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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Influencing Behaviour by Modelling User Values: Energy Consumption</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rachel Burrows</string-name>
          <email>r.burrows@bath.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Peter Johnson</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hilary Johnson</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Bath</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <fpage>85</fpage>
      <lpage>93</lpage>
      <abstract>
        <p>A variety of social and digital media technologies are being used to influence a change in an individual's or group's behaviour. A major challenge is in understanding what leads to or prevents different forms of influence from having an effect, what those effects are, how long they take to come about and for how long they last. This research is concerned with the problem domain of climate change and with using social and digital media technologies to influence users to change their energy consumption behaviour. The objective is to understand how user information may be utilised within the development of persuasive technologies and behaviour change support systems. This paper contributes fundamental and applied research on how user values, lifestyle aspects and energy consumption behaviours may be modelled to support systems in delivering relevant and personalised information and knowledge that can influence behaviour change.</p>
      </abstract>
      <kwd-group>
        <kwd>User Profiles</kwd>
        <kwd>Values</kwd>
        <kwd>System Design</kwd>
        <kwd>Influence</kwd>
        <kwd>Energy Consumption Behaviour</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        There is growing interest in understanding how social and digital media can be
used to influence an individual's or a group's behaviour in areas including health,
defence and security, climate change, and more. Research in this area seeks to
understand fundamental and applied aspects of what leads to or prevents different
forms of influence from having an effect, what those effects are, how long they
take to come about and for how long they last. This requires an understanding of
both the explanatory and predictive aspects of different forms of influence. In
addition, research into how digital technologies might play a role in influencing
behavioural change is of concern to researchers in cyber influence and persuasive
technologies [
        <xref ref-type="bibr" rid="ref2">5</xref>
        ].
      </p>
      <p>This paper contributes fundamental and applied research on influencing
behavioural change in the area of carbon reduction. There are a myriad of reasons
why serious action needs to be taken to reduce our carbon footprints. A plethora
of highly commendable courses of remedial action are being taken including
developing alternative and/or more efficient technologies for creating, storing and
using alternative forms of energy. A major concern of others and our research is
to change people's understanding and behaviour towards energy usage and to
bring about reductions in carbon rich energy consumption. Our means to do that
is through people and society themselves, and our medium for mediating that
change is personal and societal digital solutions. Our approach is to understand
people's values, to recognise those values as being important influences on
behaviour and to create, using the medium of digital technology, data,
information and knowledge resources that are both personal and
communitybased to influence people to change their behaviour towards lower carbon energy
usage.</p>
      <p>People use information that is created, accessed and stored on their laptops,
tablets and smart phones to help them make both everyday and important
decisions. People are enabled to create, and share information and knowledge.
This information and knowledge creating, searching, and sharing, results in
people and broader communities adopting new ways of acting, doing and
behaving. It also supports the establishment of new communities, which in turn
create and share new information and knowledge.</p>
      <p>
        Persuasive technologies [
        <xref ref-type="bibr" rid="ref2">5</xref>
        ] and behaviour change support systems [8] have been
defined as “computerized software or information systems designed to reinforce,
change or shape attitudes or behaviours or both without using coercion or
deception” [8]. An aside here is that it is questionable if such systems do truly
avoid using any form of force to try to change people's behaviour. Many forms of
force exist -- some of which use both social conscience and the person's own
conscience to influence behaviour change. These are forms of force, as are those,
which seek to create cognitive dissonance to influence behaviour change.
Within the area of energy reduction some systems use predictive modelling to
calculate and provide feedback on potential energy saving opportunities for the
user (e.g. work by Fischer [
        <xref ref-type="bibr" rid="ref1">4</xref>
        ]). Other approaches promote pro-environmental
values and attitudes with the goal that this will influence a change in behaviour.
One major criticism of such systems is that they prescribe changes in behaviour
without understanding why people behave in particular ways, or why particular
behaviours are carried out. Consequently, many case studies report a lack of
longterm engagement [
        <xref ref-type="bibr" rid="ref16 ref8">7,11,19</xref>
        ].
      </p>
      <p>A primary aim of our research is to understand how people's values can influence
long-lasting behaviour changes. From this understanding we can then investigate
attributes of software systems to influence people to reduce their high carbon,
energy consumption behaviours. This paper outlines how user values, lifestyle
aspects and energy consumption behaviours may be modelled within software
systems and utilised to deliver relevant and personalised information and
knowledge that can influence behaviour change.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Current Approaches</title>
      <p>
        Software systems that influence energy consumption behaviour vary in their
design, and their requirements are often based on popular theories of behaviour
change, such as the behavioural model of rational choice [
        <xref ref-type="bibr" rid="ref13">16</xref>
        ], value-belief-norm
model [
        <xref ref-type="bibr" rid="ref15">18</xref>
        ] or action-behaviour-choice [
        <xref ref-type="bibr" rid="ref12">15</xref>
        ]. These theories and methods allow
designers to get a better understanding of what user information is necessary, how
to model this information, and how the system makes decisions based on this
information to influence a change in behaviour in a personalised way.
Some current approaches utilise predictive modelling and simulation techniques
to calculate and provide feedback about potential energy saving opportunities at
certain time periods. Designs that decide what is best for the user solely based on
limited sources of data (such as electricity usage) are in danger of forcing users to
conform to efficiency targets without understanding the motivations or reasons
behind why particular energy usage behaviours happens. Here again, many case
studies have reported limited success and a lack of long-term engagement [3].
People soon find this unacceptable and either disable/ignore or find ways to work
around the system. Hence, what the system was (unknowingly) compromising or
preventing was more than just energy usage it was an important aspect of their
life that people were not prepared to have compromised or prevented.
Other approaches aim to promote pro-environmental values and attitudes with the
goal that this will lead to a change in behaviour [
        <xref ref-type="bibr" rid="ref11 ref18">14,21</xref>
        ]. However, a person
holding a particular value or attitude does not necessarily act upon it [
        <xref ref-type="bibr" rid="ref12 ref3">2,6,15</xref>
        ]. In
this case there is a failure to recognise that people hold multiple values and life
causes them to prioritise, compromise and trade-off these different values. Simply
creating pro-environmental values creates more conflict and compromise. This
results in pro-energy values having little influence on behaviour. Of course if we
understood what these different values were and how people resolve the conflicts,
make compromises and prioritisations, we might then be able to more effectively
influence behaviour. That is exactly our aim.
      </p>
      <p>Therefore we need to identify, understand and make good use of the complex
information about people's values, how they affect their everyday lives, and how
they might have implications on their energy consumption behaviour. In addition,
while there may be common values and common aspects to people's lives we
need to recognise their individual and personal forms, their differences, and their
relationship to consequential behaviour. Hence we need to personalise and tailor
any influences to the individual.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Our Approach: Values-based User Modelling</title>
      <p>
        Designers of software systems that aim to influence behaviour change need to
take into account the broad spectrum of ways to frame behaviour change
interventions, in order to make them personalised and relevant to individuals and
groups of people. Based on existing work into the content and structure of values
[
        <xref ref-type="bibr" rid="ref10 ref9">1,12,13</xref>
        ], lifestyle aspects [
        <xref ref-type="bibr" rid="ref17 ref7">1,10,20</xref>
        ], and energy consumption behaviour [
        <xref ref-type="bibr" rid="ref17">20</xref>
        ] we
discuss our motivation and outline how this information may be modelled to
personalise and tailor behaviour change influences.
3.1
      </p>
      <sec id="sec-3-1">
        <title>Motivation</title>
        <p>
          Our underpinning philosophy is that saving energy is not always the governing or
guiding principle around which everyday lives are organised. Everyday lives are
88  
organised primarily due to values, around contexts and ways of living. Software
systems that aim at influencing behaviour change therefore need to take into
account the complex trade-offs that are made to meet the demands and challenges
of everyday life while maintaining the values they hold. Of course the value of
nature and the environment is a value that many individuals hold [
          <xref ref-type="bibr" rid="ref10">13</xref>
          ], and
performing activities with the sole purpose of curtailing energy-use may be
instrumental in supporting this value. However, it is important to recognise that
this is potentially one of many values that an individual or group hold and strive
to maintain.
        </p>
        <p>
          People have many values. They are used to select and justify activities, and to
evaluate artefacts and events (including other people and themselves) [
          <xref ref-type="bibr" rid="ref10">13</xref>
          ]. The
values people hold are considered as important influencers and drivers for their
specific energy related behaviours [
          <xref ref-type="bibr" rid="ref3 ref9">6,12</xref>
          ]. Those values may be articulated in
rather generalised forms by collective terms. Existing research into the structure
and content of values can be seen in work by Schwartz [
          <xref ref-type="bibr" rid="ref10">13</xref>
          ] who presents a set of
10 universal value types including security, conformity and tradition among
others. Similarly, work by Rokeach [
          <xref ref-type="bibr" rid="ref9">12</xref>
          ] also presents work on collective values
including a comfortable life, social recognition and wisdom. Each of these types
contains subtypes of instrumental motivational values; for instance the value type
of security contains a set of 7 instrumental subtypes such as family security,
healthy, social order, and so on. However, these generalised value forms take on
real meaning and influence at a much more personal and individual level.
Moreover, the values for an individual are constructed and operationalised
through the connections they have with the terms and contexts of their everyday
life.
        </p>
        <p>
          Activities, artefacts and events are important aspects of everyday life. They are
related to the way in which individuals spend their time and are instrumental in
supporting their values. An activity may be defined as a set of actions that have a
goal [
          <xref ref-type="bibr" rid="ref7">10</xref>
          ]. For instance, the activity of cooking may be performed and in doing so
will support the value of health and wellbeing. However, the activity of cooking
may be performed to create healthy meals to maintain the value of health, or
alternatively, to provide food for many people at a family event and subsequently
supporting the different value of family. Therefore, activities alone do not dictate
energy consumption behaviour. Values provide a powerful motivational and
determining function on activities and behaviour.
        </p>
        <p>In addition to activities, there are other types of important information. These are
events and artefacts. For instance, a family member's birthday party may well
require them to have a birthday cake to mark the occasion. This would give rise
to very different cooking behaviour than if an individual was cooking an evening
meal alone. This suggests that information about the activity alone may not be
enough information to explain why behaviour is performed in a certain way.
Using the example of a birthday party, it is possible to see that everyday life is
connected and/or constrained by values influencing particular events (e.g.
birthday) and particular artefacts (e.g. cake).</p>
        <p>Due to the constraints of values on activities, events and artefacts, energy
consumption behaviour is a consequence of the way in which individuals and
groups of people make decisions and trade-offs. The decisions and trade-offs are
between their important values, determining their lifestyles, motivating their
activities, and contextualising events and artefacts and determining their energy
related behaviours.</p>
        <p>3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Main Information Types in the Influence Structure</title>
      </sec>
      <sec id="sec-3-3">
        <title>Name</title>
        <p>Value
Lifestyle Aspect</p>
        <sec id="sec-3-3-1">
          <title>Activity Event Artefact</title>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>Description</title>
        <sec id="sec-3-4-1">
          <title>Something of importance to an individual or group</title>
        </sec>
        <sec id="sec-3-4-2">
          <title>Ways that values are supported in their socio- cultural context.</title>
        </sec>
        <sec id="sec-3-4-3">
          <title>What people do, a set of actions with a goal.</title>
        </sec>
        <sec id="sec-3-4-4">
          <title>Something that happens, natural or created.</title>
        </sec>
        <sec id="sec-3-4-5">
          <title>An object - physical or informational</title>
          <p>Energy Consumption Behaviour that has direct implications on an individuals
Behaviour carbon footprint
A Value represents something that an individual or group sees as an important
part of their lives. Lifestyle Aspects represent the socio-cultural context in which
people live their lives. They provide patterns that may change during different
periods in people's lives, they maybe self-chosen, circumstance driven -- or a
mixture of both. Activities represent what people do. They can be related to
work, home, entertainment, caring for others, etc. Artefacts are largely physical in
some form, but include images and sounds such as in the case of music.
Informational artefacts are also relevant; such as news, facts, or ideas. Events can
be natural events such as sunsets and/or created events such as birthdays. Energy
Consumption Behaviours are behaviours that are directly energy consumption
related, they can include both using energy such as providing heating for warmth
or cooking and saving energy such as turning the thermostat down or creating
heat from renewable energy sources.</p>
          <p>Activities, Artefacts and Events are all important contextual features of Energy
Consumption Behaviours. Energy Consumption Behaviours are consequential to
ways in which Lifestyle Aspects are performed. Lifestyle Aspects are in turn
instrumental in supporting Values. These associations form an important
influence structure that can subsequently be modelled within a system to
influence a change in energy consumption behaviour by tailoring implemented
strategies of influence.
90  
3.3</p>
        </sec>
      </sec>
      <sec id="sec-3-5">
        <title>Applying The Influence Structure</title>
        <p>
          Table 1 shows that the pivotal parts of the structure are Values, Lifestyle Aspects,
Activities, Events, Artefacts, and Energy Consumption Behaviour. The Energy
Consumption Behaviour objects are the part of the model that is specific to the
problem domain of energy-use. The remainder of the model is general and related
to everyday life and decision-making. In short, the model connects what people
do, why they do it, and the implications this has on energy use. In order to
visually represent this information and their associations, we exemplify their
construction in Figure 1 based on universal values, activities and energy
consumption behaviours in the literature [
          <xref ref-type="bibr" rid="ref10 ref17 ref7">1,10,13,20</xref>
          ].
        </p>
        <p>An object model was chosen as the information instances are of central
importance to the system design. It formalises the relationship between
information that drives decision-making in real life at the same time as
representing the associations between object instances implemented within a
system. In other words the decisions that individuals make within their lifestyles
are instrumental to their values; these are represented as associations between
Lifestyle Aspect objects and Value objects. For ease of reading, the information
type is shown for each of the four hierarchical layers.</p>
        <p>Values</p>
        <p>Health &amp;</p>
        <p>Wellbeing
Lifestyle Aspects</p>
        <p>Healthy Eating
Energy Consumption
Behaviour
Activity or Event or
Artefact</p>
        <p>Baking
Activity:
Cooking</p>
        <p>Hobbies
Travelling /
Holiday</p>
        <p>Travelling</p>
        <p>Behaviour
Event:
Birthday Party</p>
        <p>Artefact:
Cake
KEY:</p>
        <p>Object</p>
        <p>Association</p>
        <p>Information Type</p>
        <p>Family
Gym Class
…
…
…
…</p>
        <p>The connection between the Lifestyle Aspect of healthy eating and the Value of
health and wellbeing shows that the Lifestyle Aspect of healthy eating is
instrumental to supporting the Value of health and wellbeing. The Lifestyle
Aspect of healthy eating may have different ways in which it is carried out which
affect how well the Value is supported. Energy Consumption Behaviour of
baking is consequential to the ways of carrying out the Lifestyle Aspect of
healthy eating. The important contextual information related to the Energy
Consumption Behaviour of baking is the Activity of cooking, the Event of a
birthday party and the Artefact of the cake.</p>
        <p>Constructing the influence structure allows for designers of behaviour change
interventions to reason logically about how to frame interventions for different
situations. For instance, using the example given previously, we can see that the
Energy Consumption Behaviour related to baking is consequential to the
Lifestyle Aspect of healthy eating. Healthy eating is instrumental to two Values:
health and wellbeing, and family. Using this influence structure, behaviour
change interventions may be framed in the context of a valued aspect of a
person's life that may be either directly or only indirectly related to energy. To
relate this to the example, interventions may be framed by supporting valued
interactions with family and/or promoting health and wellbeing through energy
efficient ways of baking. The outcome of the intervention is that the person(s) is
influenced to change behaviour in favour of behaviour that consumes less energy
while directly supporting their highly valued activities.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Future Work</title>
      <p>This paper argues how the construction of a user model, based on values, lifestyle
aspects and energy use behaviour may be utilised within a software system to
inform strategies that influence a change in energy usage behaviour. These
information types were chosen as they are the key drivers of everyday
decisionmaking that lead to energy consumption behaviour. As such the content and
interrelationship of these information types may inform intervention strategies that are
relevant and personalised.</p>
      <p>The model explained in this paper illustrates the main conceptual types that are
important. A natural progression of this work is towards an implementation-level
design. The additional implementation-level detail that is necessary may add
lower level implementation specific detail but should not change the conceptual
model. It is important to take into account the tensions and trade-offs between
values. This is because the tensions and trade-offs are important to select and
understand the consequences of a particular strategy of influence.</p>
      <p>In future work we aim to empirically evaluate the influence structure through the
design an online social media system that aims at influencing a change in energy
consumption behaviour. Iterative system development will allow for the model to
be specified at a lower level of granularity.</p>
      <p>Acknowledgement. Eviz project. The work reported in this paper is funded by
the Engineering and Physical Sciences Research Council (EPSRC) under the
Transforming Energy Demand in Buildings through Digital Innovation (TEDDI)
(grant reference EP/K002465/1).</p>
      <p>1.
2.
92  </p>
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