Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Reflecting human behavior to motivate desirable lifestyle
Proceedings of the 7th ACM conference on Designing interactive 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
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
Architecting the Internet of Things
Architecting the Internet of Things
Saving is fun: designing a persuasive game for power conservation
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
inAir: a longitudinal study of indoor air quality measurements and visualizations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bro-cam: improving game experience with empathic feedback using posture tracking
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Sustainability in the workplace: nine intervention techniques for behavior change
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
MatkaHupi: a persuasive mobile application for sustainable mobility
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Utilisabilité d'un Espace Personnel d'Information Modifiable par les Utilisateurs
Proceedings of the 25ième conférence francophone on l'Interaction Homme-Machine
Curiosity to cupboard: self reported disengagement with energy use feedback over time
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Recent work has begun to focus on the use of games as a platform for energy awareness and eco-feedback research. While technical advancements (wireless sensors, fingerprinting) make timely and tailored feedback an objective within easy reach, we argue that taking into account the users' own personal consumption behavior and tailoring feedback accordingly is a key requirement and a harder challenge. We present a first attempt in this direction, EnergyLife, which is designed to support the users' actions and embeds contextualized feedback triggered by specific actions of the user, called 'smart advice'. We conclude by showing the results of a four-month trial with four households that returned promising results on the effectiveness and acceptance of this feature.