This article presents a Finnish social design study that was targeted at future Generation Z consumers. The main objective was to gain understanding of the target group’s attitudes, routines and skills relating to food consumption, diets and food waste within their households. The sustainability framework studied the Generation Z experience, obstacles and opportunities relating to behavior patterns, in addition with current habits—with respect to planning, shopping, cooking, eating and storing—and future motivations. The aim of the social design investigations was to provide contributions to the design outcome: a behavior change application that steered young consumers’ behavior patterns towards a more sustainable direction. The design framework was applied in two case studies that focused on 17–26-year-old consumers in Finland. The main method was qualitative online focus group discussions. Based on the results, the most important behavior change opportunities related to social aspects, the role of company sponsoring, localization and context-awareness potential in young consumers’ close environment and the need to engage wider sustainability aspects—such as carbon footprint, comparison of diets and financial savings—to the behavior change framework. Based on the results, the participants took the climate change challenge associated with food waste and biased diets very seriously.
The bioeconomy can support Europe’s transition to a low-carbon economy and help to meet key international, European and member state sustainability targets through the provision of bio-based products and energy derived from sustainably sourced biomass. A successful implementation of a bio-based economy in Europe will, however, require a profound transformation of our production and consumption patterns. Consumer behavior will play a major role in supporting the successful transition to a bio-based economy. This paper uses a structured quantitative survey approach to gain an understanding of consumer perspectives in relation to bio-based products. Conducted among 18–75-year-old consumers in Ireland and the Netherlands, the study indicates that consumers in both countries have a relatively positive outlook regarding bio-based products, with Irish consumers showing a slightly more positive outlook. The study finds that a larger majority of Irish consumers would prefer buying bio-based products as opposed to fossil-based products, while Irish consumers also have a slightly more positive impression than Dutch consumers that their consumer choices can be beneficial for the environment.
Our everyday environments are gradually becoming intelligent, facilitated both by technological development and user activities. Although large-scale intelligent environments are still rare in actual everyday use, they have been studied for quite a long time, and several user studies have been carried out. In this paper, we present a user-centric view of intelligent environments based on published research results and our own experiences from user studies with concepts and prototypes. We analyze user acceptance and users’ expectations that affect users’ willingness to start using intelligent environments and to continue using them. We discuss user experience of interacting with intelligent environments where physical and virtual elements are intertwined. Finally, we touch on the role of users in shaping their own intelligent environments instead of just using ready-made environments. People are not merely “using” the intelligent environments but they live in them, and they experience the environments via embedded services and new interaction tools as well as the physical and social environment. Intelligent environments should provide emotional as well as instrumental value to the people who live in them, and the environments should be trustworthy and controllable both by regular users and occasional visitors. Understanding user expectations and user experience in intelligent environments, and providing users with tools to influence the environments can help to shape the vision of intelligent environments into meaningful, acceptable and appealing service entities for all those who live and act in them
Abstract. This article introduces user experience research that has been carried out by evaluating a video-illustrated science fiction prototype with process control workers. Essentially, the prototype 'A remote operator's day in a future control center in 2025' was aimed at discovering opportunities for new interaction methods and ambient intelligence for the factories of the future. The theoretical objective was to carry out experience design research, which was based on explicit ambient user experience goals in the nominated industrial work context. This article describes the complete creative prototyping process, starting from the initial user research that included evaluations of current work practices, technological trend studies and co-design workshops, and concluding with user research that assessed the final design outcome, the science fiction prototype. The main contribution of the article is on the ambient user experience goals, the creation process of the video-illustrated science fiction prototype, and on the reflection of how the experience-driven prototype was evaluated in two research setups: as video sequences embedded in a Web survey, and as interviews carried out with expert process control workers. For the science fiction prototyping process, the contribution demonstrates how the method may employ video-illustration as a means for future-oriented user experience research, and how complementary user-centered methods may be used to validate the results.
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