235 research outputs found
âLikingâ persuasion: case studies in social media for behaviour change
Contemporary social media platforms such as Facebook and Twitter have seen huge growth in recent years with a respective 1 billion and 500m registered users. Given such large numbers of the global population are using online social networks regularly, tapping into this audience to raise awareness of, and bring about positive behaviour change in, societal issues such as energy consumption and healthier lifestyles has promising potential. This position paper describes three behavior change case studies in domestic energy and physical activity that fully integrated with online social networks. Participant engagement throughout the pilot interventions was high with measurable consumption/activity behavior change evident. We also discuss our current social media and sustainability research
Motivating physical activity at work: using persuasive social media extensions for simple mobile devices
Powerful behaviour change programmes can be developed through a combination of very simple, accessible technology, and an understanding of the psychological processes that drive behaviour change. We present a study in which very basic digital pedometers were used to record the number of steps taken by participants over the course of a normal working day. A Facebook application, named Step Matron, was utilised to provide a social and competitive context for pedometer readings. We were particularly interested in whether interactions between users via the application more successfully motivated physical activity than simply recording daily step counts in a similar application. Ten participants (1 male), all nurses working in a UK hospital, used the application across two conditions over the course of the study. In the socially-enabled condition, participants could view each otherâs step data and make comparisons and comments. In the non-social condition, participants could only view their own personal step data. A significant increase in step activity was observed in the socially enabled condition. Our findings highlight the potential of social media as a means for generating positive behaviour change. They also suggest that simple mobile devices can function as an inexpensive, accessible and powerful trigger towards this behaviour change without necessitating the use of overly complex and expensive mobile applications or device
Cross pollination
A descriptive narration of a project to create a 3-D computer animated film about a cross-pollination that occurs between plants on a planet and nanites (nanoparticle robots) that arrive on a space ship. Includes original thesis proposal, original storyboard, color stills, and technical notes
Wind, Light and Seating XpeRience (XR)
Inspired by Platoâs Cave metaphor from The Republic , this mixed reality experience talk and demonstration will ask the user to enter a virtual reality experience that is not completely virtual. Elements from the real world exist inside of the virtual; a flash light, a chair and wind. Research and demonstrations will be presented discussing what is XR (mixed reality) right now and what are some exciting technologies on the horizon that will take this field further..
Wattsup? Motivating reductions in domestic energy consumption using social networks
This paper reports on the design, deployment and evaluation of âWattsupâ, an innovative application which displays live autonomously logged data from the Wattson energy monitor, allowing users to compare domestic energy consumption on Facebook. Discussions and sketches from a workshop with Facebook users were used to develop a final design implemented using the Facebook API. Wattson energy monitors and the Wattsup app were deployed and trialled in eight homes over an eighteen day period in two conditions. In the first condition participants could only access their personal energy data, whilst in the second they could access each othersâ data to make comparisons. A significant reduction in energy was observed in the socially enabled condition. Comments on discussion boards and semi-structured interviews with the participants indicated that the element of competition helped motivate energy savings. The paper argues that socially-mediated banter and competition made for a more enjoyable user experience
Hip to be square: designing serious apps for coolness
This paper discusses previous work in developing intervention apps for sustainability that are designed to be cool and improve user engagement. While much work has been carried out by the HCI community in sustainability, particularly energy consumption; little has been done to improve interaction with this relatively mundane but serious topic to engender a compelling and cooler experience. Using the theme of âitâs cool to be uncoolâ for sustainability, we discuss the design of an eco-feedback Facebook application for deployment in a trial study. The Power Ballads Facebook app mashed mainstream âpopâ chart music with domestic energy data using aversive stimuli. Presented here are the pilot findings that suggest participants found the app cool
Competitive carbon counting: can social networking sites Make saving energy more enjoyable?
This paper reports on the design, deployment and initial
evaluation of âWattsupâ, an innovative Facebook
application which displays live data from a commercial
off-the-shelf energy monitor. The Wattsup application
was deployed and trialled in eight homes over an
eighteen day period in two conditions - personal energy
data viewable and friendâs energy data viewable. A
significant reduction in energy was observed in the
socially enabled condition. The paper argues that
socially-mediated discussion and competition made for
a more enjoyable user experience
Power ballads: deploying aversive energy feedback in social media
This paper reports on the pilot evaluation of âPower Balladsâ, an evocative social media application which displays aversive feedback based on excessive household energy usage. Work by other researchers in persuasive technologies has previously suggested the use of aversive feedback should be avoided as it leads to a lack of engagement by users. This work evaluates whether punishment of non-desirable behaviour discourages users from engaging with a persuasive application. To this end we recruited 9 households to use the Power Ballads application over a period of 4 weeks. We found the use of aversive feedback did not act as a deterrent to regularly interacting with the application through evaluating user engagement
There's a monster in my kitchen: using aversive feedback to motivate behaviour change
In this paper we argue that âpersuasive technologies,â developed to motivate behaviour change in users, have so far failed to exploit the established body of empirical research within behavioural science. We propose that persuasive technologies may benefit from both adapting to individual preferences, and a constructive use of aversive, in addition to appetitive, feedback. We detail an example application that demonstrates how this approach can be incorporated into an application designed to train users to adopt more environmentally friendly behaviours in their domestic kitchens
Cross Disciplinary Virtual Reality for Lighting and Composition: Research Update
Advanced technology has made Virtual Reality a viable tool for widespread multidisciplinary use. We saw an opportunity to use VR to benefit multiple departments at RIT; 3D Digital Design, Industrial Design, Interior Design, and the School of Film and Animation. All departments wrestle with the problem of effectively allowing the students the speed to iteratively light, compose and compare work. The complexity and length of rendering time using previous generation (CPU rendering) 3D applications distracts learners from focusing on design. Light and Composition are two major elements of designs that are often buried under overwhelming technical obstacles
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