Mountain areas are especially vulnerable to climate change. In recent years, intermittent droughts have forced many Alpine huts to close early or rely on cable cars or helicopters to import water. To raise awareness of water scarcity among hut visitors, we developed Framing Water, a reflective game based on the data physicalization of each visitor's water consumption during an overnight stay. The game requires players to select their most essential water-using activities without exceeding a fixed limit. Yet, it is designed not to provide a univocal answer about the right choices to make but to spark reflection and dialogue around trade-offs in daily practices. We evaluated it with 56 participants and found that water-use decisions are influenced by individual needs, values, and social norms. This work contributes to Sustainable HCI by showing how playful, data-driven artifacts can foster reflection and negotiation of resource use in response to climate challenges.
ACM CHI Conference on Human Factors in Computing Systems