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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing locative human-forest interactions through playful design workshops</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Timo Nummenmaa</string-name>
          <email>timo.nummenmaa@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Philip Chambers</string-name>
          <email>philip.chambers@uef.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mattia Thibault</string-name>
          <email>mattia.thibault@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samuli Laato</string-name>
          <email>samuli.laato@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ferran Altarriba Bertran</string-name>
          <email>ferran.altarribabertran@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Fernández Galeote</string-name>
          <email>daniel.fernandezgaleote@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oğuz 'Oz' Buruk</string-name>
          <email>oguz.buruk@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>EU ERAM, Universitat de Girona</institution>
          ,
          <addr-line>Carrer de Sant Antoni 1, 17190, Salt</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, 33100, Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Eastern Finland</institution>
          ,
          <addr-line>Yliopistokatu 2, 80100 Joensuu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>110</fpage>
      <lpage>120</lpage>
      <abstract>
        <p>Technological advances offer opportunities to motivate and support meaningful interactions with forests and nature. This paper outlines the findings of three distinct design days, all centred on humanforest interaction. The objective is to explore the gameful potential of the intersection between humans, forests, and technology. The design approach in all scenarios involved an outdoor activity, such as geocaching, and a design workshop where card-based ideation methods were used to develop initial ideas. These concepts were further refined and captured as toy-play and play-acting videos. The design days resulted in twelve ideas from twelve groups, each drawing inspiration from the outdoor activity portion of each day which was conducted in a forest or forest-like location. This paper presents the final ideas and analyses them based on their story, characters, setting, values, and goals. The final video outcomes generated by the groups highlight the scope of the design space in human-forest interplay, revealing numerous new avenues for utilising technology in enhancing our connection with forests and nature.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Forest</kwd>
        <kwd>nature</kwd>
        <kwd>gamification</kwd>
        <kwd>playful workshop</kwd>
        <kwd>play</kwd>
        <kwd>location-based design 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Forests are among the most valuable and complex
ecosystems on Earth. They provide numerous
beneficial services to humanity such as clean air and
water, carbon sequestration, and habitat for
biodiversity conservation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However, the
relationship between humans and forests is often
characterized by conflicts relating to unsustainable
practices that can lead to deforestation, degradation,
and loss of ecosystem services [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Furthermore,
coupled with trends such as urbanization, the average
person in contemporary society is becoming
increasingly disconnected from nature and forests [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Thus, conservationists [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] as well as health
professionals [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] among others have been interested
in creating solutions and approaches to revitalize
people’s relationships with forests and nature.
      </p>
      <p>
        In recent years, there has been a growing interest
in designing technologies that facilitate positive
interactions between humans and forests, promoting
their conservation and sustainable use, and
simultaneously providing health benefits for forest
visitors [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ]. While previous research has utilised
workshops to explore nature-inspired design (NID)
and biological-inspired design (BID), [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ], as well as
the use of biomimicry, natural capitalism and
cradleto-cradle strategies in the development of products
and services [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ], there is a notable gap in the
investigation methods and tools that facilitate
bioinspiration for positive human-forest interactions, like
games and nature-based experiences, within in these
contexts. Designing human-forest interactions may be
crucial for achieving environmental and social goals,
and design innovation that uses play and gamification
should play a key role in motivating and enhancing
these interactions.
      </p>
      <p>
        For these reasons, in this study, three design
workshops were conducted with researchers from the
fields of gamification and forestry to produce novel
ideas for the future of human-forest interplay. The
research approach has similarities to how jam events
(e.g., game jams) are discussed and reported [
        <xref ref-type="bibr" rid="ref12 ref6">6, 12</xref>
        ]
and includes aspects of ideation technique comparison
and evaluation [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ]. The capturing of ideas as
toyplay videos was Incorporated, in the spirit of [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], both
for encapsulating the ideas in an easily viewable
format and as a tool for analysis. Locative applications
and games were focussed on specifically. since these
hold the potential to both: (1) motivate people to go to
forests; and (2) direct how they spend their time there
[
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. This results in an innovative research setup in
terms of theme and structure, where the ideas are
distilled into videos that can be analysed.
      </p>
      <p>The rest of this paper is structured as follows: first,
the workshop method is presented, which was a
combination of an idea-generation outdoor activity
followed by a hands-on indoors design workshop.
Second, the design ideas from the three workshops are
showcased (12 groups altogether). Third, the videos
that were created to encapsulate the ideas are
analysed based on their story, characters, settings,
values, and goals. Lastly, the next steps in designing
and implementing forest-human technologies and
thoughts for future research are discussed.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <p>
        For exploration, building on previous experience [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ],
three design events were organised where activities
were structured in two parts:
1. An outdoor exploration event in a Finnish
forest, involving nature exploration and
exercise through geocaching, discussions on
design ideas, learning about nature, and
networking.
2. A playful design workshop that presented
various design approaches for generating
novel, technology-mediated interaction
design ideas within the forest context.
      </p>
      <p>The first two workshops concentrated on two distinct
card-based methods, while the third adopted a more
free-form approach that involved the addition of a
third set of cards.</p>
      <p>
        The first two outdoor exploration events involved
engaging with the location-based game known as
geocaching. Geocaching1 is a location-based
treasurehunt game where players look for hidden containers
(caches) with the help of GPS. Launched in 2000, it has
more than 3 million active caches hidden all over the
world. Geocaching has been utilised in previous
studies exploring cultural ecosystem services [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
recreational ecosystem services [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and, as it is a
community-generated game, it has been seen as a
useful tool for the generation of new game ideas [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        The ideation methods used are aligned with playful
design [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] and influenced by the design methods
described in the “Universal methods of design” [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The
process of reporting is inspired by the best practices of
how game jam research presents the events organised
and the resulting games (e.g. [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] and [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]).
      </p>
      <p>
        Both activities include playful and gamified
elements. Specifically, the card-based ideation
1 https://www.geocaching.com/play (Retrieved
11.1.2024)
methods provided a game-like structure to the
ideation process, while the planned outdoor activities
also included gameplay. While geocaching provided a
playful context for human-forest design ideation,
rather than constituting a strictly gamified approach in
itself, the use of structured, card-based ideation
methods aligns more closely with gamification, as it
incorporates game design elements into the ideation
process [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
      </p>
      <sec id="sec-2-1">
        <title>2.1. Outdoor exploration events</title>
        <p>Three outdoor exploration events were organised as
part of the three workshops. The first involved a visit
to a publicly owned outdoor recreation forest in
Tampere, south-central Finland. There, the
participants (a mix of gamification and forestry
researchers, N=11) were able to meet, network, and
share knowledge and experiences about forests and
nature. Participants had the opportunity to freely ask
questions about Finnish forestry from the experts in
the group. They were also introduced to Geocaching.
During the field trip, participants created their own
geocaching accounts and collaboratively located
several caches hidden in the forest. This playful
activity was instrumental in familiarising them with
the game, experiencing the game flow in the forest, and
starting discussions about forest-based game design.</p>
        <p>The second event included a field trip (see Figure
1) that involved a visit to a recreation forest of mixed
ownership outside Joensuu in eastern Finland. In this
field trip, the participants were forestry researchers
(N=20) who were taking part in a networking day that
involved following a geocaching trail laid out as part of
the UNITE flagship2. The geocaches along this trail
incorporated surveys with questions relating to
human-forest relationships and landscape
preferences. Consequently, these topics were
prevalent in participants’ discussions during the day.</p>
        <p>The third event involved exploring the
surroundings of a hut in Finnish Lapland. The
participants were attendees at a gamification-focused
conference (N=16). At the beginning of the workshop,
they were invited to venture into the snow-covered
forests surrounding the hut and engage with the
environment for an hour in any way they found
interesting. They were asked to reflexively focus on
their lived experiences during this time and consider if
2 https://uniteflagship.fi (Retrieved 11.1.2024)
and how these experiences brought them joy. After
coexperiencing this forest immersion, participants
returned to the hut and received a set of small cards to
document the things they had just experienced. These
cards facilitated the documenting of four types of data:
1. Anecdotes of their experiences.
2. Reflections they had during those events.
3. Design ideas for technologies that could
enhance those kinds of experiences.
4. Memories of past forest-related experiences
evoked during the exercise.</p>
        <p>These cards later served as inspirational material
for generating the design ideas elaborated upon during
the workshop.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Workshops</title>
        <p>
          The second part of each design event centred around a
design workshop inspired by game jams [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ], a
framework in which several organisers and
participants had extensive expertise, both practical
and academic. The participants were instructed to
build on the experiences and recollections of the field
trip and use card-based methods to ideate
technologically mediated playful interactions with
forests. In all workshops, but especially the first two,
the Hybridex Deck [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ] and the VNA cards [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] were
utilised (see Figure 2). Both methods required
participants to draw a sequence of cards from a
specific deck, whose combination would offer
instructions and inspiration on how to develop a
design idea.
        </p>
        <p>
          The Hybridex Deck allows for the creation of new
ideas or the improvement of an existing one. The users
draw a CASE, CATALYST and PATTERN card (and an
additional IDEA card if they want to create a new one).
CASE cards represent existing examples of hybrid
products or services (e.g. Romo the Robot), CATALYST
cards present specific phenomena in the area of
physical digital hybrids (e.g. quantified self), PATTERN
cards highlight patterns of existing cases (e.g. photo
play), and, finally, IDEA cards are intended to offer
inspiration [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ].
        </p>
        <p>
          The VNA deck is a set of VERB, NOUN, and
ADJECTIVE cards, each with just a single word printed
on one side. The words, which are related to playful
hybrid products and services that combine physical
and digital properties, are used to build the idea
sequentially, e.g. by taking turns. The VNA method has
been used in the past at game jam events [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
        </p>
        <p>
          In the third and final workshop, two additional
design materials were employed: First, as noted above,
participants built on the cards they produced as a
result of their 1-hour engagement with the nearby
forest. Second, they were given decks of the
”humanforest interaction play potentials cards”: a collection of
cards developed that featured a range of playful
experiences identified in recent research into the
playful potential of forest-related activities [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ].
Taking these two resources as inspirational material,
participants were invited to ideate on how technology
might support joyful forms of human-nature
interaction.
        </p>
        <p>
          Finally, to concretise and visualise the ideas, toys
such as LEGO bricks and other props were used in an
activity of low-fi prototyping and pretend playtesting.
Participants used play representations of the
technologically mediated interaction they ideated and
used the props such as LEGO figures to illustrate how
users might interact with them. The resulting ideas
were finalised and recorded as a video of toy-play or
play-acting [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] to display the possible interaction
patterns with the games and maintain a record of the
experience.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Reporting and analysis</title>
        <p>
          As the workshops conclude in the creation of videos
where the ideas are acted out, data is created for use in
analysis as a part of the workshop design. In addition
to the videos, the differing workshop activities and
how different design tools are made available are
stored. The use of tools and the activities participants
took part in provides insight into how the ideas were
created and is presented in section 3 together with the
resulting ideas. A narrative analysis of the generated
videos themselves is presented in section 4. This style
of analysis, grounded in generative semiotics [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ], is
chosen as it allows a systematic and in-depth
engagement with the videos, despite their short length.
        </p>
        <p>The research approach used in this paper can be
distilled into the following steps:
1. Workshops are organised that include
outdoor exploration and the use of ideation
methods.
2. The workshops are concluded in such a way
that resulting ideas are acted out and
captured as videos.
3. The resulting ideas and the ideation methods
that were used are described.
4. The resulting videos are analysed using
narrative analysis.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Resulting ideas</title>
      <p>In this section, the three ideation sessions and the
resulting game ideas are presented. See Table 1 for an
overview of the twelve ideas created in total, together
with the ideation cards that were used by the group,
the idea description, and themes that can be derived
from the idea. The number of participants in each
session is not always exactly the same as the number
of participants in the outdoors activity. Specifically,
there were more participants in the outdoors portion
in sessions 1 and 2 compared to the workshop portion.
There were also some participants at the session 2
workshop who did not participate in the outdoors
activity.</p>
      <p>
        3.1. Session 1
For session 1, 9 participants attended the workshop
session. They were split into two groups of 4 and 5
participants, one using the Hybridex Deck [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] and the
other the VNA cards [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Additionally, a selection of
LEGOs, playing cards, pens and paper were made
available to all.
      </p>
      <p>Group one used the Hybridex Deck to guide their
ideation phase. As a result, the group imagined a
mixed-reality game which fostered forest engagement
and helped players learn about wildlife and the
complexity of the ecosystem. Players would use an app
to scan plants found in the wild, identify the species
selected, and learn about them. Each scan of a new
plant would also grant the players some virtual ”seeds”
to be used in their own customised virtual garden. In
that game space, the real plants’ counterparts will
grow and reproduce.</p>
      <p>
        Group two used the VNA Deck to guide their
ideation phase. In their final idea, a visitor arrives at a
lean-to shelter in a forest. There they find a magic
portal (a real-time video screen) that lets them travel
through time to view different scenarios of the forest
around them, as well as forests in other parts of the
world through a network of connected shelters.
Initially, the screen shows a dystopian future, in a
destroyed forest. The players are then given tasks (e.g.,
trapping virtual invasive species with virtual fences)
which, once completed, see the forest condition begin
to improve. The final ideas of both groups were
recorded as two short videos using LEGOs to visualise
them (see Figure 3).
For session two, 17 participants attended the
workshop session, including three who joined only for
that session. The participants were split into five
groups of 3 to 5 participants, three used the Hybridex
Deck [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] and two used the VNA cards [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
Additionally, a selection of LEGOs, playing cards, pens
and paper were made available to all. The groups
developed the following ideas, one final idea per group
(See Figure 4).
      </p>
      <p>Group one used the Hybridex Deck. The idea is a
2player console game or phone app. The player plays as
a black grouse or hunter and moves around a board
with flowers and obstacles. As a grouse, you get points
when flowers are eaten. The hunter gets points from
pointing a sword at the grouse. The game ends when
the hunter kills the grouse by touching it. The final
video of the game was acted out using Lego characters,
flowers, and obstacles on a Lego board and included an
audio description. Playful music was added to the
video for effect.</p>
      <p>Group two used the VNA deck. In the idea, a young
couple battle a dragon to save their magical forest idyll.
In the final video, the game was acted out using Lego
characters. The game is story-driven and lights to
create drama in the video.</p>
      <p>Group three used the VNA deck. In the game, there
are two players (Bob and Olivia). Each player finds
geocaches and guesses whether the other player likes
the geocache. If there is agreement, then they get
points but no points if they do not match. At the end of
the game if they do not meet a threshold then Bob has
to pick flowers. In the final video of the game, the game
was acted out using Lego characters and trees to depict
where the geocaches are.</p>
      <p>Group four used the Hybridex deck. In the resulting
game, the player builds structures to protect the
character from a dangerous typhoon that is
approaching. In the video, the game was acted out
using Lego depicting the structures and the typhoon.</p>
      <p>Group five used the Hybridex deck. The game
involves playing as a robotic ant that roams the forest
collecting data. The video of the game was acted out
using Lego to depict the character and the forest. A
picture-in-picture mode is used to show what the
character sees in the forest using a video of a real
forest. Playful music was added to the video for effect
along with text displaying the game name.</p>
      <sec id="sec-3-1">
        <title>Description</title>
        <p>A digital gardening game which prompts
players to go to a real forest and identify
invasive species. Digital garden restored to
former glory by removing invasive species in
the real world.</p>
        <p>Portals connect forest recreation areas
around the world. Augmented reality reveals
a dystopian vision with invasive species
behind players. Players collaborate on tasks
to clear areas.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Description</title>
        <p>2-player turn-taking game involving a hunter
and game bird. Points are given for tasks. The
game ends when the hunter kills the bird.
A young couple battle a dragon to save their
magical forest idyll.</p>
        <p>Two players find geocaches and guess
whether the other player likes the geocache.
Points for correct guesses. A threshold must
be met to avoid punishment.</p>
        <p>The game requires you to build structures to
protect your character from the approaching
dangerous typhoon.</p>
        <p>The game involves playing as a robotic ant
that roams the forest collecting data.</p>
      </sec>
      <sec id="sec-3-3">
        <title>Description</title>
        <p>An app for creating an asynchronous nature
experience by recording and mixing sounds
at a location for sharing with others.
Tasks are given to the user to enjoy nature
with e.g. hugging a tree or lying down on
moss.</p>
        <p>Information is conveyed on how feeding
animals in the park can have bad
consequences.</p>
        <p>An app invites the user to be mindful with
trees nearby.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Themes</title>
        <p>Indoor-outdoor game, gardening,
invasive species, environmental
protection, real-world impact.
Invasive species, environmental
protection, epic adventure, global
village, collaborative games</p>
      </sec>
      <sec id="sec-3-5">
        <title>Themes</title>
        <p>Hunting, resource management,
chasing, strategy game, role-playing
Forest peace and harmony, epic
fantasy, action-adventure, love
story, role-playing, conflict,
environmental protection.</p>
        <p>How well do you know your friend?
Guessing game, geocaching,
punishment, location-based game
Climate change and mitigation, wild
nature, human safety, adaptation,
structure building, tower defence
game
Data collection, robotics, remote
control, being in the forest remotely,
sandbox game,
simulation game</p>
      </sec>
      <sec id="sec-3-6">
        <title>Themes</title>
        <p>Mobile app, audio-based,
asynchronous experience, social
Tactile experience, quests, enjoying
nature
Learning, story, wellbeing of animals
Mobile app, mindfulness,
relaxation, location based
3.3. Session 3
In session 3, participants were divided into 5 groups,
each consisting of 3 to 4 members. The use of
cardbased methods in this session was not as integral to the
process in this session as the previous sessions.
Specific decks were not distributed to the groups, and
they had the flexibility to use any cards from the three
decks offered (VNA, HYBRIDEX, Play potential) and
could also use the nature experience cards they were
encouraged to create during the outdoors activity (see
Figure 5). For creating the videos, the groups once
again had access to LEGOs, as well as toys and objects
that were found within the workshop location (See
Figure 6). Additionally, they incorporated the outdoor
elements into their videos.</p>
        <p>Group one used the Play potential cards to aid their
ideation. The idea is that it is possible to record and
mix audio at specific locations and share the result
with others. This is accomplished with a mobile phone
application that is made as an asynchronous
experience for the users. In the final video, a person
walks on snow towards a hut. There is a puddle of
water at the hut.</p>
        <p>The person records the sound of light rain hitting
the water and walks away. Group two did not use a
specific card method. Their idea revolves around the
idea of tasks being given to the user in order to
promote enjoyment of the forest. In the final video,
nature scenery is first shown, followed by cards with
simple tasks (e.g. ”hum a tune like the sound of your
steps on the snow” and ”lie down on a bed of moss”)
and then a doll is shown acting out these tasks.</p>
        <p>Group three used the Play potential cards. Their
idea is to warn about the dangers of behaving without
better knowledge in the forest. In the final video, three
birds are given a piece of cake by two elf dolls. Next,
the birds die, and the elves realise that it is because of
the cake.</p>
        <p>Group four did not use a specific card method.
Their idea involved creating an application that
informs the user about places to stop and be mindful.
In the final video, a person walks in the snow and their
phone informs them that there is something next to
them. The person then moves to relax in front of tree,
and the video concludes with a view of the tree.</p>
        <p>Group five did not use a specific card method. Their
idea is to use a gamified application to sense the world
underneath the snow cover. In the final video, a Lego
character moves on snow, also made of Lego. It is
revealed that there are cavernous structures under the
snow and even more things from the previous season
hidden beneath the snow.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Analysis</title>
      <p>
        A simple narrative analysis was conducted, grounded
in generative semiotics [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] on all the videos produced
in the workshops. The analysis focused on their story
arc (the initial situation, its development, and the
ending), the characters (who are they and how do they
relate to their environment and to technology),
settings (what are the places that are represented and
how is it done), values (what are the values embedded
more or less explicitly in the story) and, lastly, the goal
(that a character or the designer is trying to
accomplish).
      </p>
      <p>As the videos were short (between 0:20 - 3:03
minutes), analysis was conducted by watching the
videos and reporting how the above categories
appeared in them.</p>
      <sec id="sec-4-1">
        <title>4.1. Analysis of concepts from</title>
        <p>session 1 (videos enacted with</p>
      </sec>
      <sec id="sec-4-2">
        <title>LEGO)</title>
        <p>Group 1: In the story, an avatar is playing in a digital
garden. They want the vegetation to be more varied.
The player visits a forest in the real world, scanning
plants to obtain digital seeds. The scanned flower
reveals itself as invasive in both the game and real life.
The player uproots it in both environments.
Characters: Only one human character, present in the
game through a robot-looking avatar, and physically in
the real world. Setting: Two settings: (1) a digital
garden (represented as a playful space with weird
sculptures and vegetation), (2) a Finnish forest
(represented through a few elements: a tree, moss, and
a flower). Values: (1) fun / customisation (the player
enjoys taking care of the virtual garden), (2)
enjoyment of nature (when moving in the real forest),
(3) ecosystem integrity (removing invasive species
from both environments). Goals: The aim of the game
seems to be teaching about biodiversity and activating
actions for removing invasive species.</p>
        <p>Group 2: In the story, a forest visitor reaches a
laavu (a forest shelter) and finds a magic portal which
allows them to see a dystopian future. The player
completes tasks with a friend (e.g. traps invasive
species) and the future vision transforms into a better
one. Characters: A forest visitor and a helper friend.
Their opponent is some abstractly represented
invasive species. Setting: A laavu in a Finnish forest, a
digital representation of the future. The future is filled
with unnatural elements, mostly black, which are
exchanged with green colour and plants when it
transforms. Values: (1) friendship (voiceover insists
on collective action), (2) control (players fence off the
invasive species), (3) ecosystem integrity (removing
invasive species from both environments). Goals: The
aim is to do multiple tasks with friends to improve the
outlook of the area at the lean-to.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.2. Analysis of concepts from</title>
        <p>session 2 (videos enacted with</p>
      </sec>
      <sec id="sec-4-4">
        <title>LEGO)</title>
        <p>Group 1: In the story, the avatar of a hunter and a
grouse move in a digital space. The grouse eats some
flowers before being slain by the hunter with a sword.
Characters: Two opponents: the grouse feeding on
flowers and a hunter pursuing the grouse with a long
laser sword. Setting: A digital space with maze-like
qualities. The characters start at opposite sides of it.
Values: (1) fun (it is presented as a game), (2)
sustainability (voiceover stated the game aims at
teaching sustainable hunting practices and Finnish
culture), (3) Achievement (both characters pursue
clear achievable objectives). Goals: Each of the two
players in the game attempts to reach a win condition:
the grouse eats flowers and reaches the top of the tree
or the hunter kills the grouse.</p>
        <p>Group 2: In the story, a boy and a girl want to live
in peace in a magical forest, a dragon attacks them and
attempts to destroy the forest. After a battle, they kill
the dragon. Characters: There are two human
characters working together. They are represented
with LEGO bricks and their genders are coded with
light blue and pink colours. The opponent is a dragon,
also made out of LEGO bricks. The dragon fire is also
represented with LEGO and highlighted with light
effects. Setting: A magical forest is divided into two
sides, one for each main character. There is a tower
behind which the dragon is hiding and returns to die.
Values: (1) companionship (the main characters want
to live together), (2) harmony (they want a peaceful
life in the forest), (3) valour (the story is about battles
and might). Goals: The goal is for the boy and girl to
defeat the dragon and conquer the forest.</p>
        <p>Group 3: In the story, there are two friends, Bob
and Olivia. Bob visits 5 geocaches and marks which
ones he thinks Olivia would like. Next, they go together
to the caches and score points if Bob’s predictions are
correct. The first two are correct, but not the third. To
remedy this, Bob has to go into a pit and pick flowers
for Olivia. Characters: Two human characters, Bob
and Olivia collaborating. Setting: The setting is a
forest, specifically five locations containing geocaches
and a pit containing flowers. Values: (1) friendship
(the game is about testing one’s knowledge about
another person), (2) fun (the game is supposed to be
fun to play). Goals: The goal of the game is to guess
which geocaches someone else would like.</p>
        <p>Group 4: In the story, a typhoon hit a coastal area.
A 3D printer, created for this purpose, prints a bench
that is both indestructible and reassuring (playing
music and soothing messages) to protect a person
there. The person is unaffected by the storm.
Characters: The main characters are the designers
that set up the 3D printer, not represented in the video
besides in the voiceover. The main opponent is the
typhoon, represented as a colourful LEGO tower. Only
one human character is represented, as a passive
entity being protected by the 3D printed bench.
Setting: The setting is a beach (a shore in yellow and a
sea in blue). On it, are two structures: a 3D printer and
a bench (the latter looks like a bunker, both
represented with very colourful LEGO pieces). Values:
(1) Safety (the project is about protecting and
reassuring). Goals: The goal is to protect people and
help them survive a storm and feel safe.</p>
        <p>Group 5: In the story, a robotic ant with a human
driver moves across a forest collecting data.
Characters: A robot-ant, composed of one vehicle with
long antenna-like sensors and a human driver wearing
a helmet. Setting: The setting is a forest, represented
by a series of trees, leaves, and flowers, but also
human-made fences. Some video footage of the forest
excursion is visible in the top left corner of the screen
and at the end of the video. Values: (1) Data (data
collection is presented as an important endeavour).
Goals: The goal is to scan the forest with the robotic
ant.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.3. Analysis of concepts from session 3 (live action videos and videos enacted with toys)</title>
        <p>Group 1: In the story, Isabella hears some trickling
water while on a stroll. She uses a phone app to record
the sound and shares it with others (who can access
and remix it via the app). She then continued her stroll.
Characters: The only character present is Isabella.
Other humans are inferred by the use of the app.
Setting: A village covered in snow, featuring some far
away trees and several wooden buildings. Water
trickles from a cabin’s overhang to a puddle below.
Values: (1) aesthetics (the sounds of nature as a
pleasurable aesthetic experience), (2) creativity
(remixing and editing natural sounds), 3) sociality
(sharing the sounds with others). Goal: To record, edit,
and share soundscapes with others.</p>
        <p>Group 2: A person is roaming in the forest and
finds a series of invitations that suggest different
actions (hug a tree, lay on moss...). She then does all
those actions. She finally finds one last invitation
telling her to keep enjoying the forest. Characters: The
only character is one person, represented by a doll.
Setting: A forest, represented with several pictures of
trees and mushrooms, with some sticks and pinecones,
and finally with a series of items (Christmas
decorations, pieces of wood...). Values: (1) enjoyment
(the value of the forest comes from the enjoyment of
it), (2) discovery (there are hidden clues to be found),
(3) sensations (the game focuses on the sensations and
feelings from interacting with the forest). Goal: The
goal is to do activities that get the person closer to the
forest.</p>
        <p>Group 3: In the story, a child and a mother see
some birds. They feed them chocolate cake and leave.
The birds eat the cake and some of them die. The family
returns, realises what they did and runs away.
Characters: Characters include a child and a parent,
represented by dolls, and three birds, represented by
bird-shaped egg cups. Setting: A space hosting some
trees, a rocky hill, and a yellow building. Values: (1)
compassion (the characters decide to feed the birds as
an act of kindness), (2) escape from consequences
(while feeling guilty, the characters run away from the
dead birds). Goal: Teaching people that feeding
animals can be damaging.</p>
        <p>Group 4: In the story, a person walks on a snowy
path and stops when he receives a notification on their
phone. Probably prompted by it, he then notices a tree
at his left and approaches it. He then seems to meditate
or pray next to the tree. Characters: A person acted by
a human. Setting: A path near several threes. A bridge
and some buildings are visible down the path. Values:
(1) surprise (the character seems to enjoy being
suddenly notified), (2) Mindfulness (the character
eagerly engages in some meditative activity). Goal: To
find places to relax in the forest.</p>
        <p>Group 5: In the story a person walks on a snowy
path and, thanks to some kind of application, can
visualise patterns in the snow and even what is
beneath it - flora, fauna, water, etc. Characters: A
person represented as a LEGO figure. Setting: A snowy
path and the layers beneath it. The layers are
represented as a white snowy uneven surface with a
small stream crossing it, and a green surface with some
flowers on it. Values: (1) perception (the app allows us
to see complexity under the surface, (2) mobility
(voice-over explains that this could lead to new ways
of moving things and people via water/snow). Goal:
To discover what is under the surface of the snow.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>All three design days produced creative ideas on how
to use technology for human-forest interaction and
resulted in twelve distinct ideas captured in video
format. The themes included learning, social
interactions, hunting, resource management, forest
peace and harmony, adventure, environment
protection, conflict, geocaching, climate change, safety,
mindfulness, robotics, and data collection.</p>
      <p>There were differences in the composition of
participants in the sessions. The first session consisted
mostly of gamification researchers, the second session
mostly of forest science researchers, and the third
session was a mix of gamification researchers, forest
sciences researchers and researchers from other
fields. The sessions were also slightly different in
execution, as there was more freedom for the
participants in the third session.</p>
      <p>In the first session, the groups chose to reflect on
the negative consequences of direct, or indirect,
human activity in the forest. This illustrates the
influence of the field trip discussions, which often
focused on the impacts of invasive species on forest
management and deforestation pressures.</p>
      <p>In the second session with a larger number of
groups, the themes were rather broad with many
forestry-related themes appearing in the final game
designs. Geocaching and data collection, themes that
appeared during the field trip, were directly integrated
into two of the ideas. The nature theme was present in
all of the ideas. Also, themes relating to environmental
protection and climate change were present. These
themes were explored using a variety of game types
including collaborative games, sandbox games, and
role-playing games. Furthermore, many of the game
designs used role-playing, fantasy, and epic adventure
as part of their design.</p>
      <p>In the third session, most participants focused on
the human experiences of nature. All settings reflected
some form of interaction with natural phenomena, and
all reflected, in one way or another, values that
included aesthetic enjoyment and creativity, felt
connection with the forest, and insight beyond what
the eyes can see. Even though the third idea aimed to
minimise the harm done to wildlife, its tone was also
very much focused on human enjoyment, as signified
by the child’s excitement and appreciation of the birds.
The awareness that was the core of this idea was
another prevalent theme—all other ideas included
forms of noticing and being mindful of and with the
forest.</p>
      <p>In Session 1, the themes were focused on dystopian
futures and technological advancements which may
reflect on the gamification researchers’ exposure to
these themes in the games they work with. However,
Session 2 seems to be more about enhancing existing
activities or re-imagining them. The forest researchers
are likely participating in these activities themselves,
such as hunting, protecting forests from risks,
measuring, and recreation. Session 3 is more diverse
and has a stronger connection to mindfulness overall.
This may be due to the mixed make-up of the group,
but also the different workshop structure that
emphasizes reflexivity exercises.</p>
      <p>The outdoor activities worked well in connection
with the workshop activities. Clear connections to the
outdoor activities offered to the participants can also
be seen in the produced ideas e.g. geocaching and a
lean-to shelter as a game location appear in the ideas.
Mindfulness and sensing nature is also a theme that
was promoted through the cards participants filled out
in session 3.</p>
      <p>In general, all of the ideation methods were
successful in helping the participants generate the
ideas. The field trips, along with the stated goals and
the backgrounds of the participants, directed the
ideation process towards human-forest interaction,
which was the main goal. As a result, all of the final
ideas were very much grounded in this area. Although
specific ideation cards work well when used, they
might not be essential as there are a multitude of other
tools available.</p>
      <p>The analysis shows that three main types of
narrative were presented. The most common is a
”gameplay” type (displaying some sort of playful
activity - like the hunting game). There is also a ”scene”
type (in which there are no important changes of
status, but more the illustration of some principle - like
perceiving what is hidden under the snow), and a
”story” type (where some events are narrated - as in
the bird feeding video). The types of stories suggest a
focus on technology-mediated interactions that
generally have immediate and local effects - there is no
representation of long or wide scale consequences.
While this is probably due to the workshops’
instructions, it could be important in the future, to
incorporate a more systemic and ecological layer to
the reflection. Interestingly, many of the stories
featuring non-human characters had to do with killing
them, either voluntarily (in the hunting game and the
dragon battle) or involuntarily (the birds killed by
cake). This observation is somewhat surprising:
despite the attempt to be conscious about nature in the
walks and workshops, it seems that transcending an
antagonistic relationship with non-human creatures
has not been fully realised.</p>
      <p>The characters are predominantly humans, or
humans augmented with technology (game avatars).
Non-human characters are only mentioned or have
limited agency (the birds that eat cake and die), with
the notable exception of the grouse and the dragon
(both of which are killed, and the dragon is an
unnatural character). Most stories feature only one or
two characters, generally already related (friends,
family). This suggests a perception that interactions
with forests and nature are a privileged space, where
social bonds among humans are reinforced or enjoyed.
This could, in part, be attributed to the forest
excursions that preceded the workshops. In the future,
it may be important to expand the stories to
encompass larger social groups and include
nonhuman characters.</p>
      <p>All of the settings in the videos represent
environments with strong natural components
(forests, paths, shorelines). In some cases, these are
mediated or completely virtual spaces. The elements
used to represent these spaces are limited, and include
a green base (representing grass), trees, moss, flowers,
snow, and streams/puddles. Most spaces contain only
very few of these elements (between 3 and 7) to
symbolise large natural spaces. The elements
generally have no specific significance but are generic
indicators of ”nature”. Most environments also include
some traces of human activity, such as structures or
vehicles. The repetition of elements, and the insistence
on certain items (several videos contain some form of
interaction with flowers) can be due to the toys
available to the participants. Many of the interactions
and apps appear to be adaptable to many spaces, so
that the specificities of a place are not taken into
account, in order to, instead, maximise adaptability.</p>
      <p>The values represented in the videos are many.
Some are explicitly included by the creators (like
friendship or ecosystem integrity) while others are
implicit, and possibly undesired (like control or escape
from consequences). Interestingly, many videos
featured values related to ”fun”, ”surprise”,
”enjoyment” and ”aesthetics” and then connected them
to values or behaviours related to care for natural
spaces or with well-being. The key strategy of many of
the videos, then, seems to be related to the idea of
gamification, in which a series of hedonistic
experiences are used to promote specific behaviours
in these cases relating to pro-social, healthy, and
nature-caring actions. The goals presented in the
videos often explicitly highlight this exact connection.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>The way the three design days were structured, with
outdoor activities and collaborative workshops,
proved to be effective in directing participants’
creative efforts towards genuine and pressing issues in
the forestry sector, as well as towards a focus on
wellbeing. The approach was accessible enough for
everyone to participate, and all groups were successful
in producing a video that captured their idea. The
videos manage to take what would regularly be a
textual representation of the idea into a more tangible
audio-visual representation that effectively
communicated and saved the produced idea. Effective
communication is key when moving from an idea to an
implementation.</p>
      <p>Based on these findings, future efforts in designing
playful systems for human-forest interaction would
benefit from a similar approach, since forest play and
informed discussions in combination provided a
strong foundation for creative undertakings.</p>
      <p>Still, there are also limitations to this approach.
Specifically, the solution is currently reliant on
participants being able to be physically present at a
location that is suitable for driving ideation. This
limitation could potentially be mitigated through the
use of virtual reality solutions. Another limitation of
the study itself is that all of the participants were
somehow engaged in academia. It is not possible to
conclude how the approach would work with a
different participant demographic.</p>
      <p>There are many potential future directions for this
work, e.g. (1) implementing designs based on the
findings, (2) conducting more workshops with a
similar setup within the same topic area or a different
one, (3) conducting the workshops partially in virtual
reality in such a way that it is not necessary to visit the
actual on-site locations, and (4) improving the
workshop method and creating more specific
guidelines into organising such workshops.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgements</title>
      <p>This research is supported by Research Council of
Finland decisions 337653, 357907, 337127 and
357906.</p>
    </sec>
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