Advances in network connectivity, power consumption, and physical size create new possibilities for using interactive computing outdoors. However, moving computing outdoors can drastically change the human outdoor experience. This impact is felt in many kinds of outdoor activities such as citizen science, personal recreation, search and rescue, informal education, and others. It is also felt across outdoor settings that range from remote wilderness to crowded cities. Understanding these effects can lead to ideas, designs and systems that improve, rather than diminish, outdoor experiences. This book represents the current results emerging from recent workshops focused on HCI outdoors and held in conjunction with CHI, GROUP, UbiComp, and MobileHCI conferences. Based on feedback at those workshops, and outreach to other leaders in the field, the chapters collected were crafted to highlight methods and approaches for understanding how technologies such as handhelds, wearables, and installed standalone devices impact individuals, groups, and even communities. These findings frame new ways of thinking about HCI outdoors, explore logistical issues associated with moving computing outdoors, and probe new experiences created by involving computing in outdoor pursuits. Also important are the ways that social media has influenced preparation, experience, and reflection related to outdoor experiences. HCI Outdoors: Theory, Design, Methods and Applications is of interest to HCI researchers, HCI practitioners, and outdoor enthusiasts who want to shape future understanding and current practice related to technology in every kind of outdoor experience.
Author(s): D. Scott McCrickard; Michael Jones; Timothy L. Stelter
Series: Human-Computer Interaction Series
Publisher: Springer Nature
Year: 2020
Language: English
Pages: 329
Acknowledgements
Contents
Finding Human–Computer Interaction Outdoors
1 Overview
2 Topical Scope
2.1 Outdoors
2.2 Humans
2.3 Computers
2.4 Interactions
3 The Emergence of HCI Outdoors
4 Overview of This Book
References
Rural Contexts
The Walk Exploring the Technical and Social Margins
1 Introduction
2 A Brief History of Walking
2.1 Walking for War
2.2 Walking as Political Activism
2.3 Walking as Pilgrimage
2.4 Walking in the Humanities
2.5 Walking in HCI
3 Walking Wales
3.1 The Wales Coast Path
3.2 Borderlands
3.3 Vision
4 No Hard Boundaries—Transdisciplinarity and Subjectivity
5 Walking as Research
5.1 Slow Research
5.2 Waving Banners
5.3 The Best Technology
5.4 Layers of Experience
5.5 Data Gathered
6 At the Margins
7 Community and Identity
7.1 An Interstitial Community
7.2 Community and Cohesion
7.3 Language and Culture
8 Health and Well-Being
9 Connectivity
9.1 Infrastructure or Privilege
9.2 Software Makes It Worse
9.3 Making a Difference?
10 Research Looking Out
11 ‘Take Aways’ and the Future
References
Threats of the Rural: Writing and Designing with Affect
1 Front Matter
2 San Martin: Rural South 101 of Silicon Valley
3 Affective Infrastructures
4 A Dark Room for Rabbits
5 Life and Death
6 Posthuman Bodies
7 Neighborly Hospitality
8 Horses for Meat
9 The Backyard Outdoors
10 Locating the Outdoors
11 Dark Skies
12 Like a Videogame
13 Just Accept It
14 South Pride for the North?
15 His Own Country
16 Unexpected Sights at Walmart
17 The Gad-a-bout Newspaper
18 Rural King
19 Bloomington Deer Collars
20 A Child Among Children
21 Researching Gutting
22 The Old Boys Club
23 Hunger Games
24 A Mentor
25 Not So Smart
26 Finishing Them Off
27 Peeling for Supermarket Meat
28 Driving with Doug
29 Improvising
30 Becoming Nature
31 Fucking Pricks Everywhere
32 Trumpeting Comfort
33 Sunset
34 Target Bags
35 Gamey
36 Retracing with the Help of His Google Friends
37 Old Tech at a Farm
38 Hospitality: Ladies First
39 Citizen of Starbucks International
40 You Speak Good English
41 Ethnography in HCI
42 The Resonance of Multiple Ruralities
References
Willed and the Wild
Moving HCI Outdoors: Lessons Learned from Conducting Research in the Wild
1 Introduction
2 Background
2.1 Case Study 1: The Jokebox
2.2 Case Study 2: The Voxbox
2.3 Case Study 3: Urban Bat Monitoring
3 The Logistical Challenges of Conducting Research in the Wild
4 Conclusion
References
Wild Birthplaces of Behavioral Media
1 Introduction: Creatures and Computers
1.1 Behaviors Are Unique
1.2 Behaviors Are Shaped by Their Environments
1.3 Research Goals: Developing Behavioral Media in the Wild
2 Target: Maturing the Behavioral Medium
2.1 Film’s Parallel
2.2 Developing Interactive, Behavioral Tools in Nature
3 Approach: Pushing Technological Development into the Wild
3.1 The Naturalist’s Argument for Research in the Wild
3.2 HCI “In the Wild” in the Wild
4 Examples: Three Formats of Field Sites as HCI Studios
4.1 Expeditions
4.2 Field Courses
4.3 Field Stations
5 Conclusion
References
PlantShoe: Botanical Detectives
1 Introduction
2 Background
3 PlantShoe Background and Goals
4 PlantShoe Application Design
5 Initial User Reactions
6 Conclusions and Future Work
References
Groups and Communities
Opportunities in Conflict on the Trail
1 Introduction
2 Background
2.1 The Outdoors
2.2 The Trail
2.3 Trail Users
3 Our Approach
4 Who's on the Trail
4.1 Identifying Trail Users
4.2 Who's on the Trail Findings
5 Inter-Group Tensions
5.1 Opportunity in Conflict
5.2 Technology Opportunity Results
6 Groups versus Communities on the Trail
6.1 Case 1: Thru-Hikers
6.2 Case 2: Exercisers
6.3 Case 3: Activists
7 Discussion
8 Recommendations and Conclusion
References
Shared Family Experiences Over Distance in the Outdoors
1 Introduction
2 Shared Bicycling
2.1 Camera Work and Video Usage
2.2 Intimacy and Engagement
2.3 Privacy and Embodiment Challenges
3 Beam Geocaching
3.1 A Physical Embodiment
3.2 Outdoor Effects
3.3 Privacy and the General Public
4 Conclusions
References
Designing Technology for Shared Communication and Awareness in Wilderness Search and Rescue
1 Introduction
2 Investigative Study
2.1 Findings and Design Opportunities
3 Technology Designs
3.1 Terrain Table for Manager Awareness
4 Conclusion
References
Design for Outdoors
Technology and Mastery: Exploring Design Sensitivities for Technology in Mountaineering
1 Introduction
2 Study Focus: Climbing and Mountaineering
2.1 Digital Technologies and Services to Support Climbing and Mountaineering
2.2 Understanding the Potential Role of Technologies for Climbing and Mountaineering
3 Design Sensitivities
3.1 Design Sensitivity 1: Peer Recognition
3.2 Design Sensitivity 2: Strength to Weight Ratio
3.3 Design Sensitivity 3: Technical Skill
3.4 Design Sensitivity 4: The Aesthetics of Climbing
4 Discussion and Reflections
4.1 Beyond Mastery
5 Summary and Concluding Remarks
References
The Design of Outdoor Technologies for Children
1 Introduction
2 Outdoor Technologies for Children
2.1 Gaming Apps in the Outdoors
2.2 Fitness Applications
2.3 Educational/Field-Trip Technologies
3 Child Motivations for Using Technology Outdoors
4 Adult Views on Technology and Children Outdoors
4.1 Surveys
4.2 Interviews
4.3 Observations
4.4 Discussion
5 Design Considerations for Outdoor Technology for Children
5.1 Support Social Interaction
5.2 Narrative Elements
5.3 Generative Elements
5.4 Other Ethical and Safety Considerations
6 Conclusion
References
CommunIT Building
1 Introduction
2 Rethinking the Technology-Human-Environment Relationship
3 Our Response: communIT
4 communIT, a Cyber-Physical Environment Increasing Social Interaction and Place Attachment in Public, Outdoors Space
5 Study 1: CoDAS, Co-design at Scale
5.1 Study 1: Procedure
5.2 Study 1: Data Analysis
5.3 Study 1—Consecutive Design Iteration
6 Current and Future Work in CommunIT Research
7 The Importance of Interactive Physical Artifacts for HCI Outdoors
References
Outdoor Auditory Wearable Interfaces: Bone Conduction Communication
1 Introduction
2 Human Auditory Perception
3 Situation Awareness and Auditory Situation Awareness
4 Auditory Wearable Communication Systems: Current and Future
5 Conclusions
References
Outdoor Recreation
Designing for Interaction in Outdoor Winter Sports
1 Introduction
2 Background
3 Exploring Interaction Design with Winter Sports
3.1 Illuminated Snowboard
3.2 Downhill Sports with VR In-the-Wild
3.3 Cross-Country Skiing Integrated Displays
3.4 Sensor Concepts for Ice-Hockey and Skating
4 Discussion
4.1 Contextual Conditions
4.2 Sports Skill Level
5 Conclusion
References
Creating a User-Controllable Skiing Experience for Individuals with Tetraplegia
1 Introduction
2 Tetraplegia
2.1 Outdoor Activities for Individuals with Tetraplegia
2.2 Benefits of Recreational Activities
2.3 Challenges to Participate in Outdoor Recreational Activities
2.4 Increasing Access Through Tetra-Ski
3 Tetra-Ski Design
3.1 Tetra-Ski Hardware
3.2 Input System
3.3 Shared-Control System
4 Tetra-Ski Deployment
4.1 Recruitment
4.2 Customization and Adaptation
4.3 Instructor–Skier Acceptance
4.4 Logistical Costs
5 Participants' Reactions to Tetra-Ski
5.1 Participants Enjoyed Their Tetra-Ski Experience
5.2 Shared Control Helped Participants Feel Safe and Enabled Trainers to Adjust Their Support
5.3 Tetra-Ski Needs to Support More Input Devices
5.4 Participants Asked for Minimum Adaption
6 Future Work
6.1 Next Generation Input Devices: A Need for Better Feedback on System State
6.2 Better Communication System Between the Trainer and Tetra-Ski Users
7 Conclusion
References
Rethinking the Role of a Mobile Computing in Recreational Hiking
1 Introduction
2 Three Principles
3 Example Scenario
4 Principle 1: Time Spent Outdoors Is Good for Individuals and Society
4.1 Scenario: Looking for Restoration
5 Principle 2: Computing Enhances, Enables, and Encourages Outdoor Recreation
5.1 Computing Is All Around Us in the Outdoors
5.2 Computers Observe and Act
5.3 Smartphone as a Hub
5.4 Scenario: Phone Stays in the Pack but Remains Useful
6 Principle 3: Computing Respects the Primacy of Human–Nature Interaction
6.1 Computing Fits the Physical Environment
6.2 Computing Lives on the Periphery
6.3 Computing Encourages More Human–Nature Interaction
6.4 Scenario: No Human–Computer Interaction for a Few Days
7 Conclusion
References
Modeling Gaze-Guided Narratives for Outdoor Tourism
1 Introduction
2 Related Work
2.1 Interactive Narratives
2.2 Outdoor Gaze-Based Interaction
2.3 Gaze-Guided Narratives
3 Scenario: Swiss Mountain Panorama
4 Gaze-Guided Narrative Mediation Trees
5 Conclusion and Outlook
References
Conflict Between Trail Users Related to the Culture of Conservation
1 Introduction
2 Cultures of the Triple Crown Trails
3 The Conflict in Conservation Culture
4 Finding Trail Culture Using Twitter
5 Conclusion
References