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NatureCHI - Unobtrusive User Experiences with Technology in Nature

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Abstract

Being in nature is typically regarded to be calming, relaxing and purifying. When in nature, people often seek physical activity like hiking, or meditative, mindful or inspiring experiences remote from the urban everyday life. However, the modern lifestyle easily extends technology use to all sectors of our everyday life, and e.g. the rise of sports tracking technologies, mobile phone integrated cameras and omnipresent social media access have contributed to technologies also arriving into the use context of nature. Also maps and tourist guides are increasingly smart phone or tablet based services. This workshop addresses the challenges that are related to interacting with technology in nature. The viewpoints cover, but are not limited to interaction design and prototyping, social and cultural issues, user experiences that aim for unobtrusive interactions with the technology with nature as the use context.
NatureCHI - Unobtrusive User
Experiences with Technology in Nature
Abstract
Being in nature is typically regarded to be calming,
relaxing and purifying. When in nature, people often
seek physical activity like hiking, or meditative, mindful
or inspiring experiences remote from the urban
everyday life. However, the modern lifestyle easily
extends technology use to all sectors of our everyday
life, and e.g. the rise of sports tracking technologies,
mobile phone integrated cameras and omnipresent
social media access have contributed to technologies
also arriving into the use context of nature. Also maps
and tourist guides are increasingly smart phone or
tablet based services. This workshop addresses the
challenges that are related to interacting with
technology in nature. The viewpoints cover, but are not
limited to interaction design and prototyping, social and
cultural issues, user experiences that aim for
unobtrusive interactions with the technology with
nature as the use context.
Author Keywords
Nature; unobtrusive interaction design; value based
design; mindfulness.
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g.,
HCI): Miscellaneous.
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Copyright is held by the owner/author(s).
CHI'16 Extended Abstracts, May 07
-12, 2016, San Jose, CA, USA
ACM 978
-1-4503-4082-3/16/05.
http://dx.doi.org/10.1145/2851581.2856495
Jonna Häkkilä
University of Lapland
Yliopistokatu 8
96400 Rovaniemi, Finland
jonna.hakkila@ulapland.fi
Keith Cheverst
Lancaster
University
LA1 4WA UK
Lancaster, UK
k.cheverst@lancaster.ac.uk
Johannes Schöning
Hasselt University
tUL - iMinds
Wetenschapspark 2
3590 Diepenbeek, Belgium
johannes.schoening@uhasselt.be
Nic
ola J. Bidwell * **
*
University of Namibia
Windhoek, Khomas, Namibia
**University of
Pretoria
Pretoria, Gauteng, South Africa
nic.bidwell@gmail.com
Simon Robinson
Fu
ture Interaction Technology Lab
Swansea University, SA2 8PP, UK
cssimonr@swansea.ac.uk
Ashley Colley
University of Lapland
Yliopistokatu 8
96400 Rovaniemi
, Finland
ashley.colley@ulapland.fi
Background
Technology Meeting Nature
What we call “natureis inherently and integrally an
important aspect of life. It can be referred to as the
home and origin of humankind, a refreshing place to
seek experiences and adventures, and to perform
physical exercise. In the hectic pace of urban lifestyle,
people often seek serendipity and calmness, and pure
and refreshing experiences from nature. Furthermore,
as presented in [3] "Real and virtual engagement with
nature elicits positive and restricts negative affects
(e.g. anger, aggression); re-balances physiological
arousal and renews attentional resources…”. We seek
engagement and connection with nature through
various activities e.g. hiking, gardening, or visiting
places as a tourist. Values linked to themes such as
sustainability, recycling and ecologic lifestyle are based
on a respect for nature.
On the other hand, technology has become an integral
part of our everyday life in the so-called ‘developed
world’. Certainly, a significant ‘first world problem’ is
the fact that we can be connected to our social
networks 24/7 through smartphones and tablets, even
up to the point of problematic and addictive behavior
[11], and document and blog daily events. Technology
use has also arisen when we are in nature using
navigation apps and digital maps, or taking selfies with
smart phones at beautiful nature views, for example.
Technological aids are also used e.g. when hunting with
dogs [10] or tracking sports [1], and more concepts
have been suggested e.g. for mountaineering [8] and
backcountry skiing [7]. Technology can be used to
bring people to defined places to enjoy the same
experiences [6] or to facilitate solitude by providing
guidance on how to avoid other people [9]. It can offer
a way to bridge different ways of knowing, such as
those of indigenous or rural inhabitants in e.g. [4, 5].
In addition, the way we design things or utilize the
possibilities of interactive installations can raise our
awareness of the fragility of nature as well as
something ‘red in tooth and claw’ - highlighting the
vulnerability of human kind if an ecological catastrophe
takes place, as pointed out in [5]. Elements of nature
can also intensify the emotional aspects of interaction,
as explored with plants in [12].
Bringing technology into nature may potentially distract
the nature experience, but can also provide possibilities
to share the moment, store mementos, and access
services in-the-wild. This workshop addresses the
overlapping area of technology usage and experiences
with nature, looking at the challenges, potential
conflicts, and novel possibilities between these.
Examples of research areas interesting to the workshop
are illustrated in Figure 1.
Workshop Topics of Interests
The topics of interest for the workshop include, but are
not limited to the following:
Design and use of unobtrusive technologies
and services for interacting in nature
Novel UI mechanisms and metaphors for
interacting with nature
Nature integrated UIs and technologies
Cultural aspects of interactions in nature
Social acceptance of technology use in nature
Non-use of technology vs. the use of enabling
technologies in nature
Technologies that enable going into nature but
do not interrupt the user’s experience of nature
Figure
1. Using a mobile tour
guide at a hiking track (top),
projecting to a plant [
2], and
using an
interactive icewall in a
night
club (bottom) [13].
Reliance on technology in nature, and its
potential consequences
Value based design and respect of nature
Temporal design aspects and ephemeral user
interfaces with nature as the use context
Designing for individual users vs. travelling
together, and converging and diverging user
group behavior in nature
Recommendations for being in nature in the
relevant context, e.g. weather, floods, ground
saturation
This workshop will bring together researchers and
practitioners from academia, industry (e.g. experience
industry, tourism, natural resources) and art-based
design to discuss and share their research and insight.
We welcome participants working with user research,
ethnography, design, prototyping, evaluation, natural
materials, and want to facilitate a multidisciplinary
approach through the workshop.
Goals of the Workshop
The most important goal of the workshop is: 1) to
gather together the researchers who are conducting
research in the cross section of technology and nature,
and build the network among these people. The other
goals of the workshop are: 2) to identify the key trends
of current research and future research guidelines in
the area, and, 3) promote the research of technology
usage in nature and make larger audiences aware of
current research as well as the promise and risks
related to the topic. Yet another goal is: 4) to foster the
research community and create a plan for sequential
workshops or other events.
Organizers
Jonna Häkkilä is a professor at Faculty of Art and
Design, University of Lapland. She has led User
Experience (UX) and concepting teams in Nokia
Research Center (2007-2011) and Center for Internet
Excellence, University of Oulu, Finland (2011-2014).
Her research interests include mobile and ubiquitous
interaction and user experience design. Currently she is
working e.g. on using natural materials for tangible
interactions.
Nicola J. Bidwell is Prof. and Prof. Extraordinaire at
the Universities of Namibia and Pretoria in southern
Africa and affiliated researcher at Royal Melbourne
Institute of Technology, Australia. Since 2003 Nicola
has focused on designing interactions with ICTs for
rural settings and Indigenous and African cultures.
Nicola takes a critical design perspective and applies
situated, ethnographic and participatory methods. She
has 100 publications including a book: At the
Intersection of Traditional & Indigenous Knowledges
and Technology Design
Keith Cheverst is a Reader with the School of
Computing and Communications, Lancaster University.
A significant focus of his research over the last 20 years
has centered on the design and deployment of mobile
systems that provide support for locative media
experiences and wayfinding in both rural and urban
settings.
Johannes Schöning is Professor of computer science
at Hasselt University working at the Expertise centre for
Digital Media (EDM). His main research interests lie at
the intersection between human-computer interaction
(HCI), geographic information science and ubiquitous
interface technologies.
Simon Robinson is a Research Officer at Swansea
University. His work focuses on the human side of
mobile interaction, arguing for heads-up and real
world-based approaches.
Ashley Colley is User Experience researcher and PhD
student in the UX team at the University of Oulu,
Center for Internet Excellence. He has more than 25
years industry experience, mostly in creative
technologist roles, and is the inventor of more than 25
patents
Website
The workshop web pages can be found at
www.naturechi.net . The web pages contain the details
of the workshop call, link to the submission system,
and upon acceptance, workshop papers.
Pre-Workshop Plan
Key dates
The important dates associated with the workshop’s
organization are as follows:
Call out: 15 November
First submission deadline: 16 December 2015
Notification of acceptance: 21 December 2015
Second submission deadline: 13 January 2016
Second notification of acceptance: 12 February
2016
Workshop day: Saturday 7 May or Sunday 8
May 2016
Before the Workshop
The call for the workshop will be distributed in HCI
related emailing lists. A flyer will be designed and
distributed at HCI venues, and we will advertise the
workshop at upcoming HCI conferences and among key
research groups. The distribution of the call also
happens through the members of Program Committee.
We will also recruit people through social media and our
personal networks. Web pages for the workshop have
been set up by the organizers.
Workshop Structure
Workshop Format
The workshop is organized as a one full day workshop.
It will consist of workshop paper presentations, demos,
out of the classroom group exercise and discussions,
and will be held in a lecture room for ca. 25 people. The
estimated number of workshop participants is 15-20.
Each participant will contribute to the workshop with a
position or research paper (4 pages in CHI EA format),
which introduces aspects of the participant’s prior
research, future plans, insights or interests in the area.
The submissions will be reviewed by the workshop
program committee and organizers. The selection of
participants is based on the EA reviews for the quality,
novelty and inspirational aspects, aiming for a good
balance of different perspectives on the workshop topic.
Activities and Timing
The preliminary workshop schedule is as follows:
Opening of the workshop
Morning session(s): paper presentations (ca. 5
minutes per paper), followed with a discussion
Start of hands-on group work outside the
classroom
Lunch
Presenting the group work
Exercise with design probes
Coffee
Demo session
Results of the design probes session
General discussion of future directions
Closing of the workshop
Evening: workshop dinner
Group work will consist of an interactive exercise done
in groups of 4-5 people. In this out-of-the-classroom
exercise, the groups have 45 minutes to explore the
environment (preferably outdoors) and find a place
where they design a concept around a nature
experience. The place is documented with photos
and/or videos, and where appropriate found artefacts,
the concept should integrate a non-disruptive
technology element to the experience with a nature. A
presentation about the concept is created as a ppt
presentation or video (preparation time appr. 30
minutes). After lunch, the concepts are presented and
discussed. The organizers will provide physical low-fi
prototyping equipment, such as frames, transparencies,
post-it notes and creative stimuli that can be utilized in
the concept creation.
The material probes exercise will consist of design
probes: large posters of natural views, and natural
materials. Participants go through these probes in
groups, and create a map of key elements in the
experience, and how the context or material presented
by the probe could be integrated with the technology to
create an unobtrusive, enhanced experience.
Post-Workshop Plan
After the CHI workshop, we will conduct a hands-on
design workshop on Nature and HCI at Arctic Design
Week in February 2017, hosted by University of
Lapland, Finland. We will apply to have a summary
article for Interactions Magazine. We also plan to
organize a journal special issue where the participants
will be encouraged to publish their work. The workshop
papers will be available via the workshop webpage prior
and after the workshop, providing opportunity for
participants to familiarize themselves with all papers
prior to their presentation.
Call for Participation
The ‘NatureCHI - Unobtrusive User Experiences with
Technology in Nature’ workshop addresses the overlap
of technology usage and experiences with the nature.
The ever-growing omnipresence of technology in our
everyday life and the idea of nature with pure,
meditative or adventurous experiences may create
conflicts in values, cultures and user behaviour. On the
other hand, technology may be used to share or
intensify experiences, or for bringing a piece of nature
closer (as well as more accessible).
This workshop focuses on the challenge of designing
unobtrusive technology usage and user experiences in
nature. We welcome researchers and practitioners
working on ethnographic studies, user research, design
cases, prototype development and artistic installations
related to technology and nature. The one day
workshop will include short presentations, exercises
outside of the classroom and with design probes, and a
demo session.
To apply to the workshop, submit a max. 4 page
position or research paper in CHI EA format (references
will not count towards page limit), through the Easy
Chair submission system (see workshop webpage). The
submission deadlines are December 16th 2015 and
January 13th 2016. The papers will be reviewed by the
workshop organizers and program committee. Accepted
papers will be made available at the workshop
webpage. Upon acceptance, at least one author of each
accepted paper must attend the workshop. All
participants must register for both the workshop and
for at least one day of the conference.
More details can be found from the workshop webpage:
http://www.naturechi.net
References
1. Aino Ahtinen, Minna Isomursu, Ykä Huhtala, Jussi
Kaasinen, Jukka Salminen, and Jonna Häkkilä.
2008. Tracking Outdoor Sports --- User Experience
Perspective. In Proceedings of the European
Conference on Ambient Intelligence (AmI '08),
Emile Aarts, James L. Crowley, Boris Ruyter, Heinz
Gerhäuser, Alexander Pflaum, Janina Schmidt, and
Reiner Wichert (Eds.). Springer-Verlag, Berlin,
Heidelberg, 192-209.
DOI=http://dx.doi.org/10.1007/978-3-540-89617-
3_13
2. Liam Betsworth, Huw Bowen, Simon Robinson, and
Matt Jones. 2014. Performative technologies for
heritage site regeneration. Personal and Ubiquitous
Computing 18, 7 (October 2014), 1631-1650.
DOI=http://dx.doi.org/10.1007/s00779-014-0766-
3
3. Nicola J. Bidwell and David Browning. 2010.
Pursuing genius loci: interaction design and natural
places. Personal Ubiquitous Comput. 14, 1 (January
2010), 15-30. http://dx.doi.org/10.1007/s00779-
009-0217-8
4. Nicola J. Bidwell, Masbulele Siya, Gary Marsden,
William D. Tucker, M. Tshemese, N. Gaven, S.
Ntlangano, Simon Robinson, and Kristen ALI
Eglinton. 2008. Walking and the social life of solar
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Gereon Koch-Kapuire, and Shilumbe Chivuno-
Kuria. 2011. Situated interactions between
audiovisual media and African herbal lore. Personal
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1
6. Keith Cheverst, Trien V. Do, Dan Fitton. Supporting
the Mobile In-situ Authoring of Locative Media in
Rural Places: Design and Expert Evaluation of the
SMAT app. IJHCR 6(1): 1-19 (2015)
7. Anton Fedosov and Marc Langheinrich. 2015. From
Start to Finish: Understanding Group Sharing
Behavior in a Backcountry Skiing Community. In
Proceedings of the 17th International Conference
on Human-Computer Interaction with Mobile
Devices and Services Adjunct (MobileHCI '15).
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8. Felix Kosmalla, Florian Daiber, and Antonio Krüger.
2015. ClimbSense: Automatic Climbing Route
Recognition using Wrist-worn Inertia Measurement
Units. In Proceedings of the 33rd Annual ACM
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9. Maaret Posti, Johannes Schöning, and Jonna
Häkkilä. 2014. Unexpected journeys with the
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10. Mikko Paldanius, Tuula Kärkkäinen, Kaisa
Väänänen-Vainio-Mattila, Oskar Juhlin, and Jonna
Häkkilä. 2011. Communication technology for
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12. Cameron Steer, Simon Robinson, and Matt Jones.
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... While technologies make it possible for artists and producers to promote and distribute their music, technology makes piracy possible too (Pritchard & Vines, 2013). New media have affected the production and dissemination of music (Häkkilä et al., 2016). When artists print out their music albums on CDs, it happens that only a few CDs get sold and someone makes duplicates of their CDs and sells them at a cheaper price. ...
... People navigate the outdoors with GPS trackers [67], engage in gamified jogging through parks [117], track associated health metrics [92], or move through urban green spaces with games such as Pokémon Go [94,143]). As a result, the field of human-computer interaction (HCI) and related fields have shown substantial interest in the relationship between humans, nature, and technology [66,81,115,137] Researchers and developers alike seek to reconfigure and investigate how we might want to use technology with, in and around nature, in applied or abstract ways: Examples for such endeavours include using video games as a medium for nature conservation [53], developing experiences to engage people with their local plants [23,132] or birds [160], and using technology to educate children about environmental issues [5]. The interest in "human-nature interaction" (HNI) [98] as a rich design space has also moved towards creating health and/or well-being experiences. ...
... "for there is no folly of the beast of the earth which is not infinitely outdone by the madness of men" Herman Melville, Moby Dick One of the most iconic novels in modern literature, Moby Dick, describes an intrinsic and irresistible inter-dependency between humans and nature [1]. Recent years have seen a rise in human-computer interaction (HCI) research aimed at improving our understanding of the interactions between nature and humans to support more sustainable interactions with our environment [2,3]. The concept of non-anthropocentrism in HCI [4][5][6] encourages alternate design paradigms that can respond to the environmental crisis and sustain both human and non-human life. ...
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Today, sports and activity trackers are ubiquitous. Especially runners and cyclists have a variety of possibilities to record and analyze their workouts. In contrast, climbing did not find much attention in consumer electronics and human-computer interaction. If quantified data similar to cycling or running data were available for climbing, several applications would be possible, ranging from simple training diaries to virtual coaches or usage analytics for gym operators. This paper introduces a system that automatically recognizes climbed routes using wrist-worn inertia measurement units (IMUs). This is achieved by extracting features of a recorded ascent and use them as training data for the recognition system. To verify the recognition system, cross-validation methods were applied to a set of ascent recordings that were assessed during a user study with eight climbers in a local climbing gym. The evaluation resulted in a high recognition rate, thus proving that our approach is possible and operational.
Article
Providing users with carefully authored Locative media experiences (which can be consumed via their GPS equipped smartphones or tablets) has significant potential for fostering a strong engagement with their current surroundings. However, the availability of mobile tools to support the authoring of locative media experiences in-situ, and by non-technical users, remains scarce. In this article we present the design and field-trial expert evaluation of a mobile app developed under the SHARC project (Investigating Technology Support for the Shared Curation of Local History in a Rural Community). The app is named SMAT (SHARC Mobile Authoring Tool) and supports the authoring of Locative Media experiences with a focus on the creation of POIs (Points of Interest) and associated geo-fences which trigger the pushed delivery of media items such as photos, audio clips, etc. One important requirement of SMAT is the ability to support authoring in places where connectivity is intermittent or unavailable, e.g. many rural areas.
Article
Heritage sites are an important part of understanding our role in history. They have the potential to teach us important lessons, such as where we came from and subsequently, the people it has made us today. As members of a large, heritage-led, regeneration project, we are working with the Hafod-Morfa Copperworks, a heritage site in the Lower Swansea Valley where there is not much to see or hear. The few ruins at the site make it difficult to imagine what the site would have been like back in its heyday. Our goal at the site is to draw people together, not to view a finished piece of curated heritage, but rather, to start conversations about their memories and the significance of the site to them and to discover what they would like to see at the site in the future. The technology we are producing is about engaging with the local community and stakeholders as groups to provoke discussion. This contrasts with previous uses of mobile guides which only attempt to be tourist aids. In this article, we report on two prototype technologies we have developed to help accomplish this task. Throughout the article, we discuss how and why designing performative technologies could help encourage people to visit, socialise and communicate within the area. Our early results suggest that expressive performative technologies are good at gaining spectators' attention and encouraging an active engagement between performer and spectator.
Article
Smartphone adoption has increased significantly and, with the increase in smartphone capabilities, this means that users can access the Internet, communicate, and entertain themselves anywhere and anytime. However, there is growing evidence of problematic use of smartphones that impacts both social and heath aspects of users' lives. Currently, assessment of overuse or problematic use depends on one-time, self-reported behavioral information about phone use. Due to the known issues with self-reports in such types of assessments, we explore an automated, objective and repeatable approach for assessing problematic usage. We collect a wide range of phone usage data from smartphones, identify a number of usage features that are relevant to this assessment, and build detection models based on Adaboost with machine learning algorithms automatically detecting problematic use. We found that the number of apps used per day, the ratio of SMSs to calls, the number of event-initiated sessions, the number of apps used per event initiated session, and the length of non-event-initiated sessions are useful for detecting problematic usage. With these, a detection model can identify users with problematic usage with 89.6% accuracy (F-score of .707).
Article
We consider practices that sustain social and physical environments beyond those dominating sustainable HCI. We describe links between walking, sociality and using resources in a case -study of community-based, solar, cellphone charging in villages in South Africa’s Eastern Cape. Like 360 million rural Africans, inhabitants of these villages are poor and, like 25% and 92% of the world, respectively, do not have domestic electricity or own motor vehicles. We describe eight practices in using the Charging Stations we deployed. We recorded 700 people using the Stations, over a year, some regularly. We suggest that the way we frame practices limits insights about them, and consider various routines in using and sharing local resources to discover relations that might also feature in charging. Specifically, walking interconnects routines in using, storing, sharing and sustaining resources, and contributes to knowing, feeling, wanting and avoiding as well as to different aspects of sociality, social order and perspectives on sustainability. Along the way, bodies acquire literacies that make certain relationalities legible. Our study shows we cannot assert what sustainable practice means a priori and, further, that detaching practices from bodies and their paths limits solutions, at least in rural Africa. We thus advocate a more ‘alongly’ integrated approach to data on practices.