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Behaviour change at work: Empowering energy efficiency in the workplace through user-centred design
Copyright @ 2011 University of California eScholarship RepositoryCO2 emissions from non-domestic buildings - primarily workplaces - make up 18 percent of the UK's carbon footprint. A combination of technology advances and behavioural changes have the potential to make significant impact, but interventions have often been planned in ways which do not take into account the needs, levels of understanding and everyday behavioural contexts of building users - and hence do not achieve the hoped-for success.This paper provides a brief introduction to the Empower project, a current industrial-academic collaboration in the UK which is applying methods from user-centred design practice to understand diverse users' needs, priorities, mental models of energy and decision-making heuristics - as well as the affordances available to them - in a number of office buildings. We are developing and trialling a set of low-cost, simple software interventions tailored to multiple user groups with different degrees of agency over their energy use, which seek to influence more energy efficient behaviour at work in areas such as HVAC, lighting and equipment use. The project comprises an ethnographic research phase, a participatory design programme involving building users in the design of interventions, and iterative trials in a large office building in central London
Game-Based Teaching Methodology and Empathy in Ethics Education
This article describes the experience of a group of educators participating in a graduate course in ethics. Playing role playing games and the work accompanying that play were the predominate methodology employed in the course. An accompanying research study investigated the lived experiences of the course participants. Themes that emerged from interview data included student engagement, participants’ applications, empathy development, and reactions to professor modeling
Co-designing smart home technology with people with dementia or Parkinson's disease
Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users
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