Casy Study: Gaming, Gamifications and Art #chi4good, CHI 2016, San Jose, CA, USA beEco – Co-designing a Game with Children to Promote Environmental Awareness - A Case Study Nuno Jardim Nunes Kara Rennert Abstract Madeira-ITI, U. of Madeira Madeira-ITI, U. of Madeira In this paper we describe the goals and challenges posed by the development of beEco an interactive game aiming to increasing environmental awareness. Here we recount the HCI based process and design strategy for an interactive game aiming at promoting a new and more positive dialogue between the local population and a Nature Reserve Park. Recognizing the power of relationships and the creative potential and emotional impact of children, the team ended up involving local schools in the visual design of the interactive game. Here, we present and discuss our field research, design decisions and the results from several iterative prototype testing. We conclude with a discussion about our results compared to the aims of the project. The project targeted an increase of environmental awareness of the local professionals and the creation of a new and more positive dialogue between the local population and the Nature Park. Campus da Penteada, 9020-105, Campus da Penteada, 9020-105, Funchal, Portugal Funchal, Portugal [email protected] [email protected] Valentina Nisi Madeira-ITI, U. of Madeira Campus da Penteada, 9020-105, Funchal, Portugal [email protected] Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA © 2016 ACM. ISBN 978-1-4503-4082-3/16/05…$15.00 DOI: http://dx.doi.org/10.1145/2851581.2851585 Author Keywords Collaborative Design, Engagement, Sustainability, Creativity, Digitally mediated Gaming and Storytelling. ACM Classification Keywords H.5.m. Information interfaces and presentation. 718 Casy Study: Gaming, Gamifications and Art Introduction Nowadays, the widespread availability of computing technology is creating opportunities for interventions to promote environmental sustainability and ecological consciousness on the part of existing or potential technology users. Taking the definitions coming from environmentalism, i.e., increasing awareness for actions that could lead to the protections and improvement of the health of the environment, particularly as the measure for this health seeks to incorporate the concerns of non-human elements. These are domains where the political and cultural contexts have wider implications than technology itself, which are just starting to be explored by the humancomputer interaction (HCI) community. The political and cultural context are related to the government responsibilities about environmental protection and the cultural context to the traditions connected to practices such as fishing and farming. Both are legitimate social concerns that are sometimes contradictory. This paper presents a case study of an HCI intervention enabling inquiry of the potential and effectiveness of interactive technologies in the domain of environmental protection. A team of HCI researchers was sponsored by the local nature reserve park agency to design an interactive game that could lead to the adoption of ecological practices in the context of an environmental protection project, i.e., a project looking at promoting the practices of protecting the natural environment on individual, organizational or governmental levels for the benefit of both the natural environment and humans. This created an opportunity to adopt design research methods in the wider context of HCI, serious games and environmental awareness uncovering some specific political and cultural issues related to the local #chi4good, CHI 2016, San Jose, CA, USA environmental practices. In HCI research, environmental and ecological concerns are typically framed as a psychological problem of “bad habits”, where the solution is to motivate and inform people to act pro-environmentally [1-3]. Yet, environmental and ecological concerns also have a political dimension that must be considered and eventually become part of any effective solution. This paper builds on Dourish [2] and Wakkary et al [4] views that the potential and effectiveness of HCI interventions in ecofriendly practices require inquiry into the contexts in which those practices arise. Furthermore, suggesting generative approaches that prescribe open, engaged, and participatory interaction design leading to a level of radical rethinking of the role and nature of interaction design [2, 4]. This is particularly relevant for environmentalism a process by which such disparate groups of people such as farmers, fishermen, naturalists, botanists, mountaineers, surfers, foresters, and others are enrolled into a single movement through the discursive creation of “the environment” as an object of mutual concern [2]. In addition, our work explores the role of childhood in influencing individual values and likelihood to engage in pro-environmental behavior [5] [6]. This year long project was articulated through a typical human-centered process comprising of research synthesis, design and implementation. The final artifact developed is an interactive game (see Figure 1) aiming at raising awareness through playful interaction, as well as promoting a new and more positive dialogue between the local population and the park. Through the preliminary research and subsequent design process we identify and recognize the potential contradictions 719 Casy Study: Gaming, Gamifications and Art between the goals of our HCI intervention and the forces that shape their deployment in the local context. Currently the final interactive game is used by the park to promote environmental best practices among the target user group of fishermen and farmers. State of the Art Figure 1: beEco interactive application to stimulate environmental awareness through playful interaction. Many HCI researchers began examining the opportunities to use information technologies to promote environmental protection and ecological consciousness on the part of technology users. Blevis defends that sustainability should be a central focus of interaction design [1]. Interaction design for sustainability can thus be seen both from the point of view of how interactive technologies can be used to promote more sustainable behaviors and from the point of view of how sustainability can be applied as a critical lens to the design of interactive systems [1]. DiSalvo et al. [3] note that information technology is used as a persuasive force in behavior change, with a focus upon individual rather than collective action. Dourish examines the way that traditional HCI discourse obscures political and cultural contexts of environmental practice, which on the other hand must be considered as part of an effective solution [2]. He claims that research on ecological politics and the political economy of environmentalism highlight some missing elements in contemporary HCI analysis. In the current academic landscape regarding children and sustainability most of the discussion is about environmental education [7]. There is little literature about how children represent sustainability. In [7] the authors describe a methodological framework used for interviewing children about issues related to #chi4good, CHI 2016, San Jose, CA, USA sustainability using drawing-telling techniques. However, the goal of this research was to inform the design of eco-visualizations for children based on their understanding of sustainability and their own visualization of their homes. A different study looked at how families talk passionately and reflectively about why they want change, including emotional, personal, and social motivations [8]. Chawla’s research suggests developmental paths to active care for the natural world in childhood and adolescence [5]. It emphasizes studies with young people that explore experiences associated with care for elements of nature, but includes retrospective research in which adults who take action on behalf of the environment recall formative childhood experiences. With the reasoning that children’s motivation to care for nature exemplifies general processes in the development of a sense of agency and motivation to achieve valued goals, it looks more closely at how children develop empathy and sympathy for other living things, as a motivation for care [5]. While reviewing research into the psychology of trust, influence, emotion, and persuasion (for instance in [9]), we found inspiration in the creative work of Alison Lester. When she travelled to Antarctica in 2005 as an Art Fellow, thousands of children from schools around the world were inspired by her journey, using her online diary to track her adventure. Alison encouraged the students to draw in response to her descriptions and photos and received numerous drawings of Antarctica as imagined by the children. The collaboration yielded beautiful work that was captivating and resonant, and inspired us to engage in this type of collaboration to reach our target groups. 720 Casy Study: Gaming, Gamifications and Art Additionally, the work of Druin termed the different roles children can play in the design process [10]: user – the designer observes how the child uses a technology that has already been developed, tester – the child tests emerging technologies, informant – the child takes place in informing the design process before the technology is designed, and design partner – similar to informant but here the child is considered to be equal stakeholder in the design process. In our project, we asked the children to be partly informants and partly design partners creating the drawings that were later used to produce the interface. Field Research Figure 2: Children proud of their drawings representing the environment and its species We conducted our field research to understand the complex ecosystem of stakeholders involved in promoting and enhancing the compatibility between the development of socio-economic and cultural activities (fishing, agriculture, and nature tourism), and the management of nature reserves (threatened areas, habitats and species). Drawing on initial interviews with five experts (a mix of researchers and experienced managers in agriculture and tourism) we gathered a deeper understanding of the underlying political and cultural issues. For instance, one expert pointed out how easy it is to harm nature: “If just one person in 1000 disrespects nature, it’s enough to do harm. The ways in which people can harm nature are a lot more than used to be” (Expert 4, travel operator). Another expert confirmed the importance of nature for tourism but how misconceptions about the return on investment are hard to confront: “If you take the number of people that come here to see the nature and the money needed to maintain it and compare it to golfing, tourism to explore nature is really cheap (...) but there will be a huge price to pay in the future, if this #chi4good, CHI 2016, San Jose, CA, USA (spreading of invasive species) continues” (Expert, manager). A third environmental expert pointed out that: “local people are not aware that small acts against the environment can result in less tourists, … just a few people are aware of this. I am shocked because we are destroying a touristic attraction...” (Expert 01, researcher in bio-agriculture). Our initial research uncovered, to our surprise, that tourists in the context of nature preservation are not the main problem. As one of the world-known tourist destinations for nature and trekking, Madeira’s visitors are quite aware of environmental protection. Our research seemed to indicate to focus our efforts on understanding the attitude of the local inhabitants towards the respect and preservation their own territory, rather than the damaging acts of the visitors. Because people are often afraid or shy to report their actions with respect to sustainability, we have decided to focus on methods which rely more on our observations and participations rather than surveys and self reporting. We then turned towards the use of “Contextual inquiry” [11], “Fly on the wall” observations and “Directed Storytelling” [12]. Through the “Fly on the wall”, we wanted to understand how local people interact with nature in their everyday lives, when they are not thinking about it and not conscious of being observed. “Directed Storytelling” on the other hand, involves encouraging the interviewee to remember and tell us a story related to a specific topic, in this case their eco friendly or lack of, behaviors, in order to gather information related to their habitual practices. During the space of one month we performed seven contextual enquiries (plus nine complementary observations), six directed storytelling and 15 fly on the 721 Casy Study: Gaming, Gamifications and Art wall observation sessions. The subjects were recruited randomly in farms and markets near the protected areas where they usually work or sell their products. In particular, for farmers and fishermen the subjects were approached during their idle time and we identified ourselves as university researchers with no relationship to the park. In total we observed and interviewed a total of 154 subjects, including 5 experts, 56 tourists, 70 locals, 11 farmers and 12 fishermen. Figure 3: Enhanced children’s drawings incorporated in the beEco gaming application screens Consolidation After gathering data during field research, we analyzed all of our notes and open the information in transcriptions of the interviews. These synthesized notes were clustered using affinity diagrams in order to find common patterns and insights. Consolidation of our collected data revealed some tense relationships in which the power is unbalanced, like between experts and non-experts and tour guides and locals as well as tourists. Such unbalances are highlighted by the use of aggressive language, irritation and subversion. For example, angry farmers say to the experts: “If you force us to change we will change, otherwise we won’t”; Guides complain about tourists: “You are stubborn and you don’t listen”; while experts point their fingers at the authorities: “You are destroying the tourist attractions of the island”; Eco-tourists rebel against travel agencies: “We want to be alone”. Nevertheless, when a common goal or value is finally perceived forces join and different groups start working together, like for instance, regarding the common perception of the economic importance of the landscape and the common fear regarding natural disasters like forest fires. Such small signs gave us some hope that some cooperation could be achieved. #chi4good, CHI 2016, San Jose, CA, USA Synthesis Our initial field research gave us a broad understanding of who our target audience should be, but why should people change? How could we get them to care? The situation in which such segments of the population live is very complex and often disadvantaged compared to the working segment employed in the city. The rich variety of the stakeholders that pertain to this domain also makes any intervention in this area very complicated. How can we illustrate to farmers and fisherman’s the harm of some of their practices once what is at stake are much more basic needs such as being able to pay their bills and support their families? Basic life conditions are endangered if farmers and fisherman cannot meet their ends, and both groups believe that the park is trying to stop them from making a living. They think that the park cares more about the endangered plants and animals than the survival of the local professionals. Fishermen perceive the sea reserves as places where they are not allowed to fish, protecting the seal that steal their profit. Ideation Our challenges emerging from the insights, guided the ideation process and can be summarizes as follows: § How can we influence the relationship between local fishermen and farmers have with the park? How can we help them believe and trust that the park is concerned about the future of the people of Madeira as much as it is concerned about the environment? § How can we actually reach such a closed target group, that preferably relate only to their close family or community? How do we physically get the messages to them? Then, how do we communicate the message so they actually understand it? 722 Casy Study: Gaming, Gamifications and Art § How do we engage/persuade/or convince people to change their behavior when they are focused on providing the basic, for themselves and their family? How do we engage them? And get them to listen? How do we create future advocates for an ecocompatible life? Most of these challenges were grounded on the diversity of motivations suggesting that individuals’ eco-friendly behaviors are constrained by one’s circumstances, social context and access to resources. The first relationship we needed to address was the one between the park and the audience it wanted to reach. From our research we learned about the importance of childhood in influencing the individual's values and likelihood to engage in pro-environmental behavior [5]. In addition, both theoretically and empirically, there are strong arguments indicating an increased influence of children on domestic consumption, not least in issues of environmentalism and sustainable development [13]. Our own research highlighted that children create a strong connection with the future since they are the future [14]. And finally, creating heartfelt relationships creates new stakeholders. We advocate for people and causes that we have meaningful relationships with. Since it was difficult to reach our users and at the same time we needed to re negotiate their trust towards the park institution, we decided to focus on existing touch points between the locals and the park. Regular workshops held by the park with farmers and fishermen were already in place. We proposed several interactive learning experiences, as part of these existing workshops. In particular, we wanted to intervene at the local school’s level, in order to convey environmental awareness messages to the kids of the main fishermen and farmer’s villages. Furthermore, as a conclusion of #chi4good, CHI 2016, San Jose, CA, USA such interactive experience, we asked the children to draw about what they were learning from such workshops, as part of the workshops themselves. We planned to use such drawings to inform the visual design of an interactive application targeting fishermen and farmers and their daily work routines. We envisaged in this way to engage them through an emotional connection between their work, their family and the future of their environment. In particular, the interactive experience we designed recreates a journey through the daily practices of a fisherman or a farmer that has to make choices in order to perform its activity (weather it is fishing or farming the land). Such choices are exposed as right or wrong practices, giving points to the player and ultimately consolidating his or her knowledge regarding the sustainability and eco compatibility of his or her daily routines for the ecosystem of Madeira and the overall economic activity. What is unique about this type of process is that the activities performed by and with the children not only produced artifacts that were later integrated into the digital experience, but the design process itself was an integral “artifact” of our application. In fact, through the design process we ended up fostering excitement and confidence about such topics in the children, and as a consequence the message was spread through families and new stakeholders were created among the adults, hopefully starting a better relationship between our target communities and the park. Education and interventions regarding sustainability issues should reveal that multiple conflicting values moral positions and belief systems are all involved in all issues of sustainability [15]. The team hence decided to design beEco, a “game for change” inspired application 723 Casy Study: Gaming, Gamifications and Art that would be used by the Park as part of their ongoing series of encounters with the fishermen and farmers. The beEco procedural rhetoric model would let the users experience the effects of their practice, and foster open dialogue among different stakeholders. Iterative Design Process Figure 4: Low-fi prototyping testing (top) and high-fi prototyping testing with farmers (bottom) At the time of our project, the park already held two types of workshop targeting natural resources themes, aiming at audiences of school children. The workshops started with a presentation where the children were shown the variety of animals that live in the ocean, the importance of preserving the rare species, and the importance of having enough fish in the ocean so fishermen can fish, earn money, and everyone can continue to eat these fish. In the presentation, the problem of the negative impact on sea life of garbage in the ocean was discussed. The children were very impressed with the images of the dolphins, whales, seals and turtles and startled and saddened by the image of the bird that died because of eating garbage. In the presentations, the children could see many wild animals that have a positive impact in the farming or fishing activity. The children were very excited to be a part of this project and to help in spreading the message to “grown ups”. They were surprised about the negative effects of garbage and the extent it could destroy the ecosystem. Children were always asked to produce some drawing during or at the end of each workshop session about what the nature around them and how they felt about what was happening to it (see Figure 2). We participated to multiple drawings sessions at five elementary schools, we scanned the drawings, cropped out and enhanced selected elements from each drawing, and created assets that were later combined and arranged with modified photos of a sea #chi4good, CHI 2016, San Jose, CA, USA and a farm landscape. Additional assets were also created and colors and textures from the drawings used to blend them into the scene (see Figure 3). Prototyping and Testing The first prototype we produced was focused on the fisherman’s’ journey while at work (see Figure 1 bottom). We listed all the issues related to fishing uncovered during our research and created a fisherman’s journey experience plus a set of questions that would naturally uncovered such issues in a coherent way. For each question, we designed the possible responses that would convey the appropriate information according to the Park view and the currently standing laws. Then we expanded further this information in order to include the consequences for all kind of responses. With the questions and responses ready, and a preliminary look and feel for the experience, we created the low-fi prototype. We presented a potential user with a story line encompassing different fishing scenarios and the choices they would have to make in each scenario. We then created a paper prototype that simulated the experience through a tablet (see Figure 4). Common graphical elements (such as the fisherman or the farmer him/herself, the boat, the bottom of the sea, the farmed land etc.) as well as controls and commands for the interactive game such as buttons and score tabs etc. were produced by us, while the drawing from the school children’s were selected, digitized and inserted in the background graphics (see Figure 3). The system design of the prototype mimicked a game of chance and presented the user with a wheel to spin that would select the option that the user would experience. Based on the scenario, and the outcome, 724 Casy Study: Gaming, Gamifications and Art the user would gain or lose points in 3 categories – money, fish, and space in the boat. The goal was to have the user connect environmental actions with their respective short-term gains and long-term losses. The design rationale for the game-of-chance spinning wheel was to allow the user to experience negative choices and outcomes based on behaviors they either would not admit to have, or would avoid for fear of loosing. Testing Several rounds of testing were conducted to evaluate the concept, the interaction and the game dynamics. Testing sessions were conducted with experts as well as non-experts users (see Figure 4). After this first round of testing some refinements were brought about the application. The spinning wheel was substitute by a fishing rod, or a bag of seeds from which to throw some seeds into the field, instead of the anonymous wheel points (see Figure 5). The choice to stick to illustration and incorporate children’s drawings was maintained, as well as the second person point of view of a fisherman or farmer leading the user through the journey. A medium fidelity prototype was then developed to test those design decisions with six different subjects (see Figure 4). Initially users were unsure how to use the new selector (fishing rod), however they managed to figure it out without the researcher interference. They found the task difficult, but still challenging and interesting enough to keep trying. In general users reported the journey to be realistic and well explained the consequences of the fisherman actions to the nature. Users were mostly impressed by the ocean’s pollution: not being able to swim in a dirty ocean because of the garbage and plastic was a visual that resonated with them. #chi4good, CHI 2016, San Jose, CA, USA After consolidating the results from the second iteration a third and final round of testing was organized mainly to test the content of the farmer’s experience and see if the same game mechanics worked well with a new context. The final design for the beEco interactive game was implemented using HTML 5 and was made available both online and as a tablet application. The application starts with a tutorial that explains to the user how to use the controls and explaining the game dynamics. We expressly designed and kept some difficulties into the gameplay, like for example selecting the right choice of answer through a skilled gesture that will launch a fishing rod or a bunch of seeds into the landscapes (see Figure 1 bottom and 3 top) as during the tests the difficulty proved not to discourage users but on the other hand to foster engagement. Each question in the game, confronts the user with a different problem that fishermen and farmer’s professionals deal with every day and asks the user what should be done in this situation. After the solution is selected, the game shows the consequence of the chosen action, both for the environment and for their particular economic activity. Based on the consequence of the selected action the user wins or looses points. Discussion There is a long debate about how particular domains like environmentalism affect the design strategy of information technology and challenge HCI research. The beEco case study provides evidence of several challenges and contradictions of designing effective computing interventions in presence of multiple stakeholders with cultural and political consequences that go beyond the traditional vision of interaction design for environmental protection as a mere matter of personal morality. 725 Casy Study: Gaming, Gamifications and Art Our research changed how we initially envisioned technology as a tool to change individual behavior and instead position it as a means towards generating new forms of dialogue between the different stakeholders. In the process it provided insights into the impact of computing on individual creative experiences, as well as complex social, political and collaborative contexts like the ones described here. We saw design engagement through children as a starting point for a new form of intervention of computing for environmental protection [10]. In fact, when we talk of persuasion in HCI interventions, we are frequently concerned with how behavior modification can be induced by intervening in moments of local decision by providing people with rewards or motivations for desirable behaviors. However, when these interventions arise in complex political settings such as the one in which we operated, then a different application area presents itself. From this perspective, what we might want to persuade people of is the way in which their (conflicting) interests are aligned with those of others, including authorities, tourists and their own future (their children). Children create a strong connection to the future because they are in essence the future. Considering that design is an act of choosing among or informing choices of future ways of being, using the creative expression of children provides a powerful means to raise environmental awareness. However, we recognize like others [13] that the lack of integrated research makes it difficult to provide reliable accounts of the specific processes through which children influence their own and their family’s behaviors. Despite the recognized focus on individual rather than collective action [3], and the consequent adoption of existing HCI methods, tools, and rationales as means to #chi4good, CHI 2016, San Jose, CA, USA a solution, we didn’t find methodological limitations in our case study. Our experience suggests to reflect and conceive environmental protection as a problem with a significant political dimension that requires us to think creatively about how can we use information technology as a persuasive force in behavior change. In fact, rather than using technology to provoke reflection on environmental impact of individual actions, we might want to use it to promote dialogue, understanding and show how particular actions or concerns connect together broad coalitions of citizens, groups, and organizations [2]. Conclusions This paper describes a case study that engages, stimulates and provokes human experiences in the domain of environmental sustainability, through a creative use of technology. Our project resulted in interactive game aiming to increasing awareness and promoting a new and more positive dialogue between the local population of fishermen and farmers and the Park. We described how the political and cultural setting of the project informed a design strategy that supported the creation of the game heavily relying on visual content and involving the creative participation of local children. beEco in fact incorporated children’s drawings of both ideal and distressed views of their natural environment in order to focus users’ thoughts and actions towards the future of the island. Our main objective was to promote and enhance through technology, the dialogue leading to compatibility between the development of socioeconomic and cultural activities such as fishing, agriculture, and nature tourism, and the management of nature reserves, endangered areas, habitats and 726 Casy Study: Gaming, Gamifications and Art #chi4good, CHI 2016, San Jose, CA, USA species. Our research and preliminary testing shows that our application was effective in communicating environmental best practices from the Park in a way that resonates not only with the two targeted communities but with a wider variety of audiences and users. Environmental sustainability is a domain where the political and cultural contexts have wide implications, and the case study described here is a contribution to inform design practice about the lofty goals and incredible challenges that designing for environmental awareness brings. 7. Desjardins, A. and R. Wakkary, How children represent sustainability in the home, in Proceedings of the 10th International Conference on Interaction Design and Children. 2011, ACM: Ann Arbor, Michigan. p. 37-45. 8. H, M., et al., No easy compromise: sustainability and the dilemmas and dynamics of change, in Proceedings of the 2014 conference on Designing interactive systems. 2014, ACM: Vancouver, BC, Canada. p. 1025-1034. 9. Thaler, R.H. and C.R. 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