environment more independently and efficiently. Key Elements of the Project Outcomes The result was a concept for a wearable navigation device that combines accessibility with a user-friendly design, offering a more inclusive experience for visually impaired market visitors. This project demonstrated the potential of wearable […] - [Project: Gamified Student Journey for RMIT Creds](https://rakeshpatibanda.com/industry/project-gamified-student-journey-for-rmit-creds/): Project: Gamified Student Journey for RMIT Creds Overview RMIT Creds is an innovative suite of industry-relevant digital certifications designed to help students develop essential skills and capabilities for life and work. To enhance the sign-up process and overall student experience for RMIT Creds, I led the co-creation of a gamified solution with RMIT students. My Role As the lead UX researcher and designer, I spearheaded the co-creation process, collaborating closely with RMIT students to transform the sign-up journey. The project aimed to increase engagement and improve the overall student journey by implementing a gamified approach. Key Steps and Approach Impact […] - [Project: Emble - Empowering Educators with Seamless Course Design Tools](https://rakeshpatibanda.com/industry/project-emble-rmit-university/): Project: Emble – Empowering Educators with Seamless Course Design Tools Overview Emble is an intuitive, user-friendly tool developed to assist educators at RMIT University in creating visually appealing and well-organized Canvas courses. Designed and built in-house, Emble provides a range of visual assets such as banners, columns, callout boxes, and dividers, enabling educators to enhance their courses’ visual design and layout without requiring advanced design skills. My Role User Experience Researcher As the User Experience (UX) Researcher for this cross-university collaborative project, my responsibilities included: The Story of Emble RMIT recognized a critical need to enhance Canvas courses’ visual design […] - [Project: Cred Finder - Streamlining Credential Management at RMIT University](https://rakeshpatibanda.com/industry/project-cred-finder-rmit-university/): Project: Cred Finder – Streamlining Credential Management at RMIT University Overview I led the development of “Cred Finder,” a comprehensive web tool designed to help RMIT University’s credentials team manage the entire lifecycle of digital credentials. This tool was built to simplify and enhance the processes of credential creation, management, embedding, delivery, and assessment while providing robust data validation and reporting capabilities. Problem Statement RMIT’s credential management processes previously relied on spreadsheets, leading to data errors, limited reporting capabilities, and inefficiencies in managing credentials across multiple departments. The goal of the Cred Finder project was to centralize and automate these […] - [Project: Qualitative Analysis of Customer Experience Survey (CES) Data at RMIT University](https://rakeshpatibanda.com/industry/project-ces-rmit-university/): Project: Qualitative Analysis of Customer Experience Survey (CES) Data at RMIT University Overview I led a qualitative analysis of the Course Experience Survey (CES) data collected from students at RMIT University at the end of each semester. This project aimed to gather valuable insights into student experiences across various courses, helping the university identify strengths, weaknesses, and areas for improvement. My Approach Impact This analysis provided RMIT University (Education Portfolio) with a clearer understanding of student experiences, enabling targeted interventions that enhanced teaching quality, assessment methods, and overall course satisfaction. The findings have informed several strategic decisions to improve the […] - [Synchronise with others‘ brainwaves](https://rakeshpatibanda.com/portfolio/synchronise-with-others-brainwaves/): PsiNet: Toward Understanding the Design of Brain-to-Brain Interfaces for Augmenting Inter-Brain Synchrony Nathan Semertzidis, Michaela Jayne Vranic-Peters, Xiao Zoe Fang, Rakesh Patibanda, Aryan Saini, Don Samitha Elvitigala, Fabio Zambetta, and Florian ‘Floyd’ Mueller. 2024. PsiNet: Toward Understanding the Design of Brain-to-Brain Interfaces for Augmenting Inter-Brain Synchrony. In Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI ’24). Association for Computing Machinery, New York, NY, USA, Article 434, 1–18. https://doi.org/10.1145/3613904.3641983 Abstract Underlying humanity’s social abilities is the brain’s capacity to interpersonally synchronize. Experimental, lab-based neuropsychological studies have demonstrated that inter-brain synchrony can be technologically mediated. However, knowledge in […] - [Robots to think and remember](https://rakeshpatibanda.com/portfolio/robots-to-think-and-remember/): GazeAway: Designing for Gaze Aversion Experiences Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Elise Van Den Hoven, and Florian ‘Floyd’ Mueller. 2024. GazeAway: Designing for Gaze Aversion Experiences. In Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems (CHI EA ’24). Association for Computing Machinery, New York, NY, USA, Article 177, 1–6. https://doi.org/10.1145/3613905.3650771 Abstract Gaze aversion is embedded in our behaviour: we look at a blank area to support remembering and creative thinking, and as a social cue that we are thinking. We hypothesise that a person’s gaze aversion experience can be mediated through technology, in turn […] - [VR in a flotation tank](https://rakeshpatibanda.com/portfolio/vr-in-a-flotation-tank/): Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System Maria F. Montoya, YuYang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Sarah Jane Pell, and Florian ‘Floyd’ Mueller. 2023. Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank System. Proc. ACM Hum.-Comput. Interact. 7, CHI PLAY, Article 410 (November 2023), 28 pages. https://doi.org/10.1145/3611056 Abstract Water’s pleasant nature and associated health benefits have captivated the interest of HCI researchers. Prior WaterHCI work mainly focused on advancing instrumental applications, such as improving swimming performance, and less on designing […] - [Social Games via EMS Touch](https://rakeshpatibanda.com/portfolio/social-games-with-touch-via-ems/): Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social Play Rakesh Patibanda, Nathalie Overdevest, Shreyas Nisal, Aryan Saini, Don Samitha Elvitigala, Jarrod Knibbe, Elise Van Den Hoven, and Florian ‘Floyd’ Mueller. 2024. Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social Play. In Proceedings of the 2024 ACM Designing Interactive Systems Conference (DIS ’24). Association for Computing Machinery, New York, NY, USA, 2088–2106. https://doi.org/10.1145/3643834.3660723 Abstract Traditional games like “Tag” rely on shared control via inter-body interactions (IBIs) – touching, pushing, and pulling – that foster emotional and social connection. Digital games largely limit IBIs, with players using their […] - [Play with your own body](https://rakeshpatibanda.com/portfolio/play-with-your-own-body/): Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player’s Physical Body and the Virtual World Rakesh Patibanda, Chris Hill, Aryan Saini, Xiang Li, Yuzheng Chen, Andrii Matviienko, Jarrod Knibbe, Elise van den Hoven, and Florian ‘Floyd’ Mueller. 2023. Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player’s Physical Body and the Virtual World. Proc. ACM Hum.-Comput. Interact. 7, CHI PLAY, Article 408 (November 2023), 26 pages. https://doi.org/10.1145/3611054 Abstract Most digital bodily games focus on the body as they use movement as input. However, they also draw the player’s focus away […] - [Watching Your Body Play Games](https://rakeshpatibanda.com/portfolio/watching-your-body-play-games/): Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players Rakesh Patibanda, Aryan Saini, Nathalie Overdevest, Maria F. Montoya, Xiang Li, Yuzheng Chen, Shreyas Nisal, Josh Andres, Jarrod Knibbe, Elise van den Hoven, and Florian ‘Floyd’ Mueller. 2023. Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players. Proc. ACM Hum.-Comput. Interact. 7, CHI PLAY, Article 403 (November 2023), 34 pages. https://doi.org/10.1145/3611049 Abstract Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel approach called […] - [AI-in-the-shell](https://rakeshpatibanda.com/portfolio/playing-with-an-ai-controlled-hand/): AI in the Shell: Towards an Understanding of Integrated Embodiment Zhuying Li, Tianze Huang, Rakesh Patibanda, and Florian Mueller. 2023. AI in the Shell: Towards an Understanding of Integrated Embodiment. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems (CHI EA ’23). Association for Computing Machinery, New York, NY, USA, Article 28, 1–7. https://doi.org/10.1145/3544549.3585867 Abstract With technologies becoming increasingly intelligent, the interaction paradigm of Human-Computer Integration where computers and human form a partnership emerged. Most of these works considered computers as separate from users’ embodiment. However, in recent years, technologies are becoming increasingly closer and […] - [Pneunocchio](https://rakeshpatibanda.com/portfolio/pneunocchio-2/): Pneunocchio: A playful nose augmentation for facilitating embodied representation Aryan Saini, Srihari Sridhar, Aarushi Raheja, Rakesh Patibanda, Nathalie Overdevest, Po-Yao (Cosmos) Wang, Elise Van Den Hoven, and Florian Floyd Mueller. 2023. Pneunocchio: A playful nose augmentation for facilitating embodied representation. In Adjunct Proceedings of the 36th Annual ACM Symposium on User Interface Software and Technology (UIST ’23 Adjunct). Association for Computing Machinery, New York, NY, USA, Article 40, 1–3. https://doi.org/10.1145/3586182.3616651 - [GGT](https://rakeshpatibanda.com/portfolio/playing-with-your-gut-health/): Gooey Gut Trail Nandini Pasumarthy, Rakesh Patibanda, Yi Ling (Ellie) Tai, Elise van den Hoven, Jessica Danaher, and Rohit Ashok Khot. 2022. Gooey Gut Trail: Board Game Play to Understand Human-Microbial Interactions. Proc. ACM Hum.-Comput. Interact. 6, CHI PLAY, Article 239 (October 2022), 31 pages. https://doi.org/10.1145/3549502 Abstract Our gastrointestinal health is influenced by complex interactions between our gut bacteria and multiple external factors. A wider understanding of these concepts is vital to help make gut-friendly decisions in everyday life; however, its complexity can challenge public understanding if not approached systematically. Research suggests that board games can help to playfully navigate […] - [Extend your body with air](https://rakeshpatibanda.com/portfolio/extend-your-body-with-air/): SomaFlatables: Supporting Embodied Cognition through Pneumatic Bladders Aryan Saini, Haotian Huang, Rakesh Patibanda, Nathalie Overdevest, Elise Van Den Hoven, and Florian Floyd Mueller. 2022. SomaFlatables: Supporting Embodied Cognition through Pneumatic Bladders. In Adjunct Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology (UIST ’22 Adjunct). Association for Computing Machinery, New York, NY, USA, Article 19, 1–4. https://doi.org/10.1145/3526114.3558705 Abstract Applying the theory of Embodied Cognition through design allows us to create computational interactions that engage our bodies by modifying our body schema. However, in HCI, most of these interactive experiences have been stationed around creating sensing-based systems […] - [Actuating Myself](https://rakeshpatibanda.com/portfolio/actuating-myself-2/): Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation Rakesh Patibanda, Xiang Li, Yuzheng Chen, Aryan Saini, Christian N Hill, Elise van den Hoven, and Florian Floyd Mueller. 2021. Actuating Myself: Designing Hand-Games Incorporating Electrical Muscle Stimulation. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’21). Association for Computing Machinery, New York, NY, USA, 228–235. https://doi.org/10.1145/3450337.3483464 Abstract Motor movements are performed while playing hand-games such as Rock-paper-scissors or Thumb-war. These games are believed to benefit both physical and mental health and are considered cultural assets. Electrical Muscle Stimulation (EMS) is a technology that can […] - [VR-for-Empathy](https://rakeshpatibanda.com/portfolio/vr-for-empathy/): Myopic Bike and Say Hi: Games for Empathizing with The Myopic Xiang Li, Xiaohang Tang, Xin Tong, Rakesh Patibanda, Floyd Mueller, and Hai-Ning Liang. 2021. Myopic Bike and Say Hi: Games for Empathizing with The Myopic. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’21). Association for Computing Machinery, New York, NY, USA, 333–338. https://doi.org/10.1145/3450337.3483505 Abstract Myopia is an eye condition that makes it difficult for people to focus on faraway objects. It has become one of the most serious eye conditions worldwide and negatively impacts the quality of life of those who […] - [vrCAPTCHA](https://rakeshpatibanda.com/portfolio/vrcaptcha/): vrCAPTCHA: Exploring CAPTCHA Designs in Virtual Reality Xiang Li, Yuzheng Chen, Rakesh Patibanda, and Florian ‘Floyd’ Mueller. 2021. VrCAPTCHA: Exploring CAPTCHA Designs in Virtual Reality. In Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems (CHI EA ’21). Association for Computing Machinery, New York, NY, USA, Article 167, 1–4. https://doi.org/10.1145/3411763.3451985 Abstract With the popularity of online access in virtual reality (VR) devices, it will become important to investigate exclusive and interactive CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) designs for VR devices. In this paper, we first present four traditional two-dimensional […] - [Drone-chi](https://rakeshpatibanda.com/portfolio/meditative-drones/): Drone Chi: Somaesthetic Human-Drone Interaction 🏆 (Best Paper Honorable Mention) 🏆 Joseph La Delfa, Mehmet Aydin Baytas, Rakesh Patibanda, Hazel Ngari, Rohit Ashok Khot, and Florian ‘Floyd’ Mueller. 2020. Drone Chi: Somaesthetic Human-Drone Interaction. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3313831.3376786 Abstract Somaesthetics – motivated by improving life quality via appreciation for bodily and sensory experiences – is increasingly influencing HCI designs. Investigating the potential of drones as a material for somaesthetic HCI, we designed Drone Chi: a Tai Chi-inspired close-range human-drone […] - [AR game - Theme Park](https://rakeshpatibanda.com/portfolio/ar-game-theme-park/): Reducing perceived waiting time in theme park queues via an AR game Fabio Zambetta, William Raffe, Marco Tamassia, Florian ’Floyd‚ Mueller, Xiaodong Li, Niels Quinten, Rakesh Patibanda, Daniel Dang, and Jon Satterley. 2020. Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game. ACM Trans. Comput.-Hum. Interact. 27, 1, Article 3 (February 2020), 30 pages. https://doi.org/10.1145/3361524 Abstract Theme parks visits can be very playful events for families, however, waiting in the ride’s queues can often be the cause of great frustration. We developed a novel augmented reality game to be played in the theme park’s queue, and […] - [Arm-A-Dine](https://rakeshpatibanda.com/portfolio/arm-a-dine/): Arm-A-Dine: Towards Understanding the Design of Playful Embodied Eating Experiences Yash Dhanpal Mehta, Rohit Ashok Khot, Rakesh Patibanda, and Florian ‘Floyd’ Mueller. 2018. Arm-A-Dine: Towards Understanding the Design of Playful Embodied Eating Experiences. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 299–313. https://doi.org/10.1145/3242671.3242710 Abstract There is an increasing trend in HCI on studying human-food interaction, however, we find that most work so far seems to focus on what happens to the food before and during eating, i.e. the preparation and consumption stage. In contrast, there […] - [The Guts Game](https://rakeshpatibanda.com/portfolio/the-guts-game/): The Guts Game: Towards Designing Ingestible Games Zhuying Li, Rakesh Patibanda, Felix Brandmueller, Wei Wang, Kyle Berean, Stefan Greuter, and Florian ‘Floyd’ Mueller. 2018. The Guts Game: Towards Designing Ingestible Games. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’18). Association for Computing Machinery, New York, NY, USA, 271–283. https://doi.org/10.1145/3242671.3242681 Abstract Ingestible sensors, such as capsule endoscopy and medication monitoring pills, are becoming increasingly popular in the medical domain, yet few studies have considered what experiences may be designed around ingestible sensors. We believe such sensors may create novel bodily experiences for players when […] - [Portfolio](https://rakeshpatibanda.com/portfolio/): Research and Design - [Life Tree](https://rakeshpatibanda.com/portfolio/life-tree/): Life Tree: Understanding the Design of Breathing Exercise Games Rakesh Patibanda, Florian ‘Floyd’ Mueller, Matevz Leskovsek, and Jonathan Duckworth. 2017. Life Tree: Understanding the Design of Breathing Exercise Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’17). Association for Computing Machinery, New York, NY, USA, 19–31. https://doi.org/10.1145/3116595.3116621 Abstract Regular breathing exercises can be a beneficial part of leading a healthy life. Digital games may have the potential to help people practice breathing exercises in an engaging way, however designing breathing exercise games is not well understood. To contribute to such an understanding, we created Life […] - [](https://rakeshpatibanda.com/): I’m Rakesh Patibanda, a Senior Researcher working at the intersection of HCI, UX, emerging technology, and human behaviour. Over the past decade, I have led mixed-methods research across academia and industry, turning complex qualitative and quantitative evidence into product, design, and research strategy. My work spans UX, HCI, wearable systems, bodily interaction, playful technologies, and emerging interfaces. What I do Mixed-methods researchI design and lead research programmes that combine qualitative depth with quantitative rigour, from interviews and workshops to large-scale behavioural analysis and in-the-wild studies. Human-centred design strategyI translate research into action, helping organisations improve products, services, and user journeys […] - [Academia](https://rakeshpatibanda.com/publications/): Research Publications 2025 2024 2023 2022 2021 2020 2018 2017 2016 Master Thesis Understanding the Design of Breathing Exercise Games | Thesis [PDF, 3.55 MB] PhD Thesis Body-Actuating Play: Towards Understanding the Design of Play Where Users Share Bodily Control with a Computer | Thesis [PDF, 22.38 MB] - [Industry](https://rakeshpatibanda.com/industry/): My Industry Portfolio My Approach to Product Innovation Iterate to Innovate Creating impactful products in today’s landscape requires agility and a relentless focus on improvement. I drive innovation by rapidly iterating through design, testing, and feedback loops. This approach allows for quick identification of opportunities and challenges, ensuring that each iteration brings us closer to a product that meets both user needs and business objectives. Fail Fast, Learn Faster I believe that embracing the possibility of failure is crucial to innovation. By testing ideas early and often, I can take smart risks and discard concepts that don’t meet our goals. […] - [Project: RMIT Student Assistant App Audit and Enhancement](https://rakeshpatibanda.com/industry/project-title-rmit-student-assistant-app-audit-and-enhancement/): Project: RMIT Student Assistant App Audit and Enhancement Project Overview The RMIT Student Assistant app is designed to provide comprehensive support, resources, and guidance to students at RMIT University. To ensure its effectiveness and usability, I conducted a thorough audit of the application, which included key evaluations and analysis: Key Steps Impact This audit and subsequent enhancements are pivotal in maintaining the RMIT Student Assistant app’s role as a valuable and effective tool for student engagement and support, driving higher satisfaction and academic success. Visual Insights Below are various screenshots and visuals from the RMIT Student Assistant app, showcasing its […] - [My Writings](https://rakeshpatibanda.com/my-writings/) - [HelloPsych: Designing a User-Centric Platform for Mental Health Experts](https://rakeshpatibanda.com/industry/hellopsych-designing-a-user-centric-platform-for-mental-health-experts/): Project HelloPsych: Designing a User-Centric Platform for Mental Health Experts Overview HelloPsych is a global platform that connects mental health experts worldwide, providing a space for professionals to collaborate, share knowledge, and offer services. The platform aims to create an accessible, user-friendly environment where mental health experts can network, expand their reach, and enhance their practice. My Role As the User Experience Designer for HelloPsych, my responsibilities focused on enhancing the platform’s usability and navigation to ensure an intuitive and engaging user experience. My key activities included: Approach Methodology I applied an Agile approach to both the design and development […] [comment]: # (Generated by Hostinger Tools Plugin)