55 research outputs found
The aesthetic zone of interaction. How are aesthetic design qualities experienced?
The aim of the present position paper is to raise issues concerning aesthetic experience in relation to an
ongoing work of designing an artefact encouraging video reporting of personal experiences. The work
serves as an example of a design experiment where aesthetic qualities are emphasized, but where the
resulting interactions have not yet been analyzed in relation to these qualities. Our position is that the
aesthetics of an interactive artefact evolves in the interactive zone between people who use it and the
artefact itself. The aesthetic qualities are, thus, crystallized in the use of the artefact â whether it ranks high on a usability scale or not. Just as usability qualities, the aesthetic qualities contain contextual factors of its users, such as their pre-comprehension of the artefact, their cultural background and their emotional states. Furthermore, they include the context of the artefact, such as its physical design and the environment of its use. Our standpoint is consistent with Shustermanâs pragmatist approach to aesthetics, as related by
Petersen et al. [2]. This approach promotes aesthetics of use rather than aesthetics of appearance. The experience of aesthetics lies in the interaction with the artefact rather than merely in the visual perception
of it
Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in
the domestic setting. PowerAgent is connected to the householdâs automatic electricity meter reading equipment via the cell network, and this setup makes it
possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game
Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers
In this article, we present Power Agentâa pervasive game designed to encourage teenagers and
their families to reduce energy consumption in the home. The ideas behind this mobile phonebased
game are twofold; to transform the home environment and its devices into a learning arena
for hands-on experience with electricity usage and to promote engagement via a team competition
scheme. We report on the gameâs evaluation with six teenagers and their families who played the
game for ten days in two cities in Sweden. Data collection consisted of home energy measurements
before, during, and after a game trial, in addition to interviews with participants at the end of
the evaluation. The results suggest that the game concept was highly efficient in motivating and
engaging the players and their families to change their daily energy-consumption patterns during
the game trial. Although the evaluation does not permit any conclusions as to whether the game had
any postgame effects on behavior, we can conclude that the pervasive persuasive game approach
appears to be highly promising in regard to energy conservation and similar fields or issues
Challenges in Energy Awareness: a Swedish case of heating consumption in households
An efficient and sustainable energy system is an important factor when minimising the environmental impact caused by the cities. We have worked with questions on how to construct a more direct connection between customers-Ââcitizens and a provider of district heating for negotiating notions of comfort in relation to heating and hot tap water use. In this paper we present visualisation concepts of such connections and reflect on the outcomes in terms of the type of data needed for sustainability assessment, as well as the methods explored for channelling information on individual consumption and environmental impact between customers and the provider of district heating.
We have defined challenges in sustainable design for consumer behaviour change in the case of reducing heat and hot water consumption in individual households: (1) The problematic relation between individual behaviour steering and system level district heating, (2) The complexity of environmental impact as indicator for behaviour change, and (3) Ethical considerations concerning the role of the designer
âMama, Itâs Peacetime!â: Planning, Shifting, and Designing Activities in the Smart Grid Scenario
In this paper, we describe a research-through-design (RtD) approach to investigate the potential of householdsâ electricity load balancing in the smart grid. Through the design probe âPeacetimeâ, householders explore peak hours as opportunities for serene and non-electricity consuming activities. During the 2 weeks, Peacetime was deployed in the homes of three households to explore an alternative framing of non-use of electricity to the commonly used framework for prompting people with feedback on their consumption. Householdsâ active load balancing included planning of, replacing, reorganizing, and skipping everyday domestic activities. Results indicate that focus could be shifted from restricting electricity use to creating alternatives â leading to a positive framing of load balancing. The scenarios reflected in this paper differ from those of rational energy managers basing decisions of domestic life on complex facts and figures. Scenarios from the study portray how planning, reorganization, and time shifting of activities may be obtained with soft means emphasizing values of well-being and respect of the variation of householdsâ social contexts
Coffee maker patterns and the design of energy feedback artefacts
Smart electricity meters and home displays are being
installed in peopleâs homes with the assumption that
households will make the necessary efforts to reduce their
electricity consumption. However, present solutions do not
sufficiently account for the social implications of design.
There is a potential for greater savings if we can better
understand how such designs affect behaviour. In this
paper, we describe our design of an energy awareness
artefact â the Energy AWARE Clock â and discuss it in
relation to behavioural processes in the home. A user study
is carried out to study the deployment of the prototype in
real domestic contexts for three months. Results indicate
that the Energy AWARE Clock played a significant role in
drawing householdsâ attention to their electricity use. It
became a natural part of the household and conceptions of
electricity became naturalized into informantsâ everyday
language
CLOCKWISE â Smarta lösningar till stöd för energieffektiva beteenden Slutrapport för forskningsprojekt 24, CERBOF 2:2 Beteende, processer och styrmedel
MÀnniskans beteende spelar en avgörande roll vid energibesparing och energieffektivisering.
Interaktiv teknik har potential att visualisera energi och dÀrmed göra anvÀndningen
mera begriplig för gemene man. I projektet CLOCKWISE utrustades hushÄll under en
period med en prototyp, Energy Aware Clock, som ger en grafisk Ätergivning av hushÄllselen
i realtid. Studien syftade till att undersöka prototypens inverkan pÄ beteende
bÄde kvalitativt och kvantitativt. Teman för den kvalitativa studien var anvÀndningsmönster,
medvetenhet om anvÀndningen av el samt nyttogörandet av Äterkoppling (feedback). I
den kvantitativa delen har olika eldata och inomhustemperaturer loggats med fokus pÄ
minskning och temperatur variationer.
Resultaten visar att hushÄllen har lÀrt sig om sin normala vardagsanvÀndning av el och
de har upptÀckt och kartlagt utrustning som drar mycket el. Under de tre mÄnadernas testperiod
har tvÄ tydliga faser identifierats, den första upptÀckande och den andra bekrÀftande.
Resultat frÄn mÀtningar, projektets kvantitativa del, visar pÄ hög komplexitet med
mÄnga osÀkerhetsfaktorer och gör det svÄrt att sammanfatta nÄgra sÀkra slutsatser. Trots
rÄdande osÀkerheter i underlaget finns indikationer pÄ att de deltagande hushÄllen reducerat
anvÀndningen av hushÄllsel med upp till ca 10%. Inomhustemperaturerna har inte pÄverkats
under projektets gÄng. En koppling till utomhustemperaturen vid snabba förÀndringar
kan dock iakttagas
Social interactions for a sustainable lifestyle: The design of an experimental case study
Every day we face numerous lifestyle decisions, some dictated by habits and
some more conscious, which may or may not promote sustainable living. Aided by
digital technology, sustainable behaviors can diffuse within social groups and
inclusive communities. This paper outlines a longitudinal experimental study of
social influence in behavioral changes toward sustainability, in the context of
smart residential homes. Participants are residing in the housing on campus
referred to as KTH Live-In Lab, whose behaviors are observed w.r.t. key
lifestyle choices, such as food, resources, mobility, consumption, and
environmental citizenship. The focus is on the preparatory phase of the case
study and the challenges and limitations encountered during its setup. In
particular, this work proposes a definition of sustainability indicators for
environmentally significant behaviors, and hypothesizes that, through
digitalization of a household into a social network of interacting tenants,
sustainable living can be promoted. Preliminary results confirm the feasibility
of the proposed experimental methodology.Comment: 7 pages, 4 figures, 1 table. Presented at the 2023 IFAC World
Conference, Yokohama, Japa
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