By Maria Montoya Vega, Exertion Games Lab, Department of Human-Centred Computing, Monash University, Australia, maria@exertiongameslab.org | Ian Smith, Faculty of Computer Science, University of New Brunswick, Canada, iansmith.bwr@unb.ca | Christal Clashing, Exertion Games Lab, Department of Human-Centred Computing, Monash University, Australia, christal@exertiongameslab.org | Rakesh Patibanda, Exertion Games Lab, Department of Human-Centred Computing, Monash University, Australia, rakesh@exertiongameslab.org | Swamy Ananthanarayan, Department of Human-Centred Computing, Monash University, Australia, swamy.ananthanarayan@monash.edu | Sarah Jane Pell, Exertion Games Lab, Department of Human-Centred Computing, Monash University, Australia, research@sarahjanepell.com | Florian ‘Floyd’ Mueller, Exertion Games Lab, Department of Human-Centred Computing, Monash University, Australia, floyd@exertiongameslab.org
Over recent years, there has been an increase in the coming together of interactive technology and water, leading to the emergence of WaterHCI, a distinct subfield of human-computer interaction (HCI). However, there is little work that aims to paint a comprehensive picture of the work around WaterHCI experiences so far, limiting the opportunity to identify directions for future research. This monograph aims to address this through an articulation of prior WaterHCI works structured using two frameworks that aim to offer a better understanding of the design of aquatic experiences through four key user experiences across six different degrees of contact with water. This articulation allows us to highlight underexplored areas that could guide WaterHCI researchers in identifying what to research next in order to bring the field forward as a whole. Ultimately, our work aims to help so that more people can profit from the many benefits that combining interactive technology and water affords.
In recent years, there has been an increase in the coming together of interactive technology and water, leading to the emergence of WaterHCI, a distinct subfield of human-computer interaction (HCI). However, there is little work that aims to paint a comprehensive picture of the work around WaterHCI experiences so far, limiting the opportunity to identify directions for future research.
This monograph aims to address this through an articulation of prior WaterHCI works structured using two frameworks that aim to offer a better understanding of the design of aquatic experiences through four key user experiences across six different degrees of contact with water. This articulation highlights of underexplored areas that could guide WaterHCI researchers in identifying what to research next in order to bring the field forward as a whole. Ultimately, this work aims to help so that more people can profit from the many benefits that combining interactive technology and water affords.