Jon Froehlich 1 Leah Findlater 2 James Landay 1 1 Computer Science and Engineering (DUB Institute, University of Washington ) 2 The Information School.

Slides:



Advertisements
Similar presentations
Digital inclusion – a CS perspective Alex Poulovassilis ESRC TLRP-TEL Inclusion and Impact conference, June 2010.
Advertisements

Confidence in sport Sue Young
Copyright © 2004 Sherif Kamel Technology Acceptance Model Sherif Kamel The American University in Cairo.
Collège du Management de la Technologie – CDM Chaire en Economie et Management de l'Innovation – CEMI Innovation Ecosystem for Education Dominique Foray.
Promoting Recycling Behavior: What Works.
Information Retrieval: Human-Computer Interfaces and Information Access Process.
Ubiquitous Computing Definitions Ubiquitous computing is the method of enhancing computer use by making many computers available throughout the physical.
Building & Leading Teams for Impact December 20, 2011.
Using social technology and gaming to positively affect energy usage behaviour in higher education and the local community.
1 CCLI Proposal Writing Strategies Tim Fossum Program Director Division of Undergraduate Education National Science Foundation Vermont.
Information Retrieval: Human-Computer Interfaces and Information Access Process.
Usability 2004 J T Burns1 Usability & Usability Engineering.
University Village Energy Management Information System & Service Design Fall 2008, UC Berkeley.
Company LOGO B2C E-commerce Web Site Quality: an Empirical Examination (Cao, et al) Article overview presented by: Karen Bray Emilie Martin Trung (John)
What is HCI? CSE/ISE 323 Spring 2011 Tony Scarlatos.
IMC Message Strategy All planned brand messages should:
Web Design cs414 spring Announcements Project status due Friday (submit pdf)
INTRODUCTION. Concepts HCI, CHI Usability User-centered Design (UCD) An approach to design (software, Web, other) that involves the user Interaction Design.
User Centered Design Lecture # 5 Gabriel Spitz.
Self-Concept, Self-Esteem, Self-Efficacy, and Resilience
Chapter 4 Learning: Theories and Program Design
The Knowledge Resources Guide The SUVOT Project Sustainable and Vocational Tourism Rimini, 20 October 2005.
A Survey of Mobile Phone Sensing Michael Ruffing CS 495.
Usability 2009 J T Burns1 Usability & Usability Engineering.
Evaluation Methods for Social Systems Joan DiMicco IBM Research Center for Social Software.
Strategic Human Resource Management
Evaluation and analysis of the application of interactive digital resources in a blended-learning methodology for a computer networks subject F.A. Candelas,
PRIME Economics WP Sub-contractors Meeting Thursday 16th December, – In Den Rustwat.
Reconciling institutional theory with organizational theories How neoinstitutionalism resolves five paradoxes? Ms.Chanatip Dansirisanti ( 陳美清 ) MA2N0204.
PSY 250: WORKPLACE LEARNING AND PROFESSIONAL SKILLS A closer look at the University of Plymouth campus Sabine Pahl.
Network of Excellence in Internet Science Network of Excellence in Internet Science (EINS) 1 st REVIEW Brussels, 12th April 2013 FP7-ICT
Outcome Based Evaluation for Digital Library Projects and Services
Building a Toolkit of Skills and Resources Sarah Lampe, Rebecca Rapport & Mary Wold Paige Backlund Jarquín.
An Online Knowledge Base for Sustainable Military Facilities & Infrastructure Dr. Annie R. Pearce, Branch Head Sustainable Facilities & Infrastructure.
CSCD 487/587 Human Computer Interface Winter 2013 Lecture 3 HCI and Interactive Design.
SCV2113 Human Computer Interaction Semester 1, 2013/2013.
Integrating Usability Engineering and Agile Software Development: A Literature Review 陳振炎教授 楊哲豪
© 2014 Cengage Learning. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly accessible website, in whole or in part.
Alladi Venkatesh, Digital home technologies and transformation of households Inf Syst Front (2008) 10:391–395.
PPA 502 – Program Evaluation Lecture 2c – Process Evaluation.
Human-Computer_Interaction_Research_in_the_MIS_Discipline October 26 th 2011 Presented by : Peter Tawfic.
Chapter 10 Analysis and Design Discipline. 2 Purpose The purpose is to translate the requirements into a specification that describes how to implement.
Virtual University - Human Computer Interaction 1 © Imran Hussain | UMT Imran Hussain University of Management and Technology (UMT) Lecture 40 Observing.
INSTITUTIONS FOR COMMITMENT AND CONSISTENCY Sylvia I. Karlsson International Environment Forum Consumer Citizenship Network Third International Conference.
Using Crowdsourcing to Support Pro-Environmental Community Activism Elaine Massung, David Coyle, Kirsten Cater, Marc Jay, Chris Preist CHI 2013 Session:
STRATEGIC ENVIRONMENTAL ASSESSMENT METHODOLOGY AND TECHNIQUES.
Objectives for the IMC Plan. Value of Objectives Communications Planning and Decision Making Measurement and Evaluation of Results Planning and Decision.
Dr. Joy Pixley Project Manager, Social Sciences California Plug Load Research Center California Institute for Telecommunications and Information Technology.
Energy Efficiency Action Plan Kathleen Hogan Director, Climate Protection Partnerships Division U.S. Environmental Protection Agency NARUC Winter Meetings.
Introduction: What is Consumer Behavior? MAR 3503 January 10, 2012.
1 Integrating Human Factors into Designing User Interface for Digital Libraries Sung Been Moon
Role of Policy in Behavior Change. Contents of the Lecture.
EEC3 – The Way Forward Presentation to NIA Annual Conference 12 December 2006 By Iris Rooney, Defra.
Creating & Building the Web Site Week 8. Objectives Planning web site development Initiation of the project Analysis for web site development Designing.
CONSUMERISM GRADE 8 SOCIAL STUDIES Erika Slater Jessica Kurk.
STUDENT MOTIVATION TO LEARN CONCLUSION Motivation in education has a crucial impact on promoting student learning. The strategies of intrinsic and extrinsic.
Methodologies and SSADM Models, Tools and Techniques.
Human Resource Development Strategy and Tactics CHAPTER 8: Learning and Development Design BUS 314.
Introduction to Supporting Science. What Does Science Involve? Identifying a question to investigate Forming hypotheses Collecting data Interpreting data.
What do we know from research on:. Key points Digital games for learning have some distinctive features (see slide 3) Digital games for learning can have.
CONVENTION & DESTINATION MARKETING Prepared by Yooshik Yoon, Kyunghee University
Implementation—Group E Timothy Strauman, presenter Bruce Chorpita, group chair.
Chapter 1 Market-Oriented Perspectives Underlie Successful Corporate, Business, and Marketing Strategies.
The Study of Organizations
Selecting Behaviors Calculating Weights
Chapter 15 Interpersonal Influence. Chapter 15 Interpersonal Influence.
Chapter Fourteen The Persuasive Speech.
Software Engineering D7025E
Inducing sustainable behavior 1. Functionality matching
Presentation transcript:

Jon Froehlich 1 Leah Findlater 2 James Landay 1 1 Computer Science and Engineering (DUB Institute, University of Washington ) 2 The Information School (DUB Institute, University of Washington ) -CHI 2010-

 Introduction  Model of Proenvironmental Behavior  Motivating Proenvironmental Behavior  Survey of Eco-feedback Technology  Conclusion

 Eco-feedback technology  Provides feedback on individual or group behaviors with a goal of reducing environmental impact.  proenvironmental behaviors  Few HCI eco-feedback studies have even attempted to measure behavior change

 Two overarching questions:  (1) what can HCI learn from environmental psychology  (2) what role should HCI have in designing and evaluating eco-feedback technology?  Bridge the gap  Environmental psychology Designs of eco- feedback systems.

 Two views of proenvironmental behavior  Rational choice models  Norm-activation models

 Attitude models  Favorable attitudes translate into favorable behaviors  Problem: Any number of other factors may also influence behavior  Model of responsible environmental behavior  Attempts to account for additional factors  Emphasize the intention to act as well as situational factors  Rational-economic model  Act to maximize rewards and minimize costs

 Personal norms are direct determinants  Differ from rational-choice models in two important ways:  (1) they recognize that behavior may be rooted in altruistic values  (2) personal norm activation (e.g., moral obligations)  It applies a similar value-based logic to a range of values such as curiosity, personal achievement, and feelings for wildlife.

 Subscribing to one model versus another could result in strikingly different choices about the type and presentation of information  Example:

 Models of proenvironmental behavior  It is the base of designs  Specific strategies for changing behavior  Information  Goal-setting  Comparison  Commitment  Incentive / Disincentives and Rewards / Penalties  Feedback

 Information  It must be easy to understand, trusted, presented in a way that attracts attention and is remembered, and delivered as close as possible— in time and place—to the relevant choice

 Goal-setting  which operates through a comparison of the present and a desirable future situation  Goals affect behavior primarily through four mechanisms: 1.Goals = directive function; attention and effort toward goal 2.High goals often lead to greater effort than low goals 3.Persistence 4.Affect behavior ▪ use, apply, and/or learn strategies or knowledge to best accomplish the goal at hand

 Comparison  A comparison between individuals or groups can be useful in motivating action  Comparison > Performance  Social networking sites ▪ incorporation of competitions, social comparisons, and public commitments.

 Commitment  A commitment is a pledge or promise to behave in a specific way or attain a certain goal  The type of commitment a person makes, the person or group to whom the commitment is made, and whether the commitment is public or private

 Incentive / Disincentives and Rewards / Penalties  Before the behavior- Incentives and disincentives  After the behavior- Rewards and penalties  Monetary / status / convenience / game-like reward elements

 Feedback  motivation techniques require some sort of feedback (e.g., goal-setting requires feedback about performance towards a goal)  Two forms  low-level feedback - explicit detail  e.g., the particular problems marked wrong on a math test  high-level feedback - summative performance  e.g., obtaining an ‘A’ in math class  Most effective feedback interfaces  multiple feedback options  updated frequently, interactive, capable of providing detailed

 Relating Motivation Techniques to Eco-Feedback  Each behavior has its own set of contexts and constraints which impact behavior change  Eco-feedback designers must think deeply about and study the particular behaviors they hope to change and/or motivate before building their prototypes.

 Draw upon papers  CHI, UbiComp, and Persuasive conferences and related workshops ▪ Keywords: “HCI & environment” or “HCI & sustainability” ▪ Total 139 Papers ▪ less than half of the HCI eco-feedback papers referenced behavioral psychology literature ▪ 58% referenced environmental psychology literature

 Draw upon papers  journals in psychology and sociology ▪ Journal of Environmental Psychology, Journal of Consumer Research, Journal of Social Issues and Journal of Applied Social Psychology  82 papers related to the effects of feedback on environmental behaviors ▪ recycling, transportation and home resource consumption (e.g., gas, water, and electricity)  most of these studies did not use eco-feedback technology

Most commonly reported eco-feedback designs in environmental psychology The eco-feedback designs in the HCI papers ambient display mobile app (home feedback), proenvironmental behavior tracking social website, resource eco-feedback in a virtual game ambient public display

 Consumption Targets of Eco-Feedback Technology  The most common target ▪ residential electricity usage ▪ 41% of the papers in HCI and 92% of the papers in environmental psychology.  Other targets ▪ electricity, water, transportation, carbon tracking ▪ garbage and recycling behaviors ▪ the environmental impact of product purchases ▪ paper usage

Comparing studies of eco-feedback technology between the environmental psychology literature and the HCI literature.

 The design and evaluation of eco-feedback technology differently (HCI and environmental psychology)  HCI - feedback designs: understandability, usability, and aesthetic.  Environmental psychology - guidelines: how much baseline and intervention data studies need to collect in order to measure behavior change.  Both evaluation approaches are valuable, but the disciplines can also learn from each other

 Discussion  Design implications  System development and evaluation  Targeting feedback behaviors  Learning and feedback  Models of behavior change  Large-scale commercial deployments

 We have investigated the ways in which HCI and environmental psychology approach eco-feedback technology research  Eco-feedback technology is a particularly ripe area for HCI and UbiComp research because it often requires sensor building, information visualization, and novel interfaces and interactions  These are key areas of our expertise. HCI also offers a set of methodologies founded on rapid prototyping, user involvement, and iterative design that allows for design feedback early and often.  Eco-feedback technology will soon play a major role in the world. The HCI community should ensure that it is integral in helping shape the role of eco-feedback in the future.