FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung,...
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Transcript of FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung,...
FIREFLYThe smart game blanket
A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong
Design Challenge
To create an interactive technology that persuades people to use less electricity in their
home .
Time limit: 180 minutes/team member
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
FireflyPersuasive PurposeTo inspire children (ages 4-8) to use alternative sources of energy (solar and
human body heat) in order to reduce commercial energy consumption.
Industrial Design• Various sizes and colors• Glow-in-the-dark patterns• Embedded energy conversion
sensors • Plug-in energy adapters • Energy meter• Storytelling mechanism
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
User Description
• Urban American kids 4-8 years old and their parents• Middle class and affluent families (HHI $50,000+)• Kids who are afraid of the dark• Kids who like stories at night• Kids who play video games or watch television• Homes that do not always turn off the lights in unoccupied rooms• Homes that do not lower the temperature at night
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Body heat and the Firefly Blanket
Mary and her mom have bought several blankets to use around the home. They attached their new Playstation to it. Firefly gives its friendly reminder to turn off the lights.
As Mary plays, she notices that the screen dims, so she calls her friends over to play with her. The kids in her apartment building are saving energy from their homes by all playing in the same place.
Mary and her mom have noticed their energy bill has skyrocketed over the last six months. Mary and her mom like to keep the apartment at a toasty 72 degrees. They like it warm
At night, as Mary climbs into bed, Firefly senses Mary’s body heat. It reminds them, “Lower the
house temperature. I’ll keep you warm tonight .
Mary urges her mom to lower the temperature. Once she does, Firefly sense it and rewards
them with a bedtime story .
As the kids play, Firefly rewards them when they win with a Firefly Salute, blinking lights on the blanket. When they lose, it re-enforces their behavior by telling them how much money they saved.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Prototype of Firefly
Plug in adapters for electronic games
Light sensor to monitor electricity use
Story telling selection box
Plush fabric that converts body heat and solar energy to electricity
Changing
glow-in-the-dark patterns
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Features and Functionality
• Firefly provides an alternative light source which motivates kids to
turn off lights and use the blanket as a nightlight.
• Firefly urges kids to minimize use of commercial electricity by
providing outlets for electronic games and charging areas for
batteries.
• Firefly reminds kids to reduce home temperature through sensors
imbedded in the blanket. The user may hear a verbal alert and can
view an energy meter.
• Firefly rewards kids for using less energy in their home by telling
them how much they have saved.
• Firefly contains a storytelling mechanism that persuades kids to
save energy and at the same time provide hours of entertainment.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Theoretical Justifications
• Reward: Kids will receive positive re-enforcement while playing Playstation
• Alerts and Triggers: Kids will be reminded at “critical moments” to adjust temperature or turn of lights.
• Motivation: Kids will be motivated to play collaboratively, since they will get more “power”.
• Attachment: Kids will repeatedly use the blanket as source of energy because stories and entertainment create attachment.
• Education: Kids will learn about wasting energy and may be motivated to take additional steps in conservation.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Results of User Testing
• No product testing at this stage.
• Initial conversation with elementary school teacher suggest that
product will be most attractive to 4-6 year olds.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Shortcomings of Design
• Provides power for limited number of devices
• Depends on many people for effective conservation
• Promotes emotional attachment (e.g. Linus).
• Requires inconvenient charging
• Requires advanced material and technology
• Becomes potential fire hazard
• Promote laziness and/or neglect outdoor activities.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Expansion - What else is possible?Other features
• Built-in LCD display for energy meter• Option for powering other popular electronic items.• Area for drawing, painting, or doodling• Solar energy capture• eBook reader to allow kids to read• Photo slots to personalize blanket
Other interactions• Generate focused light to act as flashlight• Use as emergency power supply for the car• Use as outdoor generator
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Expansion - What else is possible?Other form factors/industrial design possibilities• A sofa or a table that is commonly found in the living room.• A pillow or stuffed animal that is commonly hugged by a child.• A backpack or sweater so that it could be used outdoors.• Allergen and dust free for people with asthma/allergies.• Adapters for different electronic games/devices.• Different colors, sizes, designs and voices.• Senses if all family members are under the blanket it will lower the
energy consumption throughout the house.• Builds competition among kids on who has the most energy.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Next Steps in Design Process
• Generate ideas for games and stories• User test the games and stories for learning and appeal• Create a prototype of the blanket and user test• Iterate• Research new contexts and ideas that harness Galvani’s energy
saving technology.
Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org
Firefly - the smart game blanket
• Provides an alternative energy source - human and solar- for residential use
• Senses electricity use to help you lower energy costs
• Kids have fun while learning about energy consumption