TY - GEN
T1 - Splash! Identifying the Grand Challenges for WaterHCI
AU - Clashing, Christal
AU - Montoya Vega, Maria Fernanda
AU - Smith, Ian
AU - Marshall, Joe
AU - Oppermann, Leif
AU - Dietz, Paul H
AU - Blythe, Mark
AU - Bateman, Scott
AU - Pell, Sarah Jane
AU - Ananthanarayan, Swamy
AU - Mueller, Florian Floyd
N1 - Funding information: Research funded by Australian Research Council (DP200102612).
PY - 2022/4/27
Y1 - 2022/4/27
N2 - Bodies of water can be a hostile environment for both humans and technology, yet they are increasingly becoming sources, sites and media of interaction across a range of academic and practical disciplines. Despite the increasing number of interactive systems that can be used in-, on-, and underwater, there does not seem to be a coherent approach or understanding of how HCI can or should engage with water. This workshop will explicitly address the challenges of designing interactive aquatic systems with the aim of articulating the grand challenges faced by WaterHCI. We will first map user experiences around water based on participants' personal experiences with water and interactive technology. Building on those experiences, we then discuss specific challenges when designing interactive aquatic experiences. This includes considerations such as safety, accessibility, the environment and well-being. In doing so, participants will help shape future work in WaterHCI.
AB - Bodies of water can be a hostile environment for both humans and technology, yet they are increasingly becoming sources, sites and media of interaction across a range of academic and practical disciplines. Despite the increasing number of interactive systems that can be used in-, on-, and underwater, there does not seem to be a coherent approach or understanding of how HCI can or should engage with water. This workshop will explicitly address the challenges of designing interactive aquatic systems with the aim of articulating the grand challenges faced by WaterHCI. We will first map user experiences around water based on participants' personal experiences with water and interactive technology. Building on those experiences, we then discuss specific challenges when designing interactive aquatic experiences. This includes considerations such as safety, accessibility, the environment and well-being. In doing so, participants will help shape future work in WaterHCI.
KW - HCI
KW - aquatic play
KW - fluidic user interface
KW - water
UR - http://www.scopus.com/inward/record.url?scp=85129722097&partnerID=8YFLogxK
U2 - 10.1145/3491101.3503723
DO - 10.1145/3491101.3503723
M3 - Conference contribution
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 1
EP - 6
BT - CHI EA '22 - Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems
A2 - Barbosa, Simone
A2 - Lampe, Cliff
A2 - Appert, Caroline
A2 - Shamma, David A.
PB - ACM
CY - New York, US
T2 - 2022 CHI Conference on Human Factors in Computing Systems, CHI 2022
Y2 - 30 April 2022 through 5 May 2022
ER -