Feeling Climate Change: Intersections of Every Day Cycling and Climate Change
Crafting the High Water Pants
This medium post reflects the design and creation of my Master of Design thesis at the University of Washington School of Art + Art History + Design. It details the concept of the High Water Pants and the process of creating them. Although I consider the entire process research, please read further into my preliminary, grounds-building research and my design ideation phases of this thesis.
The High Water Pants sought to speculatively explore the intersections of everyday cyclists and climate change in a way that offered cyclists ways to both reflect on their entanglement within a changing climate as people who are exposed to the elements on a daily basis as well as imagine scenarios with climate change in the future and its impacts on their cycling practices. This project stems from my own personal experience as a cyclist riding during the past few forest-fire-smoke-filled summers in Seattle which made me wonder if the smoke was due to changes in climate and then wishing I had ways to tangibly understand my imbrication with climate change.
One of the main things my research exposed was that climate change is hard to feel. Due to its generational scale, climate change is difficult to perceive in everyday life or within the context of bike commuting. Even though cyclists had rich, sensorial and embodied understandings of climate and weather built from a history of practice bike commuting, they had a difficult time citing specific instances of climate change within their practices (even cyclists who had been commuting for 7, 11, or even 15 years). So, in order to make climate change tangible at the scale of everyday life, I created a ‘time-bending’ garment for cyclists to wear which I called the High Water Pants that enable future projections about sea-level rise to be experienced in the present moment, in situ, as cyclists ride and explore Seattle’s unique geography and topography.
High Water Pants Concept
The High Water Pants are named after the colloquial term for pants that end above the ankle, jokingly associated with a coming flood — a play on how the concept is tied to data about sea-level rise in the Puget Sound (Miller et al. 2018). The High Water Pants work by having pant legs which dynamically shorten in correspondence with areas in Seattle that will be acutely impacted by sea-level rise in the future to signal to the rider they are in a future impact zone. The following is a concept video showing the functioning of the High Water Pants.
The High Water Pants use NOAA’s Sea Level Rise Viewer and Seattle Public Utilities Sea Level Rise Map as references to define areas that will be impacted by sea-level rise in the future. As a cyclist rides into those areas while wearing the High Water Pants, the pants actuate in real-time using live GPS information. The pants use a GPS module to detect if the rider is within a preset area, defined through hand-crafted geofences. GPS readings are passed through a polygon detection algorithm run by an Adafruit Flora microcontroller which allows the pants to detect whether the rider is inside or outside of geofences. The current areas I have geofenced for my pilot study are around Golden Gardens and Elliot Bay Trail because these are popular cycling paths as well as areas that will be affected by sea-level rise. Currently, the pants can only handle one geofence at a time, but I am in the process of updating my code to keep track of multiple polygons at once in order to allow cyclists to more actively explore Seattle. I intend to add the mouth of the Duwamish and Alki Beach to the geofences cyclists can explore. Ultimately, it would be amazing to have a polygon detection algorithm that could interpret sea-level rise GIS data downloaded directly from NOAA.
Crafting the High Water Pants
After a period of ideation, I began fabricating the High Water Pants. My goal was to have a physical prototype, something as close to a research product (Wakkary et al, 2015) as possible, or something durable that could be deployed into the field for longer-term use and testing with users.
1 — Getting Started
I started by making an ‘analog’ pair of pants that somewhat-faithfully followed one of my original sketches from my ideation phase, as well as beginning to work with servo motors on pants in conjunction with different fabric construction and embellishment methods (smocking and beads).
Simultaneously, I was also conducting some low-fidelity feeling prototypes to begin to understand the capacity of my leg to feel as it was in motion on a bike.
Insights
The main insights I gained from these first experiments had to do with the mechanics, ergonomic and sensorial possibilities and constraints of the pants.
- The lower leg doesn’t have a fine sense of feeling so the pants feeling would be best as a binary, not graduated, experience.
- Making a system that pulled through the knee joint (or, mounting a motor above the knee joint) would add fluctuating stress to the motor due to the changing angle of the knee and would also cause drag through that bend, so I decided to try to create a system that operated under the knee joint.
- 180-degree servo motors are easy to control than 360-degree servos. Additionally, they require little energy and few pins on a microcontroller which is good for longer-term usage.
- Servos can’t pull very far, so the design would have to extend their reach or leverage their mechanical movement.
2 — Mechanical Ideation
After deciding to move the mechanical part of the pants to below the knee and deciding I would need a way to extend the impact of the servo’s arm, I set out to create a simpler way to ideate the mechanism by which I would raise the pants. To do this I created a model/frame based on my own leg to quickly ideate over.
I created (sometimes with input from mechanical engineer friends) three different methods for pulling the pants using this fake leg: a hoop, a platform, a spool. I also created three other mechanisms: flipping over a piece of fabric, soft electromagnets, and a spring-loaded bead tautening system.
3 — First Draft
In order to uncover complexity in creating a set of pants, I built a pair of pants in their entirety to test not only the mechanism but the code as well. I decided to try the platform side-pull method first and see how it went. I started with a pair of pants I found at Goodwill which had the basic shape I wanted to use, being wide legged but cropped. This was the first time I really tested the full, mechanized pants while riding as well.
Findings from the first whole pants:
- The platform pull method when on the side of the leg was a great way to pull up on the bottom of the pants.
- Conductive thread wasn’t conductive enough to deliver power evenly to my servo motors so I used wire in my design instead.
- The GPS geofence worked, but I needed to solve for computational interference between the running the servo and reading the GPS.
4 — Material Exploration
I was aware I needed to refine the materials of the pants and the materials of the pulling mechanism. To do this, I created ‘material sketches’ and then more refined, analog material prototypes. To refine the pulling mechanisms I iterated on the form and materials of the platform-pull device.
5 — The Pants Design
I then began construction of the actual pants I would use. I started by making a muslin mockup, developing pocket pattern pieces and then moving to the yellow/mesh fabric.
6 — Computational System
While I was working iteratively on the mechanical parts of the pants, I was also working on the computational aspects of the pants. There were considerations and iterations in both the hardware and code I used to run the High Water Pants.
One of the main requirements of the High Water Pants was that they understood where they were geographically in order to raise and lower within certain zones. To accomplish this, I used a Flora Wearable Ultimate GPS Module in combination with a Flora microcontroller to create a GPS geofencing system. The GPS module could track where a rider is at all times. That location is then sent through an algorithm in the microcontroller that can detect whether or not the rider is inside or outside of a polygon which it builds through a collection of latitude and longitude points held in arrays. This can all happen as a cyclist rides so they can experience the data in real-time and actual, physical locations.
To create the geofences, I used the My Maps feature of google maps to create a set of points that would create a rough geofence that matched NOAA maps for sea-level rise in the same area. From these points, I would collect the latitude and longitude in a google docs spreadsheet and then manually load them into arrays. In order to create a more robust system, I will soon be creating code that accepts multiple polygons, so I can have more areas in Seattle connected to my pants. The areas I currently have geofenced are Golden Gardens and Elliot Bay Trail and the Olympic Sculpture Park. In future iterations, I would like to include more geofences in order to run a different type of testing with the High Water Pants. Currently, since I only have one area geofenced at a time, I have to tell the cyclist participants where to ride and then they know what to expect. If the test was more open-ended with more geographic locations and they could explore over multiple days, their exploration would be more self-guided and full of surprise and discovery.
7 — Major Insights
- Creating a clear feeling requires clarity of craft I didn’t achieve a clear feeling until the craft of my pants was clarified and refined as well. Feeling differences on different parts of the body require different design techniques, the leg requires a pretty obvious change. As do parts of the body while in motion.
- Depending on what part of the body you want to experience change, different design considerations would have to come into play. While the neck could detect a feather, the shin (in motion on a bike) needs more gross-motor movements.
- The feeling needed to be able to blend in and out of consciousness — I needed to craft the right level of ‘feeling’. If a cyclist is riding along the waterfront and it takes like 20 minutes, I don’t want to hit them with a servo for 20 minutes.
Next Steps . . .
Check-in for an account of the High Water Pants user testing pilot and discussion of the implications! :)
References
Miller, Ian et al. 2018. Projected Sea Level Rise for Washington State — A 2018 Assessment.
Wakkary, Ron et al. 2015. “Material Speculation: Actual Artifacts for Critical Inquiry.” Aarhus Series on Human Centered Computing 1(1): 12. https://tidsskrift.dk/ashcc/article/view/21299.