Sustainable human-computer interaction is investigating the role of persuasive and gamified technologies in encouraging people to engage in a more sustainable lifestyle. Motivation is a key requirement for behavior change, yet many persuasive systems do not sufficiently account for motivational aspects. In this paper we investigate under which circumstances components such as feedback and game elements (e.g., rewards) afford user motivation. The result is a taxonomy of design components that is grounded in well-established psychological theories on motivation. We illustrate how the taxonomy can contribute to the design of meaningful persuasive technologies by discussing a case study from the domain of sustainable mobility behavior (the project GoEco!).
The present urban transportation system, mostly tailored for cars, has long shown its limitations. In many urban areas, public transportation and soft mobility would be able to effectively satisfy many travel needs. However, they tend to be neglected, due to a deep-rooted car dependency. How can we encourage people to make sustainable mobility choices, reducing car use and the related CO 2 emissions and energy consumption? Taking advantage of the wide availability of smartphone devices, we designed GoEco!, a smartphone application exploiting automatic mobility tracking, eco-feedback, social comparison and gamification elements to persuade individual modal change. We tested the effectiveness of GoEco! in two regions of Switzerland (Cantons Ticino and Zurich), in a large-scale, one year long randomized controlled trial. Notwithstanding a large drop-out rate experienced throughout the experiment, GoEco! was observed to produce a statistically significant impact (a decrease in CO 2 emissions and energy consumption per kilometer) for systematic routes in highly car-dependent urban areas, such as the Canton Ticino. In Zurich, instead, where high quality public transport is already available, no statistically significant effects were found. In this paper we present the GoEco! experiment and discuss its results and the lessons learnt, highlighting practical difficulties in performing randomized controlled trials in the field of mobility and providing recommendations for future research.
This paper presents the research objectives of the enCOMPASS project, which aims at implementing and validating an integrated socio-technical approach to behavioural change for energy saving. To this end, innovative user-friendly digital tools will be developed to 1) make energy data consumption available and understandable for different types of users and stakeholders (household residents, office employees, school pupils, building managers, utilities, ICT providers) and to 2) empower them to collaborate in order to achieve energy savings and manage their energy needs in efficient, cost-effective and comfort-preserving ways. The project will demonstrate how this can be achieved with a novel approach that integrates user-centered visualisation of energy data from smart sensors and user-generated information with context-aware collaborative recommendations for energy saving, intelligent control and adaptive gamified incentives enabling effective and sustained behavioural change.
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