=Paper= {{Paper |id=Vol-3669/paper10 |storemode=property |title=Designing locative human-forest interactions through playful design workshops |pdfUrl=https://ceur-ws.org/Vol-3669/paper10.pdf |volume=Vol-3669 |authors=Timo Nummenmaa,Philip Chambers,Mattia Thibault,Samuli Laato,Ferran Altarriba Bertran,Daniel Fernández Galeote,Oğuz Buruk |dblpUrl=https://dblp.org/rec/conf/gamifin/NummenmaaCTLBGB24 }} ==Designing locative human-forest interactions through playful design workshops== https://ceur-ws.org/Vol-3669/paper10.pdf
                         Designing locative human-forest interactions through
                         playful design workshops
                         Timo Nummenmaa1, Philip Chambers2,1, Mattia Thibault1, Samuli Laato1, Ferran
                         Altarriba Bertran1,3, Daniel Fernández Galeote1, Oğuz ‘Oz’ Buruk1
                         1 Gamification Group, Tampere University, Kalevantie 4, 33100, Tampere, Finland
                         2 University of Eastern Finland, Yliopistokatu 2, 80100 Joensuu, Finland
                         3 EU ERAM, Universitat de Girona, Carrer de Sant Antoni 1, 17190, Salt, Spain



                                           Abstract
                                           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 human-
                                           forest 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.

                                           Keywords
                                           Forest, nature, gamification, playful workshop, play, location-based design
                                           1
                         1. Introduction                                                                                their conservation and sustainable use, and
                                                                                                                        simultaneously providing health benefits for forest
                         Forests are among the most valuable and complex                                                visitors [6, 7]. While previous research has utilised
                         ecosystems on Earth. They provide numerous                                                     workshops to explore nature-inspired design (NID)
                         beneficial services to humanity such as clean air and                                          and biological-inspired design (BID), [8, 9], as well as
                         water, carbon sequestration, and habitat for                                                   the use of biomimicry, natural capitalism and cradle-
                         biodiversity conservation [1]. However, the                                                    to-cradle strategies in the development of products
                         relationship between humans and forests is often                                               and services [10, 11], there is a notable gap in the
                         characterized by conflicts relating to unsustainable                                           investigation methods and tools that facilitate bio-
                         practices that can lead to deforestation, degradation,                                         inspiration for positive human-forest interactions, like
                         and loss of ecosystem services [2]. Furthermore,                                               games and nature-based experiences, within in these
                         coupled with trends such as urbanization, the average                                          contexts. Designing human-forest interactions may be
                         person in contemporary society is becoming                                                     crucial for achieving environmental and social goals,
                         increasingly disconnected from nature and forests [3].                                         and design innovation that uses play and gamification
                         Thus, conservationists [4] as well as health                                                   should play a key role in motivating and enhancing
                         professionals [5] among others have been interested                                            these interactions.
                         in creating solutions and approaches to revitalize                                                 For these reasons, in this study, three design
                         people’s relationships with forests and nature.                                                workshops were conducted with researchers from the
                             In recent years, there has been a growing interest                                         fields of gamification and forestry to produce novel
                         in designing technologies that facilitate positive                                             ideas for the future of human-forest interplay. The
                         interactions between humans and forests, promoting

                         8th International GamiFIN Conference 2024 (GamiFIN 2024), April 2-
                         5, 2024, Ruka, Finland
                                    timo.nummenmaa@tuni.fi        (T.        Nummenmaa);
                         philip.chambers@uef.fi (P. Chambers); mattia.thibault@tuni.fi (M.
                         Thibault);          samuli.laato@tuni.fi       (S.        Laato);
                         ferran.altarribabertran@tuni.fi     (F.   Altarriba    Bertran);
                         daniel.fernandezgaleote@tuni.fi     (D.   Fernández     Galeote);
                         oguz.buruk@tuni.fi (O. Buruk)
                             0000-0002-9896-0338 (T. Nummenmaa); 0000-0002-0586-3142
                         (P. Chambers); 0000-0002-3593-0350 (M. Thibault); 0000-0003-
                         4285-0073 (S. Laato); 0000-0002-3692-3777 (F. Altarriba Bertran);
                         0000-0002-5197-146X (D. Fernández Galeote); 0000-0002-8655-
                         5327 (O. Buruk)
                                        © 2024 Copyright for this paper by its authors. The use permitted under
                                        Creative Commons License Attribution 4.0 International (CC BY 4.0).




CEUR
                  ceur-ws.org
Workshop      ISSN 1613-0073
Proceedings


                                                                                                                  110
research approach has similarities to how jam events                methods provided a game-like structure to the
(e.g., game jams) are discussed and reported [6, 12]                ideation process, while the planned outdoor activities
and includes aspects of ideation technique comparison               also included gameplay. While geocaching provided a
and evaluation [13, 14]. The capturing of ideas as toy-             playful context for human-forest design ideation,
play videos was Incorporated, in the spirit of [15], both           rather than constituting a strictly gamified approach in
for encapsulating the ideas in an easily viewable                   itself, the use of structured, card-based ideation
format and as a tool for analysis. Locative applications            methods aligns more closely with gamification, as it
and games were focussed on specifically. since these                incorporates game design elements into the ideation
hold the potential to both: (1) motivate people to go to            process [25].
forests; and (2) direct how they spend their time there
[16, 17]. This results in an innovative research setup in
terms of theme and structure, where the ideas are                       2.1. Outdoor exploration events
distilled into videos that can be analysed.
    The rest of this paper is structured as follows: first,         Three outdoor exploration events were organised as
the workshop method is presented, which was a                       part of the three workshops. The first involved a visit
combination of an idea-generation outdoor activity                  to a publicly owned outdoor recreation forest in
followed by a hands-on indoors design workshop.                     Tampere, south-central Finland. There, the
Second, the design ideas from the three workshops are               participants (a mix of gamification and forestry
showcased (12 groups altogether). Third, the videos                 researchers, N=11) were able to meet, network, and
that were created to encapsulate the ideas are                      share knowledge and experiences about forests and
analysed based on their story, characters, settings,                nature. Participants had the opportunity to freely ask
values, and goals. Lastly, the next steps in designing              questions about Finnish forestry from the experts in
and implementing forest-human technologies and                      the group. They were also introduced to Geocaching.
thoughts for future research are discussed.                         During the field trip, participants created their own
                                                                    geocaching accounts and collaboratively located
                                                                    several caches hidden in the forest. This playful
2. Methods                                                          activity was instrumental in familiarising them with
                                                                    the game, experiencing the game flow in the forest, and
For exploration, building on previous experience [18],              starting discussions about forest-based game design.
three design events were organised where activities                     The second event included a field trip (see Figure
were structured in two parts:                                       1) that involved a visit to a recreation forest of mixed
      1. An outdoor exploration event in a Finnish                  ownership outside Joensuu in eastern Finland. In this
          forest, involving nature exploration and                  field trip, the participants were forestry researchers
          exercise through geocaching, discussions on               (N=20) who were taking part in a networking day that
          design ideas, learning about nature, and                  involved following a geocaching trail laid out as part of
          networking.                                               the UNITE flagship2. The geocaches along this trail
      2. A playful design workshop that presented                   incorporated surveys with questions relating to
          various design approaches for generating                  human-forest       relationships      and     landscape
          novel, technology-mediated interaction                    preferences. Consequently, these topics were
          design ideas within the forest context.                   prevalent in participants’ discussions during the day.
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.
    The first two outdoor exploration events involved
engaging with the location-based game known as
geocaching. Geocaching1 is a location-based treasure-
hunt 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 [19],
recreational ecosystem services [20] and, as it is a                Figure 1: Second field trip.
community-generated game, it has been seen as a
useful tool for the generation of new game ideas [21].                  The third event involved exploring the
    The ideation methods used are aligned with playful              surroundings of a hut in Finnish Lapland. The
design [22] and influenced by the design methods                    participants were attendees at a gamification-focused
described in the “Universal methods of design” [23]. The            conference (N=16). At the beginning of the workshop,
process of reporting is inspired by the best practices of           they were invited to venture into the snow-covered
how game jam research presents the events organised                 forests surrounding the hut and engage with the
and the resulting games (e.g. [24] and [12]).                       environment for an hour in any way they found
    Both activities include playful and gamified                    interesting. They were asked to reflexively focus on
elements. Specifically, the card-based ideation                     their lived experiences during this time and consider if

   1 https://www.geocaching.com/play (Retrieved                        2 https://uniteflagship.fi (Retrieved 11.1.2024)
11.1.2024)




                                                              111
and how these experiences brought them joy. After co-
experiencing this forest immersion, participants                     The Hybridex Deck allows for the creation of new
returned to the hut and received a set of small cards to         ideas or the improvement of an existing one. The users
document the things they had just experienced. These             draw a CASE, CATALYST and PATTERN card (and an
cards facilitated the documenting of four types of data:         additional IDEA card if they want to create a new one).
      1. Anecdotes of their experiences.                         CASE cards represent existing examples of hybrid
      2. Reflections they had during those events.               products or services (e.g. Romo the Robot), CATALYST
      3. Design ideas for technologies that could                cards present specific phenomena in the area of
          enhance those kinds of experiences.                    physical digital hybrids (e.g. quantified self), PATTERN
      4. Memories of past forest-related experiences             cards highlight patterns of existing cases (e.g. photo
          evoked during the exercise.                            play), and, finally, IDEA cards are intended to offer
     These cards later served as inspirational material          inspiration [27].
for generating the design ideas elaborated upon during               The VNA deck is a set of VERB, NOUN, and
the workshop.                                                    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
    2.2. Workshops                                               and digital properties, are used to build the idea
                                                                 sequentially, e.g. by taking turns. The VNA method has
The second part of each design event centred around a            been used in the past at game jam events [29].
design workshop inspired by game jams [26], a                        In the third and final workshop, two additional
framework in which several organisers and                        design materials were employed: First, as noted above,
participants had extensive expertise, both practical             participants built on the cards they produced as a
and academic. The participants were instructed to                result of their 1-hour engagement with the nearby
build on the experiences and recollections of the field          forest. Second, they were given decks of the ”human-
trip and use card-based methods to ideate                        forest interaction play potentials cards”: a collection of
technologically mediated playful interactions with               cards developed that featured a range of playful
forests. In all workshops, but especially the first two,         experiences identified in recent research into the
the Hybridex Deck [27] and the VNA cards [28] were               playful potential of forest-related activities [30].
utilised (see Figure 2). Both methods required                   Taking these two resources as inspirational material,
participants to draw a sequence of cards from a                  participants were invited to ideate on how technology
specific deck, whose combination would offer                     might support joyful forms of human-nature
instructions and inspiration on how to develop a                 interaction.
design idea.                                                         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 [15] to display the possible interaction
                                                                 patterns with the games and maintain a record of the
                                                                 experience.


                                                                      2.3. Reporting and analysis
                                                                 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 [31], is
                                                                 chosen as it allows a systematic and in-depth
                                                                 engagement with the videos, despite their short length.
                                                                     The research approach used in this paper can be
                                                                 distilled into the following steps:
                                                                        1. Workshops are organised that include
Figure 2: Card-based ideation methods VNA (top),                            outdoor exploration and the use of ideation
Hybridex Deck (middle) and Play potential cards                             methods.
(bottom).




                                                           112
      2. The workshops are concluded in such a way                       3.2. Session 2
         that resulting ideas are acted out and
         captured as videos.                                        For session two, 17 participants attended the
      3. The resulting ideas and the ideation methods               workshop session, including three who joined only for
         that were used are described.                              that session. The participants were split into five
      4. The resulting videos are analysed using                    groups of 3 to 5 participants, three used the Hybridex
         narrative analysis.                                        Deck [27] and two used the VNA cards [28].
                                                                    Additionally, a selection of LEGOs, playing cards, pens
3. Resulting ideas                                                  and paper were made available to all. The groups
                                                                    developed the following ideas, one final idea per group
                                                                    (See Figure 4).
In this section, the three ideation sessions and the
                                                                        Group one used the Hybridex Deck. The idea is a 2-
resulting game ideas are presented. See Table 1 for an
                                                                    player console game or phone app. The player plays as
overview of the twelve ideas created in total, together
                                                                    a black grouse or hunter and moves around a board
with the ideation cards that were used by the group,
                                                                    with flowers and obstacles. As a grouse, you get points
the idea description, and themes that can be derived
                                                                    when flowers are eaten. The hunter gets points from
from the idea. The number of participants in each
                                                                    pointing a sword at the grouse. The game ends when
session is not always exactly the same as the number
                                                                    the hunter kills the grouse by touching it. The final
of participants in the outdoors activity. Specifically,
                                                                    video of the game was acted out using Lego characters,
there were more participants in the outdoors portion
                                                                    flowers, and obstacles on a Lego board and included an
in sessions 1 and 2 compared to the workshop portion.
                                                                    audio description. Playful music was added to the
There were also some participants at the session 2
                                                                    video for effect.
workshop who did not participate in the outdoors
                                                                        Group two used the VNA deck. In the idea, a young
activity.
                                                                    couple battle a dragon to save their magical forest idyll.
                                                                    In the final video, the game was acted out using Lego
     3.1. Session 1                                                 characters. The game is story-driven and lights to
                                                                    create drama in the video.
For session 1, 9 participants attended the workshop                     Group three used the VNA deck. In the game, there
session. They were split into two groups of 4 and 5                 are two players (Bob and Olivia). Each player finds
participants, one using the Hybridex Deck [27] and the              geocaches and guesses whether the other player likes
other the VNA cards [28]. Additionally, a selection of              the geocache. If there is agreement, then they get
LEGOs, playing cards, pens and paper were made                      points but no points if they do not match. At the end of
available to all.                                                   the game if they do not meet a threshold then Bob has
    Group one used the Hybridex Deck to guide their                 to pick flowers. In the final video of the game, the game
ideation phase. As a result, the group imagined a                   was acted out using Lego characters and trees to depict
mixed-reality game which fostered forest engagement                 where the geocaches are.
and helped players learn about wildlife and the                         Group four used the Hybridex deck. In the resulting
complexity of the ecosystem. Players would use an app               game, the player builds structures to protect the
to scan plants found in the wild, identify the species              character from a dangerous typhoon that is
selected, and learn about them. Each scan of a new                  approaching. In the video, the game was acted out
plant would also grant the players some virtual ”seeds”             using Lego depicting the structures and the typhoon.
to be used in their own customised virtual garden. In                   Group five used the Hybridex deck. The game
that game space, the real plants’ counterparts will                 involves playing as a robotic ant that roams the forest
grow and reproduce.                                                 collecting data. The video of the game was acted out
    Group two used the VNA Deck to guide their                      using Lego to depict the character and the forest. A
ideation phase. In their final idea, a visitor arrives at a         picture-in-picture mode is used to show what the
lean-to shelter in a forest. There they find a magic                character sees in the forest using a video of a real
portal (a real-time video screen) that lets them travel             forest. Playful music was added to the video for effect
through time to view different scenarios of the forest              along with text displaying the game name.
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).




                                                                    Figure 4: Session 2 games (Top left - Group 3, Bottom
Figure 3: Session 1 games (group 1 on the left, group               left - Group 4, Centre - Group 5, Top right, Group 1,
2 on the right) recorded as LEGO play.                              Bottom right - Group 2).




                                                              113
Table 1
List of all resulting ideas.
 Session 1
 Group Card deck               Description                                      Themes
 1        Hybridex             A digital gardening game which prompts           Indoor-outdoor game, gardening,
                               players to go to a real forest and identify      invasive species, environmental
                               invasive species. Digital garden restored to     protection, real-world impact.
                               former glory by removing invasive species in
                               the real world.
 2          VNA                Portals connect forest recreation areas          Invasive species, environmental
                               around the world. Augmented reality reveals      protection, epic adventure, global
                               a dystopian vision with invasive species         village, collaborative games
                               behind players. Players collaborate on tasks
                               to clear areas.
 Session 2
 Group Card deck               Description                                      Themes
 1        Hybridex             2-player turn-taking game involving a hunter     Hunting, resource management,
                               and game bird. Points are given for tasks. The   chasing, strategy game, role-playing
                               game ends when the hunter kills the bird.
 2          VNA                A young couple battle a dragon to save their     Forest peace and harmony, epic
                               magical forest idyll.                            fantasy, action-adventure, love
                                                                                story,    role-playing,    conflict,
                                                                                environmental protection.
 3          VNA                Two players find geocaches and guess             How well do you know your friend?
                               whether the other player likes the geocache.     Guessing     game,      geocaching,
                               Points for correct guesses. A threshold must     punishment, location-based game
                               be met to avoid punishment.
 4          Hybridex           The game requires you to build structures to     Climate change and mitigation, wild
                               protect your character from the approaching      nature, human safety, adaptation,
                               dangerous typhoon.                               structure building, tower defence
                                                                                game
 5          Hybridex           The game involves playing as a robotic ant       Data collection, robotics, remote
                               that roams the forest collecting data.           control, being in the forest remotely,
                                                                                sandbox game,
                                                                                simulation game
 Session 3
 Group Card deck               Description                                      Themes
 1        Play                 An app for creating an asynchronous nature       Mobile     app,      audio-based,
          potential            experience by recording and mixing sounds        asynchronous experience, social
                               at a location for sharing with others.
 2          Nothing            Tasks are given to the user to enjoy nature      Tactile experience, quests, enjoying
            specific           with e.g. hugging a tree or lying down on        nature
                               moss.
 3          Play               Information is conveyed on how feeding           Learning, story, wellbeing of animals
            potential          animals in the park can have bad
                               consequences.
 4          Nothing            An app invites the user to be mindful with       Mobile app, mindfulness,
            specific           trees nearby.                                    relaxation, location based




                                                             114
                                                                   underneath the snow cover. In the final video, a Lego
                                                                   character moves on snow, also made of Lego. It is
3.3. Session 3                                                     revealed that there are cavernous structures under the
                                                                   snow and even more things from the previous season
In session 3, participants were divided into 5 groups,             hidden beneath the snow.
each consisting of 3 to 4 members. The use of card-
based 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.
                                                                   Figure 6: Session 3 games (Top left - Group 1, Bottom
                                                                   left - Group 3, Centre - Group 2, Top right, Group 4,
                                                                   Bottom right - Group 5).


                                                                   4. Analysis
                                                                   A simple narrative analysis was conducted, grounded
                                                                   in generative semiotics [31] 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
Figure 5: Cards filled by participants.
                                                                   how is it done), values (what are the values embedded
                                                                   more or less explicitly in the story) and, lastly, the goal
    Group one used the Play potential cards to aid their
                                                                   (that a character or the designer is trying to
ideation. The idea is that it is possible to record and
                                                                   accomplish).
mix audio at specific locations and share the result
                                                                       As the videos were short (between 0:20 - 3:03
with others. This is accomplished with a mobile phone
                                                                   minutes), analysis was conducted by watching the
application that is made as an asynchronous
                                                                   videos and reporting how the above categories
experience for the users. In the final video, a person
                                                                   appeared in them.
walks on snow towards a hut. There is a puddle of
water at the hut.
    The person records the sound of light rain hitting                  4.1. Analysis of concepts from
the water and walks away. Group two did not use a                            session 1 (videos enacted with
specific card method. Their idea revolves around the
idea of tasks being given to the user in order to                            LEGO)
promote enjoyment of the forest. In the final video,
nature scenery is first shown, followed by cards with              Group 1: In the story, an avatar is playing in a digital
simple tasks (e.g. ”hum a tune like the sound of your              garden. They want the vegetation to be more varied.
steps on the snow” and ”lie down on a bed of moss”)                The player visits a forest in the real world, scanning
and then a doll is shown acting out these tasks.                   plants to obtain digital seeds. The scanned flower
    Group three used the Play potential cards. Their               reveals itself as invasive in both the game and real life.
idea is to warn about the dangers of behaving without              The player uproots it in both environments.
better knowledge in the forest. In the final video, three          Characters: Only one human character, present in the
birds are given a piece of cake by two elf dolls. Next,            game through a robot-looking avatar, and physically in
the birds die, and the elves realise that it is because of         the real world. Setting: Two settings: (1) a digital
the cake.                                                          garden (represented as a playful space with weird
    Group four did not use a specific card method.                 sculptures and vegetation), (2) a Finnish forest
Their idea involved creating an application that                   (represented through a few elements: a tree, moss, and
informs the user about places to stop and be mindful.              a flower). Values: (1) fun / customisation (the player
In the final video, a person walks in the snow and their           enjoys taking care of the virtual garden), (2)
phone informs them that there is something next to                 enjoyment of nature (when moving in the real forest),
them. The person then moves to relax in front of tree,             (3) ecosystem integrity (removing invasive species
and the video concludes with a view of the tree.                   from both environments). Goals: The aim of the game
    Group five did not use a specific card method. Their           seems to be teaching about biodiversity and activating
idea is to use a gamified application to sense the world           actions for removing invasive species.




                                                             115
    Group 2: In the story, a forest visitor reaches a               (the game is about testing one’s knowledge about
laavu (a forest shelter) and finds a magic portal which             another person), (2) fun (the game is supposed to be
allows them to see a dystopian future. The player                   fun to play). Goals: The goal of the game is to guess
completes tasks with a friend (e.g. traps invasive                  which geocaches someone else would like.
species) and the future vision transforms into a better                 Group 4: In the story, a typhoon hit a coastal area.
one. Characters: A forest visitor and a helper friend.              A 3D printer, created for this purpose, prints a bench
Their opponent is some abstractly represented                       that is both indestructible and reassuring (playing
invasive species. Setting: A laavu in a Finnish forest, a           music and soothing messages) to protect a person
digital representation of the future. The future is filled          there. The person is unaffected by the storm.
with unnatural elements, mostly black, which are                    Characters: The main characters are the designers
exchanged with green colour and plants when it                      that set up the 3D printer, not represented in the video
transforms. Values: (1) friendship (voiceover insists               besides in the voiceover. The main opponent is the
on collective action), (2) control (players fence off the           typhoon, represented as a colourful LEGO tower. Only
invasive species), (3) ecosystem integrity (removing                one human character is represented, as a passive
invasive species from both environments). Goals: The                entity being protected by the 3D printed bench.
aim is to do multiple tasks with friends to improve the             Setting: The setting is a beach (a shore in yellow and a
outlook of the area at the lean-to.                                 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:
     4.2. Analysis of concepts from                                 (1) Safety (the project is about protecting and
          session 2 (videos enacted with                            reassuring). Goals: The goal is to protect people and
          LEGO)                                                     help them survive a storm and feel safe.
                                                                        Group 5: In the story, a robotic ant with a human
Group 1: In the story, the avatar of a hunter and a                 driver moves across a forest collecting data.
grouse move in a digital space. The grouse eats some                Characters: A robot-ant, composed of one vehicle with
flowers before being slain by the hunter with a sword.              long antenna-like sensors and a human driver wearing
Characters: Two opponents: the grouse feeding on                    a helmet. Setting: The setting is a forest, represented
flowers and a hunter pursuing the grouse with a long                by a series of trees, leaves, and flowers, but also
laser sword. Setting: A digital space with maze-like                human-made fences. Some video footage of the forest
qualities. The characters start at opposite sides of it.            excursion is visible in the top left corner of the screen
Values: (1) fun (it is presented as a game), (2)                    and at the end of the video. Values: (1) Data (data
sustainability (voiceover stated the game aims at                   collection is presented as an important endeavour).
teaching sustainable hunting practices and Finnish                  Goals: The goal is to scan the forest with the robotic
culture), (3) Achievement (both characters pursue                   ant.
clear achievable objectives). Goals: Each of the two
players in the game attempts to reach a win condition:                  4.3. Analysis of concepts from
the grouse eats flowers and reaches the top of the tree
or the hunter kills the grouse.
                                                                             session 3 (live action videos
     Group 2: In the story, a boy and a girl want to live                    and videos enacted with toys)
in peace in a magical forest, a dragon attacks them and
attempts to destroy the forest. After a battle, they kill           Group 1: In the story, Isabella hears some trickling
the dragon. Characters: There are two human                         water while on a stroll. She uses a phone app to record
characters working together. They are represented                   the sound and shares it with others (who can access
with LEGO bricks and their genders are coded with                   and remix it via the app). She then continued her stroll.
light blue and pink colours. The opponent is a dragon,              Characters: The only character present is Isabella.
also made out of LEGO bricks. The dragon fire is also               Other humans are inferred by the use of the app.
represented with LEGO and highlighted with light                    Setting: A village covered in snow, featuring some far
effects. Setting: A magical forest is divided into two              away trees and several wooden buildings. Water
sides, one for each main character. There is a tower                trickles from a cabin’s overhang to a puddle below.
behind which the dragon is hiding and returns to die.               Values: (1) aesthetics (the sounds of nature as a
Values: (1) companionship (the main characters want                 pleasurable aesthetic experience), (2) creativity
to live together), (2) harmony (they want a peaceful                (remixing and editing natural sounds), 3) sociality
life in the forest), (3) valour (the story is about battles         (sharing the sounds with others). Goal: To record, edit,
and might). Goals: The goal is for the boy and girl to              and share soundscapes with others.
defeat the dragon and conquer the forest.                                Group 2: A person is roaming in the forest and
     Group 3: In the story, there are two friends, Bob              finds a series of invitations that suggest different
and Olivia. Bob visits 5 geocaches and marks which                  actions (hug a tree, lay on moss...). She then does all
ones he thinks Olivia would like. Next, they go together            those actions. She finally finds one last invitation
to the caches and score points if Bob’s predictions are             telling her to keep enjoying the forest. Characters: The
correct. The first two are correct, but not the third. To           only character is one person, represented by a doll.
remedy this, Bob has to go into a pit and pick flowers              Setting: A forest, represented with several pictures of
for Olivia. Characters: Two human characters, Bob                   trees and mushrooms, with some sticks and pinecones,
and Olivia collaborating. Setting: The setting is a                 and finally with a series of items (Christmas
forest, specifically five locations containing geocaches            decorations, pieces of wood...). Values: (1) enjoyment
and a pit containing flowers. Values: (1) friendship                (the value of the forest comes from the enjoyment of




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it), (2) discovery (there are hidden clues to be found),           influence of the field trip discussions, which often
(3) sensations (the game focuses on the sensations and             focused on the impacts of invasive species on forest
feelings from interacting with the forest). Goal: The              management and deforestation pressures.
goal is to do activities that get the person closer to the              In the second session with a larger number of
forest.                                                            groups, the themes were rather broad with many
     Group 3: In the story, a child and a mother see               forestry-related themes appearing in the final game
some birds. They feed them chocolate cake and leave.               designs. Geocaching and data collection, themes that
The birds eat the cake and some of them die. The family            appeared during the field trip, were directly integrated
returns, realises what they did and runs away.                     into two of the ideas. The nature theme was present in
Characters: Characters include a child and a parent,               all of the ideas. Also, themes relating to environmental
represented by dolls, and three birds, represented by              protection and climate change were present. These
bird-shaped egg cups. Setting: A space hosting some                themes were explored using a variety of game types
trees, a rocky hill, and a yellow building. Values: (1)            including collaborative games, sandbox games, and
compassion (the characters decide to feed the birds as             role-playing games. Furthermore, many of the game
an act of kindness), (2) escape from consequences                  designs used role-playing, fantasy, and epic adventure
(while feeling guilty, the characters run away from the            as part of their design.
dead birds). Goal: Teaching people that feeding                         In the third session, most participants focused on
animals can be damaging.                                           the human experiences of nature. All settings reflected
     Group 4: In the story, a person walks on a snowy              some form of interaction with natural phenomena, and
path and stops when he receives a notification on their            all reflected, in one way or another, values that
phone. Probably prompted by it, he then notices a tree             included aesthetic enjoyment and creativity, felt
at his left and approaches it. He then seems to meditate           connection with the forest, and insight beyond what
or pray next to the tree. Characters: A person acted by            the eyes can see. Even though the third idea aimed to
a human. Setting: A path near several threes. A bridge             minimise the harm done to wildlife, its tone was also
and some buildings are visible down the path. Values:              very much focused on human enjoyment, as signified
(1) surprise (the character seems to enjoy being                   by the child’s excitement and appreciation of the birds.
suddenly notified), (2) Mindfulness (the character                 The awareness that was the core of this idea was
eagerly engages in some meditative activity). Goal: To             another prevalent theme—all other ideas included
find places to relax in the forest.                                forms of noticing and being mindful of and with the
     Group 5: In the story a person walks on a snowy               forest.
path and, thanks to some kind of application, can                       In Session 1, the themes were focused on dystopian
visualise patterns in the snow and even what is                    futures and technological advancements which may
beneath it - flora, fauna, water, etc. Characters: A               reflect on the gamification researchers’ exposure to
person represented as a LEGO figure. Setting: A snowy              these themes in the games they work with. However,
path and the layers beneath it. The layers are                     Session 2 seems to be more about enhancing existing
represented as a white snowy uneven surface with a                 activities or re-imagining them. The forest researchers
small stream crossing it, and a green surface with some            are likely participating in these activities themselves,
flowers on it. Values: (1) perception (the app allows us           such as hunting, protecting forests from risks,
to see complexity under the surface, (2) mobility                  measuring, and recreation. Session 3 is more diverse
(voice-over explains that this could lead to new ways              and has a stronger connection to mindfulness overall.
of moving things and people via water/snow). Goal:                 This may be due to the mixed make-up of the group,
To discover what is under the surface of the snow.                 but also the different workshop structure that
                                                                   emphasizes reflexivity exercises.
                                                                        The outdoor activities worked well in connection
5. Discussion                                                      with the workshop activities. Clear connections to the
                                                                   outdoor activities offered to the participants can also
All three design days produced creative ideas on how               be seen in the produced ideas e.g. geocaching and a
to use technology for human-forest interaction and                 lean-to shelter as a game location appear in the ideas.
resulted in twelve distinct ideas captured in video                Mindfulness and sensing nature is also a theme that
format. The themes included learning, social                       was promoted through the cards participants filled out
interactions, hunting, resource management, forest                 in session 3.
peace and harmony, adventure, environment                               In general, all of the ideation methods were
protection, conflict, geocaching, climate change, safety,          successful in helping the participants generate the
mindfulness, robotics, and data collection.                        ideas. The field trips, along with the stated goals and
    There were differences in the composition of                   the backgrounds of the participants, directed the
participants in the sessions. The first session consisted          ideation process towards human-forest interaction,
mostly of gamification researchers, the second session             which was the main goal. As a result, all of the final
mostly of forest science researchers, and the third                ideas were very much grounded in this area. Although
session was a mix of gamification researchers, forest              specific ideation cards work well when used, they
sciences researchers and researchers from other                    might not be essential as there are a multitude of other
fields. The sessions were also slightly different in               tools available.
execution, as there was more freedom for the                            The analysis shows that three main types of
participants in the third session.                                 narrative were presented. The most common is a
    In the first session, the groups chose to reflect on           ”gameplay” type (displaying some sort of playful
the negative consequences of direct, or indirect,                  activity - like the hunting game). There is also a ”scene”
human activity in the forest. This illustrates the                 type (in which there are no important changes of




                                                             117
status, but more the illustration of some principle - like         in these cases relating to pro-social, healthy, and
perceiving what is hidden under the snow), and a                   nature-caring actions. The goals presented in the
”story” type (where some events are narrated - as in               videos often explicitly highlight this exact connection.
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           6. Conclusions
representation of long or wide scale consequences.
While this is probably due to the workshops’                       The way the three design days were structured, with
instructions, it could be important in the future, to              outdoor activities and collaborative workshops,
incorporate a more systemic and ecological layer to                proved to be effective in directing participants’
the reflection. Interestingly, many of the stories                 creative efforts towards genuine and pressing issues in
featuring non-human characters had to do with killing              the forestry sector, as well as towards a focus on well-
them, either voluntarily (in the hunting game and the              being. The approach was accessible enough for
dragon battle) or involuntarily (the birds killed by               everyone to participate, and all groups were successful
cake). This observation is somewhat surprising:                    in producing a video that captured their idea. The
despite the attempt to be conscious about nature in the            videos manage to take what would regularly be a
walks and workshops, it seems that transcending an                 textual representation of the idea into a more tangible
antagonistic relationship with non-human creatures                 audio-visual      representation       that    effectively
has not been fully realised.                                       communicated and saved the produced idea. Effective
    The characters are predominantly humans, or                    communication is key when moving from an idea to an
humans augmented with technology (game avatars).                   implementation.
Non-human characters are only mentioned or have                        Based on these findings, future efforts in designing
limited agency (the birds that eat cake and die), with             playful systems for human-forest interaction would
the notable exception of the grouse and the dragon                 benefit from a similar approach, since forest play and
(both of which are killed, and the dragon is an                    informed discussions in combination provided a
unnatural character). Most stories feature only one or             strong foundation for creative undertakings.
two characters, generally already related (friends,                    Still, there are also limitations to this approach.
family). This suggests a perception that interactions              Specifically, the solution is currently reliant on
with forests and nature are a privileged space, where              participants being able to be physically present at a
social bonds among humans are reinforced or enjoyed.               location that is suitable for driving ideation. This
This could, in part, be attributed to the forest                   limitation could potentially be mitigated through the
excursions that preceded the workshops. In the future,             use of virtual reality solutions. Another limitation of
it may be important to expand the stories to                       the study itself is that all of the participants were
encompass larger social groups and include non-                    somehow engaged in academia. It is not possible to
human characters.                                                  conclude how the approach would work with a
    All of the settings in the videos represent                    different participant demographic.
environments with strong natural components                            There are many potential future directions for this
(forests, paths, shorelines). In some cases, these are             work, e.g. (1) implementing designs based on the
mediated or completely virtual spaces. The elements                findings, (2) conducting more workshops with a
used to represent these spaces are limited, and include            similar setup within the same topic area or a different
a green base (representing grass), trees, moss, flowers,           one, (3) conducting the workshops partially in virtual
snow, and streams/puddles. Most spaces contain only                reality in such a way that it is not necessary to visit the
very few of these elements (between 3 and 7) to                    actual on-site locations, and (4) improving the
symbolise large natural spaces. The elements                       workshop method and creating more specific
generally have no specific significance but are generic            guidelines into organising such workshops.
indicators of ”nature”. Most environments also include
some traces of human activity, such as structures or
vehicles. The repetition of elements, and the insistence           Acknowledgements
on certain items (several videos contain some form of
interaction with flowers) can be due to the toys                   This research is supported by Research Council of
available to the participants. Many of the interactions            Finland decisions 337653, 357907, 337127 and
and apps appear to be adaptable to many spaces, so                 357906.
that the specificities of a place are not taken into
account, in order to, instead, maximise adaptability.
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