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Inducing sustainable behavior 1. Functionality matching

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Presentation on theme: "Inducing sustainable behavior 1. Functionality matching"— Presentation transcript:

1 Inducing sustainable behavior 1. Functionality matching
(Adapt the product to better meet users need) 2. Behavior adaptation (Influence behavior through product design) 2.1 Eco-feedback (Present user specific information of the impact of his/her current behavior) 2.2 Scripting (Design the product to trigger sustainable use) 2.3 Forced functionality (Product automatically adapts to changing circumstances or has built-in obstacles to prevent unsustainable behavior) Framework 1 -- Wever et al. (2008)

2 Framework 2 – Lilley (2009) USER guides change
1. Eco- Feedback Provide tangible, aural, visual, or tactile signs as reminders to inform users of resource use guides change 2. Behavior Steering Encourage users to behave in ways prescribed by the designer through the embedded affordances and constraints maintains change power in decision making 3. Persuasive Technology Employ persuasive methods to change what people think or do, sometimes without their knowledge or consent ensures change PRODUCT Framework 2 – Lilley (2009)

3 Conversation with force
1. Eco-information Make consumables visible, understandable, and accessible to inspire users to reflect upon their use of resources USER Conversation (inform the change) Encourage users to think about their use behavior and to take responsibility of theirs actions by providing consumers with options 2. Eco-choice Inform users clearly about what they are doing and facilitate environmentally and socially sustainable decisions by offering real-time feedback 3. Eco-feedback Inspire users to explore more sustainable usage by providing rewords to “prompt” sustainable behavior or penalties to “punish” unsustainable usage 4. Eco-spur power in decision making Conversation with force (maintain the change) 5. Eco-steer Facilitate the adoption more environmentally or socially sustainable behaviors through prescriptions and/or constraints of use embedded in the product design 6. Eco-technology Restrain existing habits and persuades/controls behavior automatically by design combined with advanced technology Force (ensure the change) PRODUCT SERVICE SYSTEM Automatically act environmentally or socially without raising awareness or changing user behavior purely through innovative product design 7. Clever-design Framework 3 -- Bhamra et al. (2008) and Tang and Bhamra (2012)

4 Framework 4 -- Zachrisson and Boks (2010 e 2012)
User in control Product in control Informing Persuading Determining Positive attitude Positive behavior User’s attitude Neutral behavior Negative attitude Negative behavior Framework 4 -- Zachrisson and Boks (2010 e 2012)

5 Framework 5 -- Tromp et al. (2011)
11. Make the desired behavior the only possible behavior to perform 2. Make unacceptable user behavior overt 1. Create a perceivable barrier for undesired behavior Strong (force) 9. Trigger human tendencies for automatic behavioral responses 3. Make the behavior a necessary activity to perform to make use for product function Decisive influence Coercive influence Hidden (salience) Apparent (salience) Seductive influence Persuasive influence 10. Create optimal conditions for a specific behavior 5. Suggest actions 4. Provide the user with arguments for specific behavior. Weak (force) 8. Activate physiological processes to induce behavior 6. Trigger different motivations for the same behavior 7. Elicit emotions to trigger action tendencies Framework 5 -- Tromp et al. (2011)

6 Persuasive (interaction) lens Visual (perceptual) lens
Error-proofing lens LOGIC deviations from target behavior are treated as ‘errors’ ARISES FROM health & safety-related design, medical device design and manufacturing engineering areas EXAMPLE OF STRATEGY Interlock: set things up so one action can’t be performed until another is completed (cash dispenser machine) Persuasive (interaction) lens LOGIC use systems with interfaces (computer, mobile phones, etc) to persuade users with information ARISES FROM persuasive technology area EXAMPLE OF STRATEGY Progress bar: let users know their progress towards achieving a goal Architectural lens LOGIC use the structure of systems to influence user’s behavior ARISES FROM architecture, urban planning, and traffic management areas EXAMPLE OF STRATEGY Conveyor belts: move users to where you want them to be (walkways in airport) Design with Intent (several strategies) Cognitive lens LOGIC influence user’s behavior by understanding how they make decisions (the effect of biases and heuristics) ARISES FROM behavioral economics and cognitive psychology areas EXAMPLE OF STRATEGY Desire for order: use people’s desire for tidiness to influence them to rearrange elements or take actions you want them to . Visual (perceptual) lens LOGIC use forms, smells, sounds, textures, etc to influence users’ behavior ARISES FROM semantics, semiotics, ecological psychology and Gestalt psychology areas EXAMPLE OF STRATEGY (A)symmetry: use symmetry to make elements look related or asymmetry to show difference and focus attention Security Lens LOGIC use countermeasures to deter and/or prevent undesired behaviors EXAMPLE OF STRATEGY Peerveillance: let users know (or believe) that what they’re doing is visible to their peers Framework 6 -- Lockton et al. (2010) and Lockton (


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