IEEE Computer Graphics and Applications
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Waterbot: exploring feedback and persuasive techniques at the sink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Casual Information Visualization: Depictions of Data in Everyday Life
IEEE Transactions on Visualization and Computer Graphics
Ambient influence: can twinkly lights lure and abstract representations trigger behavioral change?
Proceedings of the 12th ACM international conference on Ubiquitous computing
Ambient Intelligence in Everyday Life
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This paper presents an interactive installation for a public space aimed at motivating new behaviors by augmenting the space with subtle and playful audiovisual interaction aesthetically integrated in a shared environment. Designed to complement an existing water fountain with projected light and sound, the embedded installation encouraged people to take a drink, increasing the proportion of people who used the water fountain by 42% to 57% approximately for nine months. Sensors evaluated the impact of multiple interaction modalities on actual water usage. We found that subtle interaction can improve the experience of a space, in particular for those that use it frequently, and lead to sustained behavior change, especially when its modalities are responsive to the level of activity in the space.