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Flo: Raising Family Awareness about Electricity Use

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These file attachments have been under embargo and were made available to the public after the embargo was lifted on 20 January 2012.

Author: Shrubsole, P.A. · Lavrysen, T. · Janse, M.D. · Weda, J.
Type:Conference paper
Date:2012-01-20
Embargo lifted:2012-01-20
Publisher: ACM (Association for Computing Machinery)
Institution: Philips Research
Source:CHI 2011: 29th ACM Conference, Vancouver, Canada, 7-12 May 2011
Identifier: MS 31.917
Keywords: sustainability · interaction design · user behavior · family game · electricity use
Rights: (c) ACM (Association for Computing Machinery)

Abstract

In this case study, we designed a family game to explore whether this could be an effective and fun approach for raising the awareness of family members towards their energy use and, in the long run, to provide an effective tool for affecting their habits regarding sustainable behavior. The design of the family game implemented the metaphor of electricity as flowing liquid, fostered fun experiences and supported competitive and social elements. Dutch families with children, aged 5-11 years, participated in the design and evaluation of theconcept. We obtained valuable insights into the use and understanding of electricity by the families, how the families looked at responsible behaviors around their usage and how a game could integrate into the family context in a fun way.

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