From Event to Action: Accelerate Your Decision Making with Real-Time Automation
UPA Israel event 2011 – Omer Tsimhoni
1. Persuasive Design
for
Eco Display
Thomas Seder, PhD Omer Tsimhoni, PhD
HMI Research HMI Research
General Motors, R&D General Motors, R&D
Warren, Michigan Herzliya, Israel
2. Agenda
motivation
project objective & overview
theoretical underpinning of persuasive design
project description
results of persuasive design field research
design of persuasive design eco displays
simulator test results of concept gauges
persuasive design – eco display Pg 2
3. Motivation
EPA estimate: eco-driving can save ~15% of gasoline consumer
USA Benefits (back of the envelope calculation):
green house CO2 (g) reduced by 36 B ft3 per year (~ 3% reduction)
crude oil imports reduced by 490 M barrels/ yr (~10% reduction)
stimulative to US economy due to per driver savings of ~$375
Systematize information display methods & design at GM
?
persuasive design – eco display Pg 3
4. Project Objective & Overview
Develop intra- and extra-vehicle ecosystem of information
displays:
teach drivers optimal use patterns, accommodating of skill and
style
adapt & evolve to retain interest and adapt to growing skill level
engage users to achieve continued use
Use leading edge generative and evaluative design
processes, including:
leverage behavioral science-led methods to encourage the
efficient vehicle use
Lead User-UCD to discover needs, research themes and develop
personas & scenarios
trans-disciplinary science basis (behavioral, design..)
iterative design with user evaluation cycles
evaluate efficacy of designs using GM Driving Simulator
persuasive design – eco display Pg 4
5. technical background
What is Persuasive Design?
Simply put, the goal of Persuasive
Design (PD) is to design a user
experience (UX) to promote
behavior change.
Pioneered by BJ Fogg (Stanford)
Theoretical basis detailed by
Sunny Consolvo
(displaying info to encourage
health and wellness)
Persuasive design used primarily in
the website UX to create return
traffic and ‘stickiness’
persuasive design – eco display Pg 5
6. technical background
Theoretical Underpinning of Persuasive Design
Five Theoretical Underpinnings:
Goal Setting Theory
Transtheoretic Model of Behavior Change
Presentation of Self in Everyday Life
Cognitive Dissonance Theory
Fogg Behavior Change Model
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7. technical background
Theoretical Underpinning of Persuasive Design (1/5)
Goal Setting Theory
Reveals how people attach to goals & characteristics that
motivate
Goals selected by the user, not the designer
Expert help in goal selection beneficial (goal credibility)
Challenging & realistic
Positive feedback & rewards for progress, not just for
goal attainment
Real-time vs cumulative summary data
after Consolvo
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8. technical background
Theoretical Underpinning of Persuasive Design (2/5)
Transtheoretic Model of Behavior Change
Describes stages of behavior modification towards a goal
Stage Description Design Implication
Precontemplation No recognition of Focus on education
need for change
Contemplation Considering Focus on techniques for overcoming
change barriers or provide rewards for change
Preparation Intends to change, Reward behaviors even if there is
prior attempts inconsistency, increase pattern awareness
Action Performs desired Track progress, incorporate elements of
behavior < 6 mo social influence
Maintenance and Performs desired Acknowledge setback without punishment
relapse behavior > 6 mo
prevention
Source: Zimmerman et al., 2000; Tabor and Lopez, 2004
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9. technical background
Theoretical Underpinning of Persuasive Design (3/5)
Presentation of Self in Everyday Life
Impression management; ‘what user wants others to think’
Theatre/ performance with front stage and back stage
behaviors
Dramatic realization (play with cufflings)
Misrepresentation (lie)
Secret consumption (eating cake while dieting)
Persuasive technology must allow control of access to
backstage
Person must be in control of information collected by
persuasive technology to enable impression management
after Consolvo
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10. technical background
Theoretical Underpinning of Persuasive Design (4/5)
Cognitive Dissonance Theory
Psychological discomfort erupts upon realization of
inconsistency in attitudes and behaviors
Motivated to eliminate dissonance, depending on
importance of behavior to the individual
Can also reduce importance (rationalize)
Persuasive technology needs to be persistent yet subtle
and allow focus on commitment to change
Information display should evolve and adapt to
style and skill and take user to heightened goals as
competency increases
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11. technical background
Theoretical Underpinning: Fogg Behavior Model (5/5)
target behaviors
triggerable
motivation
increasing untriggerable
motivation
+ ability behavior activation threshold
triggers ineffective triggers effective
ability
a target behavior can be activated or triggered if the individual:
is sufficiently motivated
has the necessary ability
even if the individual has high motivation and high ability, a
trigger is necessary to cue expression of the targeted behavior
this is the task of excellent design
enhancing ability often enables the behavior by making it simpler
simplicity chain – linked attributes that make behavior simpler
save reduce reduce reduce increase create
time cost physical mental social a
effort effort acceptance habit
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12. Project Description – What We Did
Generative Research
Persuasive–design literature review
User Centered Design
Customer field research (driving around with users)
Respondents: lead users, early adopters & majority users
Locations: Chicago & San Francisco
UCD Method: contextual inquiry – model building
behavior, activity, cultural & artifact models
consolidated model of research themes informing design
Eco Information Display Format Designs
Information architecture
Information management schema
Information display design
Linkage to eco algorithms
Evaluative Research (Iterative Design)
Heuristic analysis, cognitive walk-through
User performance & preference testing in VDR HMI System Lab and
Driving Simulator
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13. Project Description
UCD Respondents: S-Curve
lead users (LU): hyper-milers Describing Technology Adoption Dynamics
Population Using New Device/ Feature
early adopters (EA): hybrid Lead Users Early Majority Users
owners, high mpg vehicles Adopters
majority users (MU): teachable
average drivers
Scored questionnaire used to
categorized LU, EA & MU
Employ multiple ethnographic tools
time
Ethnographic Methods in UCD Jumping the S-Curves
Innovation Diffusion Driven by Lead User Velocity
Videotape &
Visual Photography
Population Using New Device/ Feature
Artifacts & Material
Early Adopters, Gen 3
Culture Collection Majority Users
Local Model & Lead Users
Statistical Representation Collection
Data Collection Journals Gen 2
Passive Observation
Participant Observation
Gen 1
Quantitative Archival & Qualitative
Document Collection
Surveys & Group Interviews
Questionnaires
Oral Histories
Linguistic
Data Collection Structured &
Semi-Structured Interviews
after shelley evenson Verbal
time
persuasive design – eco display Pg 13
14. Sidenote: Hypermiling Techniques
Hypermiler Techniques
Maintenance
Minimizing mass and improving aerodynamics
Efficient speeds
Choice of gear (manual transmissions)
Acceleration and deceleration (braking)
Coasting or gliding
Anticipation
Minimizing ancillary losses
Fuel type
Trip computer
Burn and coast
Auto-stop, forced stop, and draft-assisted forced
stop
Drafting Source: “Fuel economy-maximizing behaviors” Wikipedia
persuasive design – eco display Pg 14
15. Model Building
affinity diagrams
activities behaviors activity model
behavioral
model
task & goals;
motivations for goal
temporal sequence
selection
artifacts
artifact model cultural model
objects & tools; use societal, tech &
purpose env linkages
field notes
consolidated model
of what “is”
persuasive design – eco display Pg 15
16. Status - Research Findings
24 respondents from two major cities
13 from Chicago
11 from San Francisco
12 journal respondents
Interviews with Cultural Experts
Luscious Garage
New car dealers – Tesla, Ford, Honda
Prof. BJ Fogg
Prof. Cliff Nass
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18. Preliminary Guidance for Info Display Design
Vehicle must provide:
Quantitative instantaneous energy consumption/ efficiency
gauge as a primary instrument
Exceedingly high use rate in equipped vehicles (Prius)
promotes trial and error learning about efficient use modes
Drag, coasting, regen braking, tire pressure, fuel
quality, weight, a/c use, battery temp
behavior change requires real time actionable feedback
Allows nostrums to be deflated
Accurate summary per tank statistics or last 500 miles
almost everyone calculates summary mgp; varying accuracy
‘in my head’, Vehicle provided, Spreadsheets, Web sites
(fuelefficiency.gov)
Strongly motivated by competition with others and self
Used as indicator of required maintenance
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19. Preliminary Guidance for Info Display Design
Vehicle must provide:
Acknowledge range of motivations and allow users to select
desired statistic from a range of offerings
Miles per gallon, cents per mile, amount CO2 per mile,
An adaptable information system that evolves with user skill
and interest
An information system that has features to remain engaging
and promotes continued use and exploration
A system that triggers desired behavior and enables real
efficacy by improving ability (simplifications)
Currently:
Motivations exist
Abilities are low
Triggers are largely absent
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20. Preliminary Guidance for Info Display Design
Vehicle must provide:
Route specific energy consumption information (heat map)
Segments to avoid
Multiple vehicle complied statistics – you relative to others
Vehicle as a probe – Web 3.0
Collaborative goal setting assistance
Pilot’s associate operating in background indentifying
opportunities
Gentle offering of suggested improvements
Recommended goals in a ‘sought information’ screen
Rewards for progress, as well as goal attainment
Acknowledge context dependent performance and never punish
Merging onto freeway, carried with the flow of traffic, late for
work, shifting priorities and motivations
Allow secret consumption
Enable ‘bragging’ with artifacts of achievement and allow user to
present self as she wishes
Driver specific goals, statistics, reports and rewards
Foster web 2.0 networking for competition, learning
Adopt a ‘master’ to set a standard, or not!
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21. Ecosystem Design
Concept Development Phase
time driver
Secondary Display forever me
this week Roy
• summary statistics today everyone
• goal visualization
• triggers
Primary Display • recommended vehicle config.
• real time, actionable info
P tire T batt weight
• terrain heat map
• triggers • rewards
drag Speed history
• rewards • competition rankings
• inst. performance vs goal • progress to goal visualization
• visualization consistent with motivation Smart Phone
• light weight version of web aps
tangible, relevant-selectable • social networking
visualization • summary statistics
• badges
$s Saved CO2 Saved
Oil Saved
Population
-- you
-- Joe
Segment Perf.
GM Web Applications
• social networking – goals of others
• learning - statistical analysis
• competition - badges, rewards, SWAG
Vehicle as probe • tools for goal setting
• record keeping
• teaching
persuasive design – eco display Pg 21
22. Primary Display
Actionable Real-Time Data
• Broken ring and pointer color change indicates deviation from eco-optimal
acceleration / deceleration rate
persuasive design – eco display Pg 22