Research proposal:
How can we change people behaviours in order to make them more responsible towards energy saving through gamification and the social network sharing culture?
2. 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
3.
4. 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?
5. Heron Tower in Bishopsgate,
London, around 8pm
(not office time)
6. 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.
8. 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.
technological
niche solutions:
SMART CITIZEN
9. Gamification
The craft of deriving all the fun and engaging
elements found in games and applying them
to real-world or productive activities.
14. “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 Zichermann
CEO of Gamification.co, Author
15. “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 mcgonigal
Game designer & game researcher
16. “Gamification is design that places
the most emphasis on human motivation in
the process. In essence, it is Human-Focused
Design”
Yu-kai Chou
Gamification pioneer & Speaker and lecturer
17. “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 Nicholson
Associate professor at Syracuse University’s
School of Information Studies.
18. 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
19. Flow
an immersion that represent perhaps the ultimate
experience in harnessing the emotions in the service
of performing and learning
Mihály Csíkszentmihályi
Distinguished Professor of Psychology and Management
at Claremont Graduate University
20.
21. 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
22. 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.
23. "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 Kuntz
Executive director of Cool Choices
24. Energy Chickens
Energy Chickens encourages people to keep
their virtual chickens healthy by engaging
in basic energy-saving behavior around
the house.
25. 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.
26. "People regulate behaviors based on
feedback from the immediate environment
and from people around us"
Magnus Bång
Gamification expert, Linkoping University, Sweden