Dissertation proposal presentation
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Transcript of Dissertation proposal presentation
What could become possible if designers used their power to influence choices and beliefs in a positive way? Imagine: what it we didn’t just go good design...we did good?
DaviD D. berMan
How can we incentivise and change people behaviours
in order to make them more responsible towards
energy saving through gamification and
the social network sharing culture?
SMart griDS Digital technology that allows for two-way communication between the utility and its customers. Energy networks that can automatically monitor energy flows and adjust to changes in energy supply and demand accordingly.
SMart objectS Household objects which help savingand control energy in a smart and easyway thanks to the IoT.
A platform to generate participatory processes of people in the cities.
Connecting data, people and knowledge, the objective of the platform is to serve as a node for building productive and open indicators.
technologicalniche SolutionS: SMart citiZen
GamificationThe craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities.
“Games are the only force in the known universe that can get people to take actions against their self-interest, in a predictable way, without using force”.
gabe ZicherMannCEO of Gamification.co, Author
“Today, I look forward and I see a future in which games once again are explicitly designed to improve quality of life, to prevent suffering, and to create real, widespread happiness.”
jane McgonigalGame designer & game researcher
“Gamification is design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design”
Yu-Kai chouGamification pioneer & Speaker and lecturer
“Games are effective because they can be used for situated learning, where a player can be placed into a simulation of a real-world situation and see the impact of his or her actions over time”
Scott nicholSonAssociate professor at Syracuse University’s School of Information Studies.
The jitter of your thumb on the button or the flicker of your wrist on the mouse connect directly to an invisible, intangible gamespace of pure contest, pure agon.
It doesn’t matter if your cave comes equipped with a Playstation or Bloomberg terminal.
It doesn’t matter whether you think you are playing the bond market or Grand Theft Auto.
It is all just an algorithm with enough unknowns to make a game of it.
McKenZie WarK
FloWan immersion that represent perhaps the ultimate experience in harnessing the emotions in the service of performing and learning
MihálY cSíKSZentMihálYiDistinguished Professor of Psychology and Management at Claremont Graduate University
A new study released by the American Council for an Energy-Efficient Economy (ACEEE) found that gamification could encourage energy savings of 3 to 6 percent among large groups and as much as 10 percent in smaller groups.
there have been a few energy-saving games in which the winners achieved remarkable reductions:
The energy Rock Stars of Bellevue, Washington
94% REdUCTIOn
San diego family that won its city’s title of Biggest Energy Saver
46% REdUCTIOn
the winner of Brooklyn’s Reduce the Use
49% REdUCTIOn
winning multifamily building in the Chicago neighborhood Energy Challenge
34% REdUCTIOn
The group approaches major companies and develops games where co-workers compete to save as much energy as possible.
Employees are given points when they take action, like when they watch less TV, maintain appropriate car tire pressure or air seal their homes.
"When people adopt simple practices, see their peers doing the same and then see how those simple actions add up, these folks feel empowered—they see themselves as part of a climate change solution and support additional action," KathY KuntZExecutive director of Cool Choices
energY chicKenSEnergy Chickens encourages people to keep their virtual chickens healthy by engaging in basic energy-saving behavior around the house.
Through JouleBug, people get points for a num-ber of actions, like using a reusable mug or gro-cery bag. Users build on their actions to receive trophies and share their accomplishments with their friends. They can also sign up for fee-ba-sed contests.
"People regulate behaviors based on feedback from the immediate environment and from people around us"
MagnuS bångGamification expert, Linkoping University, Sweden