TY - GEN
T1 - Indoor Weather Stations
T2 - 31st Annual CHI Conference on Human Factors in Computing Systems: Changing Perspectives, CHI 2013
AU - Gaver, William W.
AU - Bowers, John
AU - Boehner, Kirsten
AU - Boucher, Andy
AU - Cameron, David W.T.
AU - Hauenstein, Mark
AU - Jarvis, Nadine
AU - Pennington, Sarah
PY - 2013/4/27
Y1 - 2013/4/27
N2 - In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.
AB - In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.
KW - Environmental HCI
KW - Ludic design
KW - Research through design
KW - Sensing
KW - Ubiquitous computing
UR - http://www.scopus.com/inward/record.url?scp=84877953961&partnerID=8YFLogxK
U2 - 10.1145/2470654.2466474
DO - 10.1145/2470654.2466474
M3 - Conference contribution
AN - SCOPUS:84877953961
SN - 9781450318990
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 3451
EP - 3460
BT - CHI 2013
PB - ACM
CY - New York, NY, United States
Y2 - 27 April 2013 through 2 May 2013
ER -