Abstract
The idea of man’s ‘mastery over nature’ is ubiquitous in western philosophy and in western thinking. Technology has been widely used in support of this end. Given the growing interaction design opportunities for personal digital technologies in supporting outdoor and recreational nature activities such as mountaineering, it is timely to unpack the role that technology can play in such activities. In doing so, it is important to consider the intrinsic and extrinsic motivations at play for the individual and the accepted social norms or ‘rules’ that are associated with the activity through its community and passed on through its community of practice. Technologies that may be considered as a form of ‘cheating’ when first introduced (such as handheld GPS) can later become accepted through common practice, although the rules are often nuanced. For example, it is widely regarded that GPS should not replace the skill of map reading and navigation. In this chapter, we consider different forms of mastery over nature that technology can support and reflect on the design sensitivities that these provide.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Amca AM, Vigouroux L, Aritan S, Berton E (2012) The effect of chalk on the finger–hold friction coefficient in rock climbing. Sports Biomech 11(4):473–479 (Nov 2012). https://doi.org/10.1080/14763141.2012.724700
Bardzell J, Bardzell S (2013) What is “Critical” about critical design? CHI ’13. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp 3297–3306
Blyth P, Mladenović M, Nardi B, Su N, Ekbia H (2015) Driving the self-driving vehicle: expanding the technological design horizon. In: Proceedings of the international symposium on technology and society technical expertise and public decisions
Bødker S (2006) When second wave HCI meets third wave challenges. In: Mørch A, Morgan K, Bratteteig T, Ghosh G, Svanaes D (eds) Proceedings of the 4th nordic conference on human-computer interaction: changing roles (NordiCHI ‘06). ACM, New York, NY, USA, 1–8
Ciolfi L (2004) Situating ‘Place’ in interaction design: enhancing the user experience in interactive environments. Department of computer science and information systems. University of Limerick, Ireland
NatureCR (2014) vs smartphones. Interactions 21(5):24–31. http://dx.doi.org/10.1145/2656933
Csikszentmihalyi M, Rathunde K (1993) The measurement of flow in everyday life: toward a theory of emergent motivation. In: Jacobs JE (ed) Developmental perspectives on motivation. University of Nebraska Press, Lincoln, pp 57–97
Daiber F, Kosmalla F, Wiehr F, Krüger A (2016a) Outdoor nature lovers versus indoor training enthusiasts: a survey of technology acceptance of climbers. In: Proceedings of the ACM CHI workshop on unobtrusive user experiences with technology in nature (NatureCHI). CHI workshop on unobtrusive user experiences with technology in nature (NatureCHI-16), located at CHI 2016, May 8, San Jose, CA, USA. NatureCHI
Daiber F, Kosmalla F, Wiehr F, Krüger A (2016b) Towards guidance in and life-logging of multi-pitch climbing using wearables and drones. In Proceedings of the ACM UbiComp workshop on ubi- quitous computing in the mountains (UbiMount). International joint conference on pervasive and ubiquitous computing (UbiComp-16), Heidelberg. UbiMount
Day A (1996) Romanticism. Routledge, London
Dunne A (1999) Hertzian tales: electronic products, aesthetic experience and critical design. Royal College of Art, London
Dunne A, Raby Fiona (2001) Design Noir: the secret life of electronic objects. Birkhäuser, Basel
Dunne A, Raby F (2014) Speculative everything—design, fiction, and social dreaming. MIT Press, Cambridge, MA
Gaver B, Martin H (2000) Alternatives: exploring information appliances through conceptual design proposals. In: Proceedings of the SIGCHI conference on human factors in computing systems, 01–06 Apr 2000. The Hague, The Netherlands, pp 209–216
Hallnäs L, Redström J (2002) From use to presence: on the expressions and aesthetics of everyday computational things. In: ACM transactions on computer-human interaction (TOCHI) TOCHI homepage archive, vol 9, issue 2, pp 106–124, June 2002
Haraway D (1985) A manifesto for cyborgs
Ihde D (1990) Technology and the life world. From garden to earth. Indiana University Press, Bloomington
Jensen MM, Rasmussen MK, Grønbæk K (2014) Design sensitivities for interactive sport-training games. In: Proceedings of the 2014 conference on designing interactive systems (DIS ‘14). ACM, New York, NY, USA, pp 685–694
Kosmalla F, Daiber F, Krüger A (2015) ClimbSense: automatic climbing route recognition using wrist-worn inertia measurement Units. In: Proceedings of the 33rd annual ACM conference on human factors in computing systems (CHI ‘15). ACM, New York, NY, USA, pp 2033–2042
Ladha C, Hammerla N, Olivier P, Plötz T (2013) ClimbAX: skill assessment for climbing enthusiasts. In Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing (UbiComp ‘13). ACM, New York, NY, USA, 235–244
Loukova T, Vomacko L (2008) Motivation for climbing and mountaineering. In: 4th international mountain and outdoor sports conference. Outdoor Activities in Educational and Recreational Programmes, pp 135–139
MacNaghten P, Urry J (1998) Contested Nature. Sage Publications, London
Mayer S, Knierim P, Wozniak P, Funk M (2017) How drones can support backcountry activities. Retrieved from the NatureCHI workshop: http://www.naturechi.net/papers/NatureHCI2017-Mayer.pdf
Mencarini E, Chiara L, Cappellettia A, Giovanellia D, De Angeli A, Zancanaro M (2018) Co-Designing wearable devices for sports: the case study of sport climbing. Int J Hum-Comput Stud 124. https://doi.org/10.1016/j.ijhcs.2018.10.005
Merrill TW (2008) Masters and possessors of nature, The New Atlantis, Number 19, Winter 2008, pp 91–107
Michael M (2002) Reconnecting culture, technology and nature: from society to heterogeneity. Routledge, London/New York
Plumwood V (1993) Feminism and the mastery of nature. Routledge, London
Rouncefield M, Cheverst K et al (2005) Understanding space, place and ‘community’. In: Proceedigns of interact 2005 workshop on ‘space, place and experience in HCI’. Rome, Italy. Sept 2017
Schöning J, Panov I, Kessler C, 2007. No vertical limit—conceptual LBS design for climbers. In: Extended abstracts on human factors in computing systems—CHI EA’07, pp 1–5
Sengers P, Boehner K, David S, Kaye J (2005). Reflective design. In: Bertelsen OW, Bouvin NO, Krogh PG, Kyng M (eds) Proceedings of the 4th decennial conference on critical computing: between sense and sensibility (CC ‘05). ACM, New York, NY, USA, pp 49–58
Tejada-Flores L (1968) Games climbers play. Alpine J 46–52
Venkatesh V, Davis F (2000) A theoretical extension of the technology acceptance model: four longitudinal field studies. Manage Sci 46(2):186–204
Wong RY, Khovanskaya V (2018) Speculative design in HCI: from corporate imaginations to critical orientations. In: Filimowicz M, Tzankova V (eds) New directions in third wave human-computer interaction: volume 2—methodologies. Human-Computer Interaction Series, Springer, Cham
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this chapter
Cite this chapter
Cheverst, K., Bødker, M., Daiber, F. (2020). Technology and Mastery: Exploring Design Sensitivities for Technology in Mountaineering. In: McCrickard, D.S., Jones, M., Stelter, T.L. (eds) HCI Outdoors: Theory, Design, Methods and Applications. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-030-45289-6_10
Download citation
DOI: https://doi.org/10.1007/978-3-030-45289-6_10
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-45288-9
Online ISBN: 978-3-030-45289-6
eBook Packages: Computer ScienceComputer Science (R0)