Development of an instrument measuring user satisfaction of the human-computer interface
CHI '88 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reflecting human behavior to motivate desirable lifestyle
Proceedings of the 7th ACM conference on Designing interactive systems
Getting to green: understanding resource consumption in the home
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Handy feedback: connecting smart meters with mobile phones
Proceedings of the 8th International Conference on Mobile and Ubiquitous Multimedia
Power explorer: a casual game style for encouraging long term behavior change among teenagers
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
One size does not fit all: applying the transtheoretical model to energy feedback technology design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Home, habits, and energy: examining domestic interactions and energy consumption
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design of eco-feedback technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Some consideration on the (in)effectiveness of residential energy feedback systems
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Designing eco-feedback systems for everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tailoring feedback to users' actions in a persuasive game for household electricity conservation
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Personalization of an energy awareness pervasive game
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
A survey of serious games on sustainable development
Proceedings of the Winter Simulation Conference
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EnergyLife is a mobile game application that aims at increasing energy awareness and saving in the household; it centers around a feedback system with detailed, historical and real time information that is based on wireless power sensors data. The challenge is to provide through feedback knowledge and motivation for sustainable saving. A three-month field test in eight households was organized for EnergyLife. The test involved the automatic collection of access data to the application, and the administration of satisfaction questionnaires, interviews, and usability tasks in the tested families. The paper describes the results of the test and the ensuing re-design strategy, centered on better tailoring the application to the players' actions. The lessons learned can be useful to other persuasive games, since a good fit to the actions of the user is a precondition of effectiveness of any persuasive application.