A Placemaking Outdoor Recreation Application

‘Illahee’ - a Chinook jargon word for place or world. To us, Illahee is an idea of an all-encompassing relationship that ties the people of a place to the land and each other. With Illahee, we hope to foster sovereignty and build reciprocity with the people who embody traditional knowledge systems to protect the environment we all inhabit.

placehold

Introduction

This design research proposes the question of how a digital outdoor recreation tool could support Indigenous sovereignty through community engagement and embodied user learning. Our proposed digital tool, Illahee, is a placemaking outdoor recreation application with embodied interaction provided through guided audio-visual channels. Illahee aims to promote ecological awareness of and engagement with Indigenous history, culture, traditional knowledge systems and sovereignty efforts.

Role

Competitive Analysis

User Testing

Conducting Interviews

Design Input

Team

Ricardo Garza

Zoe Regan

Samantha Wanamaker

Duration

9 weeks

Tools

Miro

InVision

Figma

Wix

Project Goals

  • Evaluate the effectiveness of the application's on-boarding process
  • Evaluate effectiveness of integrating narration capability with other app features
  • Evaluate the effectiveness of the application's interpretive capabilities

Competitive Analysis

chart
chart

We looked for competitors that specialized in hiking/outdoor exercise apps, audio tour apps, and in indigenous placemaking. We chose 5 competitors: AllTrails, Strava, Anytour, VoiceMap, and Whose Land. All have Android and iOS mobile apps, while AllTrails, Strava, VoiceMap, and Whose Land have desktop sites that provide the portion of the features present in the mobile apps.

We conducted a preliminary analysis of features we would like to include in our proposed application and a secondary analysis on web and mobile navigational structure, tour/trail finding capabilities, GPS/map navigation, and overall use satisfaction of each competitor. The competitive analysis helped us understand marketplace opportunity and research precedents and also helped guide the initial design of our application.

Literature Review

Selections for our literature review focused on existing research that engaged with our primary research question: how can a digital outdoor recreation tool become a catalyst for sovereignty through community engagement and user learning?

Scholarly works were selected through keyword searches and reviewed for relevance and appropriate precedents.

Additionally, the seminal work by Indigenous environmental scholar and activist Winona LaDuke was reviewed and served as an important contextual resource in understanding how placemaking and naming, traditional knowledge systems and environmental stewardship connect in Indigenous sovereignty efforts.

Placemaking in Indigenious Sovereignty Efforts

Placemaking, as defined by Wikipedia, is the “multi-faceted approach to the planning, design and management of public spaces. Placemaking capitalizes on a local community's assets, inspiration, and potential, with the intention of creating public spaces that promote people's health, happiness, and well-being.”

The approach of placemaking is a core principle in contemporary Indigenous sovereignty efforts - the reclaiming of ancestral lands and the traditional resources therein through activism and policy centered on independent management.

In her landmark book, Recovering the Sacred: The Power of Naming and Claiming (1999), author Winona LaDuke explores the plurality of Indigenous placemaking. From the Klamath, Modoc, Yahooskin Paiute, Karuk, Yurok and Hupa tribes of the Klamath river basin working to restore stewardship of sickened rivers to the tribal communities to the reclamation of horsemanship and homelands by the Nez Perce tribes, placemaking is as diverse as the tribal nations of this continent. In order to support these efforts, each experience must be approached with a nuanced understanding of place and community.

Place naming, a specific type of placemaking, is another approach to sovereignty awareness and activism. From land acknowledgement statements to traditional greetings and name sharing, Indigenious language is a powerful vehicle for identity reclamation. The ‘renaming’ of place, particularly sacred places, “inscribe the landscape with meaning” (Gray & Rück, 2019) and challenge accepted colonial narratives about the land and its inhabitants.

What if placemaking and place naming, as it relates to Indigenious sovereignty efforts, could take the form of a digital tool for all those experiencing a place, Indigenious or otherwise? Could this tool support cross-cultural education and awareness? Could this tool support sovereignty efforts and ultimately influence public policy?

HCI in Digital Placemaking

The role of HCI in digital placemaking has been thoroughly researched and documented by HCI researcher Clara Crivellaro and her colleagues in two key research works: Contesting the City: Enacting the Political Through Digitally Supported Urban Walks (2015) and Re-Making Places: HCI, ‘Community Building’ and Change (2016).

In ‘Contesting the City: Enacting the Political Through Digitally Supported Urban Walks’, Crivellaro, et al. explore how “situated discovery” and “articulation of issues at the intersection between the politics of place making and city planning” can challenge normative representations of place and give voice to marginalized narratives. (Crivellaro et al., 2015, pg. 2966)

Crivellaro, et al. suggest that allowing for everyday actions, uses and interactions to drive interrogations of singular histories inherently contributes to a plurality of experiences. This plurality is key in dismantling ahistorical assumptions that uphold capitalist-colonialist ideology and white supremacy and central to our design research.

In Re-Making Places: HCI, ‘Community Building’ and Change, a publication from the following year, Crivellaro, et al. dig into how the intervention of “prevailing, normative practices and existing spatial configurations in order to support the articulation of values, issues and open up the conditions of possibility,” with the paramount importance of embodied storytelling explained:

“Stories find their value not in their claims to legitimate truths about community and place. Instead, it’s in their uncertain and open-ended nature, and in how they emerge through varied, situated encounters and contingent situations, that they posit an “equality of intelligence” (rather than ‘sanctioned’ knowledge)]. That they are plural, situated, partial and contingent doesn’t discount them, rather it’s this that allows them to contain the possibilities for the future.” (Crivellaro et al., 2016, pg. 2966)

The concept of pluralistic storytelling as a reframing of history is a core tenet of the initial design approaches to Illahee.

Re-Making Places also stresses the ‘centrality of physicality and the need for HCI design to adopt methods and approaches to engage with embodied practices and sensorial aspects of places,” (p2967) where “material engagements in place making, socio-political issues, lived experiences and practices are brought to the fore and given form.”(Crivellaro et al., 2015, pg. 2967) The cohesion of physical experience and storytelling aligns with proposed Indigienous forms of embodiment discussed in the next section.

The role of HCI in the futures of sovereign Indigenous placemaking

In Culturally Sensible Digital Place-Making: Design of the Mediated XicanIndio Resolana, authors Martínez, et al. discuss theoretical and educational needs of decolonized design as well as lessons learned from their community based design research for the Mediated XicanIndio Resolana, a cultural education interface that engages participants through embodied interaction and community storytelling.

While the theoretical foundation of this work is critical for the development of decolonized HCI, most relevant to our research is the importance of embodied interaction and the role this interaction in building “understanding of indigenious community knowledge systems for indigenious ways of learning.” (Martinez et al., 2010, pg. 165)

For the purposes of understanding how digital placemaking and storytelling could support sovereignty efforts, it is critical that the method of learning “take place through embodied and lived experience.” (Martinez et al., 2010, pg. 165)

Most interestingly, Martinez, et al. posit that beyond indigenous knowing, there is indegnious being - a reflection of the local community requiring presence of the local community, through a practice of interaction with others within the context of a situated environment. This practice of indigenious being is central to our design research: situating first person or testimonio storytelling within an associated ecological environment as a practice of reciprocity and accountability.

Martinez, et al. emphasize the critical nature of participatory design by local Indigenous communities - learning is often considered a sacred act (p. 168) and the expository nature of sharing ‘knowledge’ with unwilling or unengaged audiences could be extractionary and deeply harmful. The concept of sovereignty must extend to how and what knowledge is shared - and how that learning is received.

Interviews

We conducted one on one semi-structured interviews with participants to collect feedback to help us better understand our problem and focus our efforts. Of note, we solicited feedback from both BIPOC (Black, Indigenous, People of Color) and non-BIPOC participants. This effort was to ensure Indigenous representation and perspectives in our design, as well as account for non-BIPOC perspectives.

affinity

By recording our observations along a set of inductively coded categories in our affinity diagram, we ultimately organized our interview findings into four themes:

  • Concepts of place
  • Digital habits in outdoor recreation
  • Definitions of sovereignty
  • Digital tool to support sovereignty efforts

Concepts of Place

  • All interview participants described individual concepts of place, with emphasis on the idea of present existence, or to be currently in a physical location, as well as the idea of familial or ancestral ties.
  • “A sense of place to me means an internal deep connection to an ancestral place that I can consider home and have a relationship with,” stated one participant.
  • Many participants described ‘home’ or ‘nature’ as important places and several participants alluded to a deeper, more spiritual connection.
  • No participants described ‘place’ as related to a community outside of family or as a shared resource.

Digital Habits in Outdoor Recreation

  • Participants described a variety of activities: fishing, running, walking, hiking, gardening, and off-road driving.
  • All of our participants utilize technology to augment their outdoor recreation experience, but the individual tools varied.
    • Three participants listed applications with GPS or other mapping technology, including navigation applications like ‘Siri’ or Waze and a golf course application that, “shows you where you are on the green.”
    • Strava was also used by one participant to record statistics such as bike ride times or distances, and another participant described using an application to “track the time, miles, and calories burned when I walk or run.”
    • Two participants listed their phone camera as a tool often used when recreating outdoors, and one of these participants explained that she used social media applications such as Instagram and Facebook in conjunction with her camera in order to share her photos.

Definitions of Sovereignty

  • All but one interview participant had an idea or personal definition of sovereignty, which included concepts such as: independent management or control by people residing in a specific place; individuals having a say in how something is designed, or reflective of intended use; ruling of a place.
  • One non-BIPOC participant stated that, “sovereignty is not really clear in a lot of places, and often are stripped of sovereignty even if they are sovereign in name.”
  • One participant that identified as BIPOC described sovereignty as an, “Indigneous claim to a place that has been there since time immemorial. It allows us to exercise control and management of that place in a tribal and cultural way with a certain level of control and management.”

Digital Tool to Support Sovereignty Efforts

  • All participants believe that technology can support sovereignty efforts, but with different outcomes.
  • Our BIPOC participants believed that technology could “do so much” for communities.
    • “bring back elders in a digital form to tell stories”
    • “Indigenous knowledge needs to be passed to children, grandchildren and even adults that don’t know how to exist or do anything in nature anymore. Indigneous people need to embrace technology to keep our language, our ceremony, our traditions, family structure, parenting”
  • Non BIPOC participants described the ability of technology to support sovereignty efforts somewhat differently.
    • One participant described how technology could help promote open dialogue, while another stated that technology could share information about what tribes or cultures live in that area and what “places are controlled by certain people.”

Contextual Inquiry

We included contextual inquiry in our interviews to better gather initial design impressions from participants and better understand what future users might expect to see in our application. The contextual inquiry utilized a digital narrative which provided visual information, as well as sharing information about some of the features of the application such as placemaking, environmentalism, and the goal of fostering sovereignty.

View digital narrative HERE

digitalnarrative
digitalnarrative
Key Findings
  • The response to the product showcased in the digital narrative was overwhelmingly positive, with many participants expressing interest in learning more and using the application.
  • BIPOC participant stated: “I also really like the Indigenous twist on the website but the website has a lot for people who aren’t Indigenous to open their mind to more possibilities than just walking on the trail and enjoying the scenery.”
  • However, one participant was confused on how this application could be used to educate future generations, stating that the information presented in the digital narrative is “too vague.”
  • All participants mentioned that the focus on Indigenous culture and sacred places also piqued their curiosity and understood that they would be downloading an application used to further awareness of Indigenous history and perspectives.
  • One participant stated that they could only see themselves using this during solo hikes.
  • “I’m not sure I want to have technology during a hike because sometimes I like to disconnect and just enjoy the outdoors.”

Lo-fi Prototype

We created our low fidelity wireframes based on our sketches created in Invision. The sketches allowed us to visualize our design concepts and as we worked on the low fidelity prototype in Figma we made changes and improvements. For the most part, the sketches translated well and we kept most of the design concepts intact. We felt confident in our design and the direction we were heading in.

digitalnarrative
digitalnarrative
digitalnarrative
digitalnarrative

Usability Test

We implemented A/B testing in order to test two different designs of the GPS navigation screen and narration screen. Prototype one utilized switching between a full screen navigation screen and full screen narration screen. Prototype two utilized a split screen where navigation and narration resided in one screen.

Tasks
  • Please select the trail titled ‘Tower Arch Trail’?
  • Once on the Tower Arch Trail, please enable the ‘narration’ feature
  • Please start the trail narration
  • Please change the layout of the narration screen
  • Please add Tower Arch Trail to your ‘favorites’ list
  • Please view if Tower Arch Trail is in your favorites list
Prototype One
narration1
Prototype Two
narration2
Key Findings
  • All of our participants were able to find ‘Tower Arch Trail’ and the ease of use for finding this specific trail had an average score of 4.83 out of 5, falling between ‘easy’ and ‘very easy’ to find.
  • 100% of participants successfully added the ‘Tower Arch Trail’ to their favorites list and, on average, rated the ease of this task 4.83 out of 5 - ‘very easy’ to add.
  • Six out of six participants were able to successfully enable the narration feature and rated the ease of doing so 4.67 out of 5, between ‘easy’ and ‘very easy’ to enable.
  • Only 67% of our participants stated ‘true’ when asked if they found the narration feature engaging and would use it in their outdoor recreation experiences.
  • Our user’s overall satisfaction with the application prototype was 4.58 out of 5, between ‘satisfied’ and ‘extremely satisfied’.
  • 33% of our participants found the icon for switching screens between the ‘trail navigation’ and the ‘narrator view’ confusing and challenged their completion of a task.
  • Out of the participants that evaluated the dual screen prototype, 50% of participants stated that more clear indication of how to switch screens between the narrator and the hiking map would improve the application.

Hi-fi Prototype

Overall, users liked the concept of the application and the general design. A benefit of switching to high fidelity was the ability to add images. We added images to trail locations to give the user a better sense of the trail locations and their environments.

Short Term Recommendation

Global
  • Low power mode - setting + notification
  • Picture trail locations - like album cover
  • ‘Near me’ map feature
hifi
'Favorites' List
  • Move favorites to somewhere you can easily access it like user profile
  • Make the heading on filter list more obviously a filter and not a link to favorites list
hifi
Narration Feature
  • More obvious ‘recording’ or ‘Start’ CTA
  • Better indication for switching views
hifi
Interpretive Content
  • Create onboarding experience
  • Make the narrator screen something other than narrator face
  • One user was confused by the media player and length of the trail i.e. he wasn’t sure if the ‘time elapsed’ was for the trail or for the narration/media - maybe this feature should be in a pop up or make it obvious that it's a part of the narration
hifi

Retrospective

  • Overall, our research demonstrated an overwhelmingly positive interest for engaging with Indigenous culture and history, demonstrated by outcomes in our interviews and usability testing.
  • Many users commented on the uniqueness and timeliness of the idea and a high degree of learning about local ecology was also expressed.
  • Users were split on the usefulness and necessity of our proposed narration feature, with some participants expressing hesitancy with using this feature for fear that it might detract from their enjoyment and engagement with outdoor recreation.
  • Further design iterations and research is needed to refine features and understand what content is most engaging and relevant.
  • Future research could include participatory design methods with Indigenous communities to create multimedia content, which could then be included and evaluated in future design iterations.
  • Future research should evaluate whether or not content is effective in user learning and understanding of Indigenious histories, knowledge systems and sovereignty efforts.

References

Crivellaro, C., Comber, R., Dade-Robertson, M., Bowen, S. J., Wright, P. C., & Olivier, P. (2015). Contesting the City. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. https://doi.org/10.1145/2702123.2702176

Crivellaro, C., Taylor, A., Vlachokyriakos, V., Comber, R., Nissen, B., & Wright, P. (2016). Re-Making Places. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/2858036.2858332

Friedman, B. (2017). Survey Of Value Sensitive Design Methods. NOW Publishers.

Gray, C. (2021, March 31). Reclaiming Indigenous Place Names. Yellowhead Institute. https://yellowheadinstitute.org/2019/10/08/reclaiming-indigenous-place-names/.

LaDuke, W. (2017). Recovering the sacred: the power of naming and claiming. Haymarket Books.

Manuel, J., & Crivellaro, C. (2020). Place-Based Policymaking and HCI. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376158

Martinez, C., Kemp, R., Birchfield, D., Campana, E., Ingalls, T., & Gkisedtanamoogk. (2010). Culturally sensible digital place-making. Proceedings of the Fourth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '10. https://doi.org/10.1145/1709886.1709915