NatureCHI: Unobtrusive User Experiences with Technology in Nature

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

[1]  Paul Mulholland,et al.  Mobile technology to support coherent story telling across freely explored outdoor artworks , 2014, Advances in Computer Entertainment.

[2]  Hiroshi Mizoguchi,et al.  Detecting and modeling play behavior using sensor-embedded rock-climbing equipment , 2010, IDC.

[3]  Nicola J. Bidwell,et al.  Situated interactions between audiovisual media and African herbal lore , 2011, Personal and Ubiquitous Computing.

[4]  Simon Robinson,et al.  Performative technologies for heritage site regeneration , 2014, Personal and Ubiquitous Computing.

[5]  Muzaffer Uysal,et al.  Storytelling in a co-creation perspective. , 2014 .

[6]  Matt Jones,et al.  Growth, Change and Decay: Plants and Interaction Possibilities , 2015, CHI Extended Abstracts.

[7]  Anind K. Dey,et al.  Automatically detecting problematic use of smartphones , 2013, UbiComp.

[8]  Nicola J. Bidwell,et al.  Pursuing genius loci: interaction design and natural places , 2009, Personal and Ubiquitous Computing.

[9]  Jonna Häkkilä,et al.  Touching the ice: in-the-wild study of an interactive icewall , 2014, OZCHI.

[10]  Johannes Schöning,et al.  Unexpected journeys with the HOBBIT: the design and evaluation of an asocial hiking app , 2014, Conference on Designing Interactive Systems.

[11]  Minna Isomursu,et al.  Tracking Outdoor Sports - User Experience Perspective , 2008, AmI.

[12]  Yvonne Rogers,et al.  Ambient wood: designing new forms of digital augmentation for learning outdoors , 2004, IDC '04.

[13]  Stephen Viller,et al.  Meet Eater: affectionate computing, social networks and human-plant interaction , 2010, OZCHI '10.

[14]  Sungjae Hwang,et al.  My Green Pet: a current-based interactive plant for children , 2010, IDC.

[15]  Nicola J. Bidwell,et al.  Walking and the social life of solar charging in rural africa , 2013, ACM Trans. Comput. Hum. Interact..

[16]  Akira Wakita,et al.  PlantDisplay: turning houseplants into ambient display , 2006, ACE '06.

[17]  Satu Anneli Miettinen Service design in the Arctic , 2014 .

[18]  Florian Daiber,et al.  ClimbSense: Automatic Climbing Route Recognition using Wrist-worn Inertia Measurement Units , 2015, CHI.

[19]  Ivan Poupyrev,et al.  Botanicus Interacticus: interactive plants technology , 2012, SIGGRAPH '12.

[20]  Oskar Juhlin,et al.  Communication technology for human-dog interaction: exploration of dog owners' experiences and expectations , 2011, CHI.

[21]  John A. Kembel,et al.  Infotropism: living and robotic plants as interactive displays , 2004, DIS '04.

[22]  Marc Langheinrich,et al.  From Start to Finish: Understanding Group Sharing Behavior in a Backcountry Skiing Community , 2015, MobileHCI Adjunct.

[23]  Daniel Fitton,et al.  Supporting the Mobile In-situ Authoring of Locative Media in Rural Places: Design and Expert Evaluation of the SMAT app , 2015, Int. J. Handheld Comput. Res..