This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.
{"title":"Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory","authors":"Ivan Ip, P. Sweetser","doi":"10.1145/3520495.3520505","DOIUrl":"https://doi.org/10.1145/3520495.3520505","url":null,"abstract":"This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129291272","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Access to immersive virtual reality (VR) technology is increasingly becoming available to the general population. However, the ability of VR to incite a state of high immersion and flow creates a paradox where immersion limits opportunities for self-awareness and critical reflection. In this work, we address this paradox and scaffold opportunities for reflection in VR by drawing upon practices from the theatre. We conduct a scoping review of 12 research papers designed to support reflection and discuss our findings regarding a proposed conceptual model. Based on these findings and practices from the Brechtian theatre, we propose a “RIOR” conceptual model (Readiness for reflection, Immersive estrangement, Observation and re-examination, Repatterning of knowledge) to create opportunities in VR for reflection. This model contributes a unified lens on how to design immersive technology for reflection and may create positive impacts in fields of mental health, wellbeing, self-care, education, and professional and personal development.
{"title":"Beyond Immersion: Designing for Reflection in Virtual Reality","authors":"Jade Jiang, N. Ahmadpour","doi":"10.1145/3520495.3520501","DOIUrl":"https://doi.org/10.1145/3520495.3520501","url":null,"abstract":"Access to immersive virtual reality (VR) technology is increasingly becoming available to the general population. However, the ability of VR to incite a state of high immersion and flow creates a paradox where immersion limits opportunities for self-awareness and critical reflection. In this work, we address this paradox and scaffold opportunities for reflection in VR by drawing upon practices from the theatre. We conduct a scoping review of 12 research papers designed to support reflection and discuss our findings regarding a proposed conceptual model. Based on these findings and practices from the Brechtian theatre, we propose a “RIOR” conceptual model (Readiness for reflection, Immersive estrangement, Observation and re-examination, Repatterning of knowledge) to create opportunities in VR for reflection. This model contributes a unified lens on how to design immersive technology for reflection and may create positive impacts in fields of mental health, wellbeing, self-care, education, and professional and personal development.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126313063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Due to the imbalance between the supply and demand of parking spaces, parking has become difficult, and therefore significantly impacts people’s daily lives. Although some parking solutions have been developed to alleviate parking difficulties, few studies focus on exploring the human-centric aspects that affect parking difficulties. In order to determine the differences in parking difficulties faced by people with different human-centric characteristics, we conducted an online survey to collect information about different people’s human-centric aspects (age, gender, emotion, etc.), parking experiences, and parking preferences. Based on the responses from 189 car users, we found a significant relationship between car users’ emotions and their overall perception of parking difficulties. Also, other human-centric attributes, including gender, age, country, and parking preferences, are significantly related to the time spent in searching for available parking spaces. Additionally, we collected and manually categorized 1,192 user reviews of five parking apps available on the Google Play store. As a result, seven human-centric issue categories from the reviews were identified, including Parking Preferences & Habits, Autonomy, Emotion, Compatibility, Inclusiveness, Privacy & Reliability, and Socio-economic Aspect. Moreover, eight functionality issues are mainly discussed by users in the app reviews, including App Pre-Operation, Searching & Online Booking Function, Payment Function, UI & UX, App Workflow, App Information & Notification, App Operation Efficiency, and Feature Request. Based on a manual analysis of the reviews, we also found that different human-centric issues are often discussed together with particular functionality issues. Thus, we suggest that developers need to consider the importance of human-centric aspects by getting users involved in the process of app development to explore different requirements for diverse users. Moreover, exploring more user reviews on various platforms can serve to understand the human-centric challenges and needs in parking apps in order to improve user experiences.
{"title":"An Exploratory Analysis of Human-centric Issues in Parking Solutions Using Surveys and Mobile Parking App Reviews","authors":"Ruyi Li, Humphrey O. Obie, Hourieh Khalajzadeh","doi":"10.1145/3520495.3520496","DOIUrl":"https://doi.org/10.1145/3520495.3520496","url":null,"abstract":"Due to the imbalance between the supply and demand of parking spaces, parking has become difficult, and therefore significantly impacts people’s daily lives. Although some parking solutions have been developed to alleviate parking difficulties, few studies focus on exploring the human-centric aspects that affect parking difficulties. In order to determine the differences in parking difficulties faced by people with different human-centric characteristics, we conducted an online survey to collect information about different people’s human-centric aspects (age, gender, emotion, etc.), parking experiences, and parking preferences. Based on the responses from 189 car users, we found a significant relationship between car users’ emotions and their overall perception of parking difficulties. Also, other human-centric attributes, including gender, age, country, and parking preferences, are significantly related to the time spent in searching for available parking spaces. Additionally, we collected and manually categorized 1,192 user reviews of five parking apps available on the Google Play store. As a result, seven human-centric issue categories from the reviews were identified, including Parking Preferences & Habits, Autonomy, Emotion, Compatibility, Inclusiveness, Privacy & Reliability, and Socio-economic Aspect. Moreover, eight functionality issues are mainly discussed by users in the app reviews, including App Pre-Operation, Searching & Online Booking Function, Payment Function, UI & UX, App Workflow, App Information & Notification, App Operation Efficiency, and Feature Request. Based on a manual analysis of the reviews, we also found that different human-centric issues are often discussed together with particular functionality issues. Thus, we suggest that developers need to consider the importance of human-centric aspects by getting users involved in the process of app development to explore different requirements for diverse users. Moreover, exploring more user reviews on various platforms can serve to understand the human-centric challenges and needs in parking apps in order to improve user experiences.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132265694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper discusses to what extent the productivity and creativity of a design meeting can be attributed to meeting structure and various, related, aspects of social interaction including gender, and participants’ sense of belonging. This paper examines the literature on meeting structure, language, gender and sense of belonging and analyses them for overlaps and potential areas of future research. Following a discussion, this paper then considers ‘implications for design’ presenting three possible areas of further research and development; how can meeting structure be designed for equal opportunity, how can a sense of belonging be created in design meetings and what can be done to encourage empathy in design?
{"title":"Do I Belong Here?: An exploration of meeting structure and language, alongside gender and a sense of belonging.","authors":"A. Ashcroft","doi":"10.1145/3520495.3520514","DOIUrl":"https://doi.org/10.1145/3520495.3520514","url":null,"abstract":"This paper discusses to what extent the productivity and creativity of a design meeting can be attributed to meeting structure and various, related, aspects of social interaction including gender, and participants’ sense of belonging. This paper examines the literature on meeting structure, language, gender and sense of belonging and analyses them for overlaps and potential areas of future research. Following a discussion, this paper then considers ‘implications for design’ presenting three possible areas of further research and development; how can meeting structure be designed for equal opportunity, how can a sense of belonging be created in design meetings and what can be done to encourage empathy in design?","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131159835","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
At the crossroad of calm computing and personalization technology, we present a calm reminder, taking the form of a customizable bracelet. The concept is based on a perpetual and automatic slow switching between two graphical states, only reminding personal values or actions to the user when fortuitously noticed. Switching and customization of the graphical states increases the reminding personal signification, aesthetics, and noticeability by providing a visual change to the user’s periphery. We report on building an actual prototype as well as a survey study (n = 62) and a workshop inspired by co-design practices (n = 17) to understand why and how this concept of calm reminder could be used.
{"title":"Exploration of Electrochromics for Calm Reminder: A Customizable Bracelet","authors":"D. Brun, Jonna Häkkilä","doi":"10.1145/3520495.3520509","DOIUrl":"https://doi.org/10.1145/3520495.3520509","url":null,"abstract":"At the crossroad of calm computing and personalization technology, we present a calm reminder, taking the form of a customizable bracelet. The concept is based on a perpetual and automatic slow switching between two graphical states, only reminding personal values or actions to the user when fortuitously noticed. Switching and customization of the graphical states increases the reminding personal signification, aesthetics, and noticeability by providing a visual change to the user’s periphery. We report on building an actual prototype as well as a survey study (n = 62) and a workshop inspired by co-design practices (n = 17) to understand why and how this concept of calm reminder could be used.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115452506","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
VR stuffed toy is an entertainment system based on virtual reality technology. Such systems can make a stuffed toy interactive in the virtual world while the corresponding stuffed toy in the real world stays still. This paper describes the early implementation of the VR stuffed toy system with "virtual softness." This system makes a stuffed toy in the virtual world react to the user's haptic interventions with animations. These animations control the user's perception of the softness of the stuffed toy they are touching in the real world. The prototype provides two animations; (1) exaggerated elongation based on the Poisson effect against the user's pushing and (2) jiggling reaction against the user's touch and stroke. Our approach to controlling the shape deformation in the virtual world suggests new design directions for stuffed toys in the future.
{"title":"Early Implementation of VR Stuffed Toy System with Virtual Softness","authors":"Kaito Ootsubo, A. Inoue","doi":"10.1145/3520495.3520499","DOIUrl":"https://doi.org/10.1145/3520495.3520499","url":null,"abstract":"VR stuffed toy is an entertainment system based on virtual reality technology. Such systems can make a stuffed toy interactive in the virtual world while the corresponding stuffed toy in the real world stays still. This paper describes the early implementation of the VR stuffed toy system with \"virtual softness.\" This system makes a stuffed toy in the virtual world react to the user's haptic interventions with animations. These animations control the user's perception of the softness of the stuffed toy they are touching in the real world. The prototype provides two animations; (1) exaggerated elongation based on the Poisson effect against the user's pushing and (2) jiggling reaction against the user's touch and stroke. Our approach to controlling the shape deformation in the virtual world suggests new design directions for stuffed toys in the future.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129802849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.
{"title":"Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease","authors":"A. Bayrak, Burkhard Wuensche, S. Reading","doi":"10.1145/3520495.3520520","DOIUrl":"https://doi.org/10.1145/3520495.3520520","url":null,"abstract":"Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128717115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Phillip Gough, A. B. Kocaballi, K. Naqshbandi, K. Cochrane, Kristina Mah, Ajit G. Pillai, Yeliz Yorulmaz, Ainnoun Kornita Deny, N. Ahmadpour
Technology probes are low-fidelity devices that can be used to understand research participant’s lived experiences, but they are not usually subject to iterative design. There are opportunities in human-computer interaction to develop technology probes through co-design, by including diverse perspectives during probe development. To explore this opportunity, five design researchers with different disciplinary and cultural backgrounds engaged with a technology probe to support daily reflections, discussed new directions in a co-design workshop and developed narratives to negotiate possibilities of the probe. This paper presents observations described by each of the researchers using the probe, and insights from the process we followed. We discuss how the the designers’ postitionalities are reflected in the processes, and how they brought value by shaping narratives of the different roles a technology probe might take. We also discuss how we may use co-design of technology probes as a generative method, highlight the importance of open-endedness in the process, and reflect on lessons learned.
{"title":"Co-designing a Technology Probe with Experienced Designers","authors":"Phillip Gough, A. B. Kocaballi, K. Naqshbandi, K. Cochrane, Kristina Mah, Ajit G. Pillai, Yeliz Yorulmaz, Ainnoun Kornita Deny, N. Ahmadpour","doi":"10.1145/3520495.3520513","DOIUrl":"https://doi.org/10.1145/3520495.3520513","url":null,"abstract":"Technology probes are low-fidelity devices that can be used to understand research participant’s lived experiences, but they are not usually subject to iterative design. There are opportunities in human-computer interaction to develop technology probes through co-design, by including diverse perspectives during probe development. To explore this opportunity, five design researchers with different disciplinary and cultural backgrounds engaged with a technology probe to support daily reflections, discussed new directions in a co-design workshop and developed narratives to negotiate possibilities of the probe. This paper presents observations described by each of the researchers using the probe, and insights from the process we followed. We discuss how the the designers’ postitionalities are reflected in the processes, and how they brought value by shaping narratives of the different roles a technology probe might take. We also discuss how we may use co-design of technology probes as a generative method, highlight the importance of open-endedness in the process, and reflect on lessons learned.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121770930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger
Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamification elements (such as points or leaderboards) to their physical counterparts, is perceived as more meaningful by users. Based on an elicitation lab-study (N=12), we contribute concrete transformations from virtual to physical gamification elements and derive design recommendations for physical gamification systems. Next, we use these recommendations to implement a prototype for the gamification elements points and leaderboard. In a subsequent lab experiment, we investigate the perception of physical gamification elements and compare our prototype to its virtual counterpart (N=12). Our results show that physical gamification elements are perceived as significantly more persuasive and more meaningful than their virtual counterparts.
{"title":"Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical Counterparts","authors":"Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger","doi":"10.1145/3520495.3520500","DOIUrl":"https://doi.org/10.1145/3520495.3520500","url":null,"abstract":"Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamification elements (such as points or leaderboards) to their physical counterparts, is perceived as more meaningful by users. Based on an elicitation lab-study (N=12), we contribute concrete transformations from virtual to physical gamification elements and derive design recommendations for physical gamification systems. Next, we use these recommendations to implement a prototype for the gamification elements points and leaderboard. In a subsequent lab experiment, we investigate the perception of physical gamification elements and compare our prototype to its virtual counterpart (N=12). Our results show that physical gamification elements are perceived as significantly more persuasive and more meaningful than their virtual counterparts.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115396812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chimi Om, M. Brereton, Tshering Dema, Bernd Ploderer
Bhutan is known to the world for its rich natural biodiversity. However, with urbanization, children living in urban areas are increasingly spending their time indoors. There is potential to understand how children engage with nature and explore the design of suitable technologies to motivate children to be outdoors. We conducted an exploratory study with 11 parents and 12 children (7-8 years old) living in urban Bhutan to understand how children with their family engage with nature. We found that children experience nature physically with adults’ presence and design elements such as fantasy, sensory, curiosity, and game play with friends and siblings can enhance nature engagement. Concurrently, we found that technologies can be disruptive when children are outdoors with their friends. The contribution of this paper is a deeper understanding of how children experience nature, which is visualized through a working field theory, and a discussion of design opportunities to enhance nature interactions.
{"title":"Design Opportunities to Enhance Children's Engagement with Nature in Bhutan: A Working Field Theory","authors":"Chimi Om, M. Brereton, Tshering Dema, Bernd Ploderer","doi":"10.1145/3520495.3520516","DOIUrl":"https://doi.org/10.1145/3520495.3520516","url":null,"abstract":"Bhutan is known to the world for its rich natural biodiversity. However, with urbanization, children living in urban areas are increasingly spending their time indoors. There is potential to understand how children engage with nature and explore the design of suitable technologies to motivate children to be outdoors. We conducted an exploratory study with 11 parents and 12 children (7-8 years old) living in urban Bhutan to understand how children with their family engage with nature. We found that children experience nature physically with adults’ presence and design elements such as fantasy, sensory, curiosity, and game play with friends and siblings can enhance nature engagement. Concurrently, we found that technologies can be disruptive when children are outdoors with their friends. The contribution of this paper is a deeper understanding of how children experience nature, which is visualized through a working field theory, and a discussion of design opportunities to enhance nature interactions.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116846591","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}