Stimulating consumers to save water is a challenge and an opportunity for water demand management. Existing ICT systems for behavioural change often do not consider the underlying behavioural determinants in a systematic way. This paper discusses the design of the behavioural change and incentive model combining smart meter data with consumption visualisation and gamified incentive mechanisms to stimulate water saving. We show how the design of such a system can be related to a holistic behavioural change model and how this systematic mapping can inform the design of an integrated incentive model combining different incentive types (virtual, physical, social). The model is implemented in the SmartH2O system and deployed in two pilots. We present the preliminary results for the Swiss pilot, which indicate reduced water consumption, positive user feedback and overall suitability of the designed incentive model.
The Internet and electronic marketplaces have profoundly transformed the travel services industry and challenged the traditional value proposition of travel agencies: What is the reason for their existence if information is abundantly available and transactions can be flexibly conducted in direct buyer-seller interactions on the Internet? Traditional travel agencies are struggling to develop new value propositions which differentiate them against the Internet competition, largely based on expanding their reach through online subsidiaries. We present a reintermediation approach based on a novel way of IT-enabled travel advisory which integrates the advantages of interactive technologies and Internet channels with the advantages of direct customer interaction in the physical agency setting. In particular, we propose a reintermediation framework based on the integration of kernel theories from information seeking behavior, interactive value creation, relationship marketing and the design of hedonic information systems. We argue that physically collocated travel advisory services can create a significant added value, if they succeed in uncovering customers' hidden needs, heightening trust and relationship building in the advisory process and creating a better user experience. Following the design science methodology we validate the proposed framework through the design, implementation and evaluation of a proof-ofconcept prototype in a field experiment in a real-world travel agency.
In a world affected by the constant growth and concentration of the population in urban areas, the problem of preserving natural resources has become a priority. A promising approach to resource conservation is demand management, i.e., the ability to positively influence the behaviour of the population towards more sustainable consumption. Information and Communication Technology (ICT) tools have shown a great potential in influencing consumers' behaviour, which could be exploited for the common good. However, the design of so-called persuasive systems for environmental purposes is a challenging task, because it cannot be based solely on the utilitarian motivation of users, but must be able to trigger a broader range of engagement factors deeply rooted in the human psychology. In this paper, we review the main design principles and models at the base of a class of persuasive system that exploits gamification and Games with a Purpose (GWAPs) to engage users towards sustainability; we identify the most commonly used incentive mechanisms for inducing behavioural changes; and present a selection of gamified systems for energy and water conservation. From such a survey, we distill design guidelines to be applied in the design of demand management socio-technical systems.
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.
Consumption-based feedback has been demonstrated to encourage water conservation behaviors. Smart meters and digital solutions can support customized feedback and reinforce behavioral change. Yet, most of the studies documenting water conservation effects induced by feedback and smart meter data visualization evaluate them in short-term experimental trials only. Here we show that water conservation behaviors promoted by smart meter-based consumption feedback and digital user engagement interventions might persist in the long term. We developed an analysis of 334 households in Valencia, Spain. We find that approximately 47% of the households engaged in our water conservation program achieved a long-term 8% reduction of volumetric water consumption, compared with pre-treatment observations. Water conservation behaviors persisted more than two years after the beginning of the program, especially for the households receiving sub-daily smart meter information. Our results provide empirical evidence that smart meter-based water consumption feedback and digital user engagement can effectively promote durable conservation behaviors.
Abstract. Hedonic aspects are increasingly considered as an important factor in user acceptance of information systems, especially for activities with high self-fulfilling value for the users. In this paper we report on the results of an experiment investigating the hedonic qualities of an interactive large-display workspace for collocated collaboration in sales-oriented travel advisory. The results show a higher hedonic stimulation quality of a touch-based large-display travel advisory workspace than that of a traditional workspace with catalogues. Together with the feedback of both customers and travel agents this suggests the adequacy of using touch-based large-displays with visual workspaces for supporting the hedonic stimulation of user experience in collocated collaboration settings. The relation of high perception of hedonic quality to positive emotional attitudes towards the use of a large-display workspace indicates that even in utilitarian activities (e.g. reaching sales goals for travel agents) hedonic aspects can play an important role. This calls for reconsidering the traditional divide of hedonic vs. utilitarian systems in current literature, to a more balanced view towards systems which provide both utilitarian and hedonic sources of value to the user.
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