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        <year>2010</year>
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Encouraging an Active Lifestyle with Personal Mobile
Devices: Motivational Tools and Techniques</p>
    </sec>
    <sec id="sec-2">
      <title>Richard Byrne</title>
      <p>Computer Science Department
Swansea University</p>
      <p>Wales, SA2 8PP, UK
csbyrne@swansea.ac.uk</p>
      <sec id="sec-2-1">
        <title>ABSTRACT</title>
        <p>Encouraging physical activity amongst different groups, age
ranges and cultures can be a difficult task. As such research
has been undertaken in order to find methods of allowing
people to monitor their own activity levels and hence allow
them to alter their lifestyle in such a way as they become
more active. It is possible to achieve this aim through a
number of methods, ranging for individual personal devices
to making use of social groups and social feedback in order to
further encourage physical activity through the notion that
friends can also monitor our progress. In this review paper
we look at some of the work undertaken in understanding
the desire of those who wish to become more active, paying
particular attention to those with sedentary lifestyles. We
also take a look at the technologies and methods utilised to
aid and motivate these people in achieving their goals.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Categories and Subject Descriptors</title>
        <p>H.5.2 [User Interfaces]: User-centred design, Input/Output
de- vices, Strategies, Hardware technologies, Interaction Styles</p>
      </sec>
      <sec id="sec-2-3">
        <title>General Terms</title>
        <p>Design, Human Factors
Mobile learning, User experiences, Nudge, Social norms</p>
      </sec>
      <sec id="sec-2-4">
        <title>1. INTRODUCTION</title>
        <p>Motivating and encouraging physical activity can be a
challenging feat. At one time or another many of us are
struck with the desire to join the local gym, go for a run or
tackle the latest fad diet. The difficulty comes in keeping
up the commitment to pursue the goal we initially set out
to achieve. Within a few weeks the motivation to go to the
gym can wain and that run we promised to go on can be put
off because we know that we will definitely go tomorrow. For
those of us with sedentary jobs these goals can be even more
of a struggle. As such, research has been ongoing in creating
a design methodology and technologies with the purpose of
encouraging and maintaining an active lifestyle.</p>
        <p>This paper gives an overview of some key literature
relating to the subject of encouraging an active lifestyle and gives
mention to how this aim was carried out by the respective
authors and the results that they achieved. We then outline</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Parisa Eslambolchilar</title>
      <p>Computer Science Department</p>
      <p>Swansea University</p>
      <p>Wales, SA2 8PP, UK
csparisa@swansea.ac.uk
some design guidelines for mobile based motivational
activity monitoring applications that we hope to apply in our
own future work.
2.</p>
      <sec id="sec-3-1">
        <title>RELATED WORK</title>
        <p>In this section we will discuss various technologies and
areas of research relating to the study of encouraging a more
active lifestyle. We have categorised the topics into three
sections and describe the relevant topics within those
sections.
2.1 Personal Activity Monitoring Devices</p>
        <p>
          With people’s will to become more active and healthy
there is no surprise that there has been a great deal of
personal portable devices released in order to allow people
to more accurately monitor and maintain their own levels
of fitness. The most common form of these devices is the
pedometer, a simple, small and unobtrusive device which
monitors the wearer’s step count. These devices are usually
attached at the hip and the most basic use mechanical parts
that move when the wearer walks and thus registers a step
count. Research has shown that the physical presence alone
of the pedometer (screen is off) can increase the activity
level in adults [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
        <p>However these devices can be more complex and allow for
more information than just the step count to be displayed.
One example is the PAM system1 which, like a normal
pedometer is worn on the hip and measures the wearers activity
level. The PAM makes use of an accelerometer in built in the
system which monitors all the movements of the wearer and
displays the activity level as a PAM score. This score can be
viewed on the accompanying website, which allows the user
to monitor their progress and set goals such as weight loss
and find what their average score is. Slootmaker et al.[16]
found that the PAM was a useful and accurate tool for both
monitoring and encouraging an active lifestyle.</p>
        <p>The fitbit system2 is another unobtrusive activity
monitoring system that can be worn discreetly by the user and is
used to monitor both activity levels and sleep patterns. The
system wirelessly communicates with a base station in the
home which in turn uploads the activity progress to a
website. The system monitors calories burned and steps taken
and the website is used in order to set goals to aim for and
to keep track of the user’s activity patterns.</p>
        <p>
          Obesity is seen as a rising problem in both adults and
children and can lead to many other health problems such
as cardiovascular disease and diabetes. Arteaga et al. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]
1http://www.pam.com/index.php?pid=3
2http://www.fitbit.com/
argue in their paper that the key to combating obesity in
adults is to target teenagers and educate them about the
potential health risks of overeating and leading a non-active
lifestyle, thus believing that it is better to teach the issues
sooner rather than later. Targeting younger generations in
order to teach them the value of leading an active lifestyle is
something that’s also been undertaken by large corporations.
In particular Nintendo released an activity monitoring game
for their DS system entitled Walk With Me3. This game
comes bundled with two pedometer accelerometers in order
to encourage more than one member of the household to
take part in monitoring their levels of physical activity. The
system allows the user to set a step target and is then used
in much the same way as similar step counters, however,
at the end of the day they can transmit the results to the
DS system where they can view a detailed breakdown of
their activity levels for that day. This in turn provides the
user with monthly and weekly averages of their step counts
and allows them to set new goals as and when they want
to. Their step counts can also be used to play mini games
on the system, allowing for a competitive nature within the
family household. The system is even designed so it can
be used with a pet dog, so that the user can also monitor
their pets activity in comparison to their own. In all it is
a fun system which has been designed in order to make the
monitoring of physical activity levels feel less like a chore
and to encourage individuals to keep going and reach the
goals which they may have set.
        </p>
        <p>Tesco Diets Active4 offers an online personalised coaching
programme. After enrolling to the programme, a wrist-band
called miband is sent to the customer. The miband records
everything the user does throughout the week, from
housework to workouts and everything in between. The user can
synchronise their miband on a weekly basis with the online
coaching system via a Bluetooth connection. The online
system allows the customer to set up weekly basis goals i.e. the
distance to traverse. This is also combined with a range of
tasty healthy eating plans to facilitate a full healthy lifestyle
makeover.</p>
        <p>There are also devices available to monitor and track
individual’s progress for those people who already lead an active
life and want to maintain their own progress. The Nike Plus
system, developed by Nike and Apple, allows a user’s iPod
to be used as a running aid which allows them to set
distance goals and keep track of their progress as they train.
The system allows the user to specify a goal, such as the
amount of calories to burn or the distance to traverse. Also
at anytime the user can press a button and receive audio
information relating to their current distance, run time and
pace. If they have set a goal then at key points along their
route they will receive an audio prompt notifying them that
them have completed some or all of their set goal.In
addition the system also includes the voices of several prominent
athletes who, at the end of the workout, congratulates the
user if they have achieved a new personal best.This
information can be uploaded to the Nike plus website which, as well
as allowing you to challenge friends, gives a breakdown of
user’s progress and a complete history of previous workouts.
3http://www.nintendo.co.uk/NOE/en_GB/games/nds/
walk_with_me_do_you_know_your_walking_routine_
10465.html
4http://www.tescodiets.com/index.cfm?code=370027
2.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Personal Activity Monitoring on Mobile Platforms</title>
        <p>Although, personal activity monitoring devices like
pedometers are practical for some people, for others it
becomes another thing to remember to carry. As such there
has been work examining the porting of activity monitoring
applications onto mobile platforms and, in particular,
mobile phones. A quick browse of either the iPhone App store
or the Android marketplace at the time of writing returns
many results regarding pedometer applications or activity
monitoring applications. All applications give an indication
of your step count by making use of the onboard
accelerometers commonly found in many modern phones and some
(such as CardioTrainer) also include inbuilt GPS services
allowing user’s to more accurately track their fitness progress
and, for example, their walking routes.</p>
        <p>
          An extensive body of research has been conducted
regarding the subject of mobile based personal activity monitoring
applications. One such system is the UbiFit system [
          <xref ref-type="bibr" rid="ref7">7, 11</xref>
          ],
developed by Consolvo et al. The UbiFit system transforms
the background wallpaper on a mobile phone into a garden
scene. As users become more active or indulge in physical
activity throughout the week the garden grows, with
several different flowers representing various activities such as
walking, cardio or strength training. At the end of the week
the screen is wiped blank and flowers are regrown as activity
is undertaken again. The system also makes use of
butterflies in the garden to represent goals that have been met
by the user and these butterflies remain when the rest of
the garden is erased as a reminder that the user previously
managed to reach their goals. The UbiFit system is not
soley contained to just the phone however and does make use
of an external activity monitoring device known as an MSP
(Mobile Sensing Platform)[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] which has been trained to
automatically recognise in real time various activities such as
walking and running. The system does also have an activity
diary feature so that any activities that cant be
automatically inferred can still be manually entered. It is suggested,
that although this system makes use of an external module
that eventualy phones will include the majority of sensors
required allowing for a user to simply slip their phone into
their pocket at the start of the day, with no need to
remember to wear an extra device, improving in cases where it may
be impractical to attach a pedometer or MSP type device
to the waist and making it impossible to actually forget the
extra device since the phone is all you would requite.
        </p>
        <p>
          Nokia has conducted work into how such mobile based
applications should be designed. The findings of which appear
in several papers by Ahtinen et al. [
          <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
          ] and discuss the
design and user experiences of wellness applications. These
papers study issues that need to be considered when
designing for cross cultural wellness applications, the social
features of such applications and also the user interface
design of the applications. The research has found that
offering a gaming experience, social sharing opportunities and
proper feedback resulted in improved motivation from
participants. This work also provides a nice framework
regarding design considerations and these findings are supported
by additional work by Consolvo et al. who have also
provided their thoughts on design for such applications in [
          <xref ref-type="bibr" rid="ref9">9,
10</xref>
          ]. These papers also study the use of persuasive
applications on mobile devices and how the design of goal-setting
technologies in these systems can best be combined in order
to create a comprehensive system that will yield the best
results for those wishing to pursue a more active lifestyle.
2.3
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Beyond the Physical Devices</title>
        <p>Many systems make use of activity trackers and the ability
to set goals to aim for and achieve and some of these
systems allow users to involve their friends in this goal setting
process, sharing their own progress and comparing it to that
of their friends. Friends are able to view and compare their
own progress to the user’s and also create group goals and
begin friendly competitions. In the literature there exists
work relating to the design of interactive games promoting
active lifestyles and this goal setting process. In this section
we discuss this work and also work regarding the power of
social influence when promoting an active lifestyle.</p>
        <p>
          Consolvo et al. [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] make goal-setting the subject of
another of their papers which again details their UbiFit system.
In this paper they argue how goal-setting in persuasive
technologies could be an effective way to encourage behaviour
change and in particular, people’s attitudes to being
physically active. From their study they found that the ability
for participants to self set their own goals was preferred and
that goal timeframes set throughout a calendar week was
most beneficial to the users, especially if they could choose
when the week started.
        </p>
        <p>The importance and competence of self-setting physical
activity goals is examined in Saini and Lacroix [15]. In this
paper the authors examined how people would set their own
personal goals and in turn how these goals were achieved,
alongside examining how committed the participants were
in achieving their own self assigned goals. This paper
differs from the findings of Consolvo et al. in that the authors
found that often goals were not achieved since the
participants were often too ambitious in the self-assigning of their
goals. They also discussed how they found that participants
would, in general, often create goals which showed their
intentions but didn’t accurately reflect their ability to
accomplish them. However they argue that goal setting in general
was quite well followed and that it is likely a very important
factor in motivational behaviour change with regards to
encouraging physical activity. It is suggested that the over
ambitiousness of participants likely stems from their novice
experience with monitoring their own physical activity levels
and their initial beginner experience regarding setting goals
and changing their lifestyles.</p>
        <p>In a previous paper, Lacroix et al. [12] received similar
results when they examined the relationship between goal
difficulty and performance of their participants. In this paper
they discovered that previously in-active participants
improved their activity levels by setting goals for themselves.
It was also found, however, that participants who already
had an active lifestyle did not increase their own activity
levels to the same degree as the beginners. This is generally
to be expected though, since those with an active lifestyle
are likely already doing what they can to maintain it. These
papers do support the findings of the papers we have
discussed in previous sections though, as they show how there
is still a willingness in the participants to at least attempt
to accomplish the goals that they set.</p>
        <p>
          Arteaga et al. [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] target teenagers in their study and
created a mobile phone based game which suggests different
games that can be played based on the users personality.
The system consists of games based in the real world, such
as searching for treasure shown on screen or using the
accelerometer of the phone to act out sword fighting. The
system also made use of motivational agents - two avatar
figures of a man and women, who would recite motivational
phrases to the player based on their personality. The male
figure was more assertive whereas the female was more
encouraging offering supportive comments to motivate the user
to keep playing the games. Their main aim is in attempting
to positively reinforce the feelings and experience of playing
the game and hence keeping fit, with the memories of the
fun and positive feelings the system attempts to create.
        </p>
        <p>Fish’n’steps, developed by Lin et al. [13] is a game of
sorts whereby participants manually submit the amount of
steps they have walked each day to a team of researchers.
These researchers then use this information to update an
avatar of a fish, which is used to represent the activity level
of the participant. In order to convey the activity level the
researchers made use of emotion and size as a simple way
of conveying the activity, with the fish getting bigger and
happier based on greater amounts of activity, and sadder
and smaller based on less activity. Some participants were
also randomly assigned to a group where they could see a
fish based on the overall group activity and the results in
turn were used to investigate social influence and pressure
to keep active. Lin et al. found that the game did indeed
increase peoples awareness of their own activity levels and
educated the participants so that when the study ceased
the game was no longer needed as the participants had a
concrete understanding of their own activity levels.</p>
        <p>
          Ahtinen et al. also tackle the issue of social influence in
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Ahtinen et al. examine in this work how to design social
features and they detail a study in India which examined the
design of wellness applications and the social interaction
between people. The study found that role models, family and
other people striving for the same results as the participants
was a good motivational social tool that helped the users to
better achieve their aims.
        </p>
        <p>Another system that makes good use of social
encouragement is detailed in Mueller [14]. The Jogging the Distance
system is targeted at runners. In particular it is targeted at
people who like to run together but due to broad
geographical differences in location often find it infeasible to meet in
person. As such the system makes use of GPS technology
and 3D sound in order to simulate to one user the respective
position of the other. This is used as a motivational tool in
order to provide support to individual runners and
encourage them to keep going since their friend is still running and
offering words of support.
3.</p>
      </sec>
      <sec id="sec-3-4">
        <title>DESIGN GUIDELINES</title>
        <p>
          From the papers that have been discussed it is possible
to outline design guidelines for mobile based motivational
activity monitoring applications. For example much of the
discussed literature agrees that social influence and the
ability to set and aim for goals can be extremely helpful in
encouraging participants to strive for the more active lifestyle
that they desire. As such it is possible to outline the features
such a system could make use of:
1. Goal Setting - In [
          <xref ref-type="bibr" rid="ref8">8, 15, 12</xref>
          ] goal setting was found to
be of great use and a key component in motivating the
user’s of their systems in keeping active. It would be
beneficial therefore to include some form of goal setting
and reward system for users in mobile based systems
as a way of motivating users to use the system and to
track their progress.
2. Social features - The ability for users to share their
progress to other users of the system is also a
powerful motivational factor. Allowing participants to view
their progress alongside that of their friends or other
users in their group showed in [
          <xref ref-type="bibr" rid="ref2">2, 14</xref>
          ], that it helped
to encourage that user to be more active themselves.
The loyalty to a group or the knowledge that others
will know when you have not been as active or met
your own goals could be very motivational, also the
ability to invite friends could help to provide a feeling
of comfort and camaraderie as in the Jogging the
Distance system and would be a powerful addition to a
mobile based activity monitoring application.
3. Feedback - In all the literature the way feedback is
presented is an important factor. We believe It is
important to allow users to track and monitor their progress
and to also be able to compare their progress with
that of other people. As such it would be beneficial
to allow the users to access a system that provided a
breakdown of their activity patterns so they can see
them changing over time. In addition consideration is
needed regarding the use of a subtle or a direct reward
feature based on the user’s progress.
4. Reminders - The benefit of consolidating the
pedometer functionality onto a mobile device loses the
reminder an external device subtly gives the user and
so it is possible that users may become less aware or
less motivated as time goes on since they forget the
system is running on their phone. A solution is to
provide regular reminders much like the subtle wallpaper
reminder included in the UbiFit system or similar so
that the users are continuously aware that there
activity is being monitored.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>CONCLUSION AND FUTURE WORK</title>
        <p>In this paper we have discussed previous work relating
to the study of promoting physical activity. We have
discussed the benefits of existing products such as pedometers,
the Nike Plus system and the PAM and discussed how these
systems can be applied to mobile platforms. We have also
discussed work relating to the more encompassing issues of
promoting an active lifestyle, such as how to keep people
interested and motivated in achieving their goals and how
goal setting and social influence are possible ways of doing
this. As such, the discussed literature allows us to construct
guidelines which will aid us in designing a unique mobile
activity monitoring application that will motivate people in
pursuing a more active lifestyle. In addition the
application will aid users in increasing their knowledge of their own
physical activity levels as well as those of others, resulting
in them adapting their lifestyle habits accordingly.</p>
        <p>Neighbourhood Wattch - Community Based Energy</p>
        <p>Visualisation For The Home
Chris Elsmore, Max L. Wilson, Matt Jones, Parisa Eslambolchilar</p>
        <p>Future Interaction Technology Lab</p>
        <p>Swansea University, SA2 8PP, UK
elsmorian@gmail.com, {m.l.wilson, matt.jones, p.eslambolchilar}@swansea.ac.uk</p>
        <sec id="sec-3-5-1">
          <title>ABSTRACT</title>
          <p>In this paper we describe an investigation into a social,
community-based electricity and waste visualisation. We
present a system that, through visualisations suitable for all
ages, can display the electricity consumption and waste
production of a community. This system, originally deployed
online, was analysed during a month-long user study, which
found that, although eliciting an initial popular response,
was not sufficiently embedded in daily life to have a long
term effect. Thus a separate device was prototyped to give
the system a permanent, more pervasive presence in a
household. Additionally, we argue that such a system could be
easily adapted for personalised mobile use, and would
benefit from the more frequent interactions with, for example, a
user’s mobile phone. We also present challenges in
producing this interface on a mobile device, and open discussion on
how this is best achieved.</p>
        </sec>
        <sec id="sec-3-5-2">
          <title>Categories and Subject Descriptors</title>
          <p>H.5.2 [User Interfaces]: User-centred design—Input
devices and strategies, Interaction Styles, Prototyping</p>
        </sec>
        <sec id="sec-3-5-3">
          <title>General Terms</title>
          <p>Design, Human Factors</p>
        </sec>
        <sec id="sec-3-5-4">
          <title>Keywords</title>
          <p>Nudge, behaviour, influence, energy, consumption</p>
        </sec>
        <sec id="sec-3-5-5">
          <title>1. INTRODUCTION</title>
          <p>
            Current scientific reports and investigations into the causes
and extent of climate change, such as the IPCC Fourth
Assessment Report on Climate Change [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ], together with
other green issues such as peak oil, rainforest destruction
and renewable energy (which received significant investment
of over $150 billion in 2008 alone [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ])have heightened public
interest in environmental issues. This interest is spurred on
by increased media coverage and campaigns such as 10:101,
which aims to cut 10% of UK emissions in 2010, and the
Prince’s Rainforest Project2, a campaign spearheaded by
HRH The Prince of Wales against rainforest deforestation.
1More information available at http://www.1010uk.org/.
2Available at http://www.rainforestsos.org/.
          </p>
          <p>Many systems have been developed to help individuals
track their own energy consumption or waste production, as
discussed in the next section, but we are unlikely to reduce
global energy consumption without working together. We
sought to develop a system that a) was accessible to the
whole household, and b) places our energy consumption in
the context of other people in our communities. The aim
is to help households work together, with each other and
other households, to reduce global energy consumption. We
believe that the implications of adding social awareness and
a mobility to household metering has not been properly
researched, and that it may have a significant influence on the
long term behaviour of users.</p>
          <p>In the rest of this paper, we first introduce a system
designed to be both accessible to the whole family and socially
aware. We then describe a study where this system was
deployed within five households for one month. Our
findings indicate that although an online social network
provides good motivation for change, it is not sufficiently built
into daily routine to have a long term benefit. We then
describe an initial investigation into a prototype device that
places this socially aware system more pervasively into the
living space and conclude with our hypothesis that a
mobile deployment of this socially aware system will provide a
more personalised experience to nudge and influence energy
consumption behaviours.
2.</p>
        </sec>
        <sec id="sec-3-5-6">
          <title>BACKGROUND &amp; RELATED WORK</title>
          <p>
            In light of the recent interest in ‘green’ living, table-top
style household electricity monitors have increased in
popularity as a method of gathering precise realtime domestic
electricity data conveniently, instead of the imprecise data
from a typically difficult to access household electricity
meter. Installing these monitors is arguably a proven way of
reducing a household’s consumption- a study for the
Department of Environment Farming and Rural Affairs by the
University of Oxford identified a saving of 5-15% on
average household consumption from the addition of a monitor,
as the occupants of the home became more aware of their
usage [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]. However, the current range of table-top
monitors provide limited feedback to users, usually based on a
numerical display which requires knowledge of the units of
power - Watts (W), and energy - Kilowatt Hours (kWh),
which are used to represent electricity consumption. A
notable exception to this is the Wattson device, which glows in
different colours depending on the amount of electricity
being consumed. In addition to this, despite supporting user
experimentation in the home with relation to how
different devices affect overall household electricity consumption,
current monitors feature no further incentive to reduce
consumption, and after an initial interest, the energy savings
can decrease as the novelty factor of the monitor itself wears
off for the occupants of the home [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ] in a boomerang effect.
          </p>
          <p>
            Future visualisations based on the data already available
from such commercial monitors could be used to create more
engaging and meaningful visualisations for households.
Current research is being done into the possibilities of using
local household data in new ways, to increase the visibility of
such data in everyday lives such as the Weigh Your Waste
[
            <xref ref-type="bibr" rid="ref6">6</xref>
            ], and WattBot [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]projects. Weigh Your Waste involves an
in-home visualisation of the status of a user’s rubbish bin,
and uses the weight of the waste currently in the bin to
calculate the cost of disposal. The WattBot project aims to
create an iPhone application that shows a user’s home
electrical use, broken down by the room or appliance, to indicate
where the majority of energy is being consumed, and how
different rooms and appliances compare. We believe these
systems can be made increasingly effective by the addition
of other households’ data, providing both a reference point,
and a possible goal to aim for. This social side of such a
system is ideal for mobile use where comparisons of energy
usage, recycling amounts and tips on how to improve could
be shared between individuals using mobile devices.
          </p>
          <p>NEIGHBOURHOOD WATTCH</p>
          <p>
            Our goal was to design a system that was accessible to
the whole family, and so we used the participatory design
method [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ] to engage with a class of school children to design
a suitable visualisation. In this case it was used to form
initial ideas regarding the types of visualisation children felt
were suitable for showing waste and electricity data in the
home. As Druin and colleagues suggest [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ], children can
offer valuable insight into how they themselves think, what
they like and dislike, and what they can relate to.
          </p>
          <p>
            A group of 10 and 11 year old children in a class at a local
primary school took part in a design session, creating ideas
to represent both electricity use and waste production. This
age group lies on the upper bounds of where children are
the most descriptive and self-reflective whilst still lacking
pre-conceived ideas and methods, often resulting in truly
original ideas [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ]. The children were presented with two
examples of existing electricity monitors, and then asked to
produce one waste and one electricity design to represent
the same information through a visualisation.
          </p>
          <p>These visualisations were then analysed for common
features, and used as a basis for designing the final visualisation
used in the system. The children’s designs had a number of
popular themes in common, for example the use of colour
such as traffic light style devices or lights that lit up in the
same green, amber and red colours, which were popular for
depicting electricity usage. Other themes included
depictions of forests which changed in size, depictions of
themselves or people close to them changing in size or getting
older and younger, and pictures of rubbish bins that got
progressively full of recycling or rubbish. These themes were
combined to create the final visualisation used in the system
- a house depicts each different household, with rubbish and
recycling use mapped to the amount of black bags and
recycling bins, and the electricity use mapped to the number
of trees and window colours, as can be seen in Figure 1.</p>
          <p>The system we developed consisted of this visualisation
implemented through a website as shown in Figure 2. The
site took readings of waste and electricity data from each
participant, and used this to generate the visualisation along
with other statistics, displaying this data when the
participant logged in.
4.</p>
          <p>USER STUDY</p>
          <p>A qualitative user study was designed to investigate the
impact that the Neighbourhood Watt ch system had on a
household’s perceptions and behaviours regarding their
electricity usage and waste production. Further the study recorded
their actual usage throughout the month when using a
system that visualised multiple households’ electricity and waste
data alongside the user’s own. Finally the study explored
the energy usage and waste production of households with
young children in general.</p>
          <p>The study took place over a period of four weeks. Each
participating household was supplied with an electricity
monitor, and a set of weighing scales to measuring the weight
of rubbish they threw out. In the first stage which lasted
one week, participants’ daily electricity use, as reported by
the monitor, and the weight of their rubbish and recycling,
were recorded onto a sheet of paper, to get them used to
using the monitoring hardware. The second stage also ran
for one week and involved recording the same data but
using the website described previously, however participants
could only see their own data. The third and final stage
made up the remaining two weeks, and used the same
website as in the previous stage, but enabled the community
visualisations.</p>
          <p>Prospective households were contacted via the class that
was involved in the visualisation participatory design
exercise. Five households willing to partake in the study were
found, each of which had at least one child in their final years
(9 and 10 years old) at school. Apart from this similarity
other aspects of the households varied, such as the
property sizes, attitudes towards the environment and ‘green
issues’; three of the five households recycled materials such as
tin foil, TetraPaks and batteries, which were not collected
from the kerb-side and therefore required a separate trip to
the municipal site, whilst one reported recycling very little.</p>
          <p>These different households gave the study a wider scope to
investigate the effectiveness of visualisations on households
with differing attitudes and behaviours.</p>
          <p>RESULTS</p>
          <p>
            All participants experimented with the electricity
monitor when it was first installed, exploring how much energy
different devices use in their homes (which confirmed
findings by Darby et al. [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]), and for a number of participants
the study served as a constant reminder to be more energy
conscious. The community section of the website provoked
interest among participants, but the electricity monitor was
the primary cause for behaviour change in the households.
          </p>
          <p>Despite the focus on the monitor, participants were still
aware of their presence on the website, and how they
appeared to other participants. Participants felt guilty when
seeing the community page and identifying other people who
were using less energy them them; one household, for
example, commented: “I looked at other people’s houses online,
and saw averages of less than four and I thought ooh oh
dear!”. Another stated: “We trimmed all the hedges! We
should have put that in see, that would have made us
better!”, reaffirming their wish to look good to other people on
the community section of the site.</p>
          <p>Whilst the system was well received by all participants, a
number of common and key issues arose through the study
period. Whilst the website received praise from participants
regarding its functionality and ease-of-use, when changing
from the paper sheet recording to using the website,
participants did not record as many readings. When queried, the
participants admitted they did not use their computer on a
daily basis and turning it on just to enter the reading was
considered too time consuming: “Everyday I noted it down
on the calendar usually what it was at the end of the night,
but I didn’t always have the energy to put it in - I don’t
always have the computer on everyday.” Another household
commented “It’s quite a responsibility doing it every night”,
“Unless you’re in the habit of going on the computer every
night for something anyway”.</p>
          <p>In addition, the participants did not generally use or
explore the website apart from updating readings, thus the
main feedback from the electricity use came from the energy
monitor itself, with most participants only looking through
the community section of the site once or twice during the
study.</p>
          <p>REVISED SYSTEM</p>
          <p>Further to these results a refined, more pervasive system
was prototyped, designed taking into account the issues that
participants had identified with the existing system, and to
address these problems it was decided that the refined
system must consist of a device similar to the electricity
monitor, but be capable of displaying the same information as
the website. The table-top electricity monitor was attractive
to the households as it required nothing more than a casual
glance to assess how much electricity was currently being
used. By comparison the website required logging in, and in
some cases the additional time of turning the computer on.</p>
          <p>
            It was decided the new system would also support automatic
updating of waste production, using a method similar to the
Weigh Your Waste project [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ], involving wireless scales
fitted to rubbish bins to monitor the weight of the contained
waste.
          </p>
          <p>The refined system was prototyped before being presented
to the participants of the previous study for feedback in
a think aloud session. The new system, shown in Figure
3 was designed to include a table-top display device that
would show the community visualisation, whilst
automatically recording the electricity and waste use from the
household providing a more pervasive interaction than the
previous system.
6.1</p>
          <p>Reactions</p>
          <p>The new system was met with enthusiasm from most
participants, with all but one household agreeing that it was
better than the first system. This participant liked the
refined system, but commented that it wasn’t a system they
would use in their home, they thought they were as green as
they could possibly be: “It’s not for me, as we turn off
electricity as much as possible anyway, and we also recycle as
much as possible.” They did however state that they would
be willing to use such a system for research purposes, to help
refine it further.</p>
          <p>All other households expressed an interest in the new
device, and all said they would use it in their homes. They
much preferred the fact that the device provided all the
information on its own display and did not require using a
computer, for both accessibility and speed reasons – two
households stated they thought the new system was easier
to use, with the large display being “Clear and easy to
understand” and “More user friendly, and I don’t need to log in
- time efficient.” They also commented that if it was in the
home directly, “The children would like the interactivity of
it”, and all households stated they would prefer to place this
device in the kitchen or dining room, in places they frequent
in the home.
6.2</p>
          <p>Towards Mobile Device Design</p>
          <p>While it is clear that the socially aware aspect had a
positive impact on people’s energy consumption, the exact form
of Neighbourhood Wattch requires additional research. One
logical hypothesis is that Neighbourhood Wattch should be
deployed on mobile devices, so that it can be integrated even
more into daily practices. The revised prototype presented
above had the benefit of being better integrated into
routine, but several participants were unsure about the use of
additional technology in the house to reduce energy
consumption. There are several advantages to creating more
personalised mobile device applications for Neighbourhood
Wattch: 1) many people keep mobile devices on their
person throughout the day; 2) it allows the user to keep track
of their consumption while out of the house; 3) it allows
individuals to track finer-grained physical spaces such as
their own room; 4) individuals can have a personalised
ageappropriate view of their energy consumption; 5) it allows
people to share and compare their energy consumption when
visiting others. One downside is that it may be harder for
families to engage with the visualisation together. Another
is that the physical presence of the monitor in the house is
taken away. We would suggest that the presence of
Neighbourhood Wattch on a mobile phone should be made
permanent by an icon in the corner or an ambient indicator,
to capture the same benefits as a permanent installation in
the house. These pros and cons should be discussed fully in
a workshop environment, to identify if they are valid goals
for the technology and gauge wether or not these are
features users would want to interact with and use in a mobile
context.</p>
          <p>The transition from web-based interactions to mobile ones
for this technology depends highly on the mobile technology
being used. A recent smartphone released in the last
couple of years is fully capable of displaying the web interface
used in the study, and so are more recent popular form
factors such as Apple’s iPad. Re-designing the interface into
one based in a native application for these devices would
increase the speed of determining energy usage, however a
different visualisation may be more suitable. Older phones
such as one without touch screen or colour display would
not support the web interface as is, and would require a
redesigned interface specifically for them which we believe
would still not provide a compelling and engaging experience
due to the hardware limitations of such devices.</p>
          <p>Newer devices however present an increased range of
possible interactions. GPS and location data available from
these newer devices could be used to determine how
households in the immediate vicinity of the user compare to their
own use, or remind user when they have left their home
which appliances have been left on for example.
Additionally, the feedback from actuators such as a devices screen
brightness, vibration levers or even auditory signals could
be used to further nudge and persuade users. As mentioned
above, having a mobile display of energy information when
visiting friends could also be a conversation point for
discussing how savings were made.</p>
          <p>The rise of such social tools such as Twitter and Facebook
combined with ubiquitous internet connected mobile devices
has meant that for a lot of people, they are in constant
communication with friends and colleagues. This social network
popularity could be exploited with revisions of
neighbourhood Wattch into a social service. This would have scope
from comparing individuals in a home and how they
contribute to the overall energy use, how they compare
individually and as a family to other individuals and households,
how houses in a street compare in a town, or how towns
compare throughout the country, possibly including such
motivators as weekly goals, or challenges and leader boards. We
believe tight integration with existing social networking
services combined with mobile alerts, or notifications of such
challenges would highly increase it’s effectiveness.
7.</p>
          <p>CONCLUSIONS</p>
          <p>In this paper, we have described an investigation into a
system that promotes and facilitates better awareness of
energy consumption by placing it in the context of a user’s
community. Neighbourhood Wattch lets users know not
only whether they have reduced their energy consumption,
but allows them to see whether or not their consumption
is good or bad when compared to other people. While our
investigation indicates that social awareness of energy
consumption did motivate better energy consumption, the
visualisations had to be pervasive and embedded in daily
routines to have long term effects. We believe that
Neighbourhood Wattch would be better able to nudge and influence
behaviour if deployed on users existing mobile-devices, but
must maintain permanent presence to be effective.</p>
          <p>Motivating physical activity at work: Using persuasive
social media extensions for simple mobile devices
Derek Foster, Conor Linehan and Shaun Lawson</p>
          <p>Lincoln Social Computing Research Centre (LiSC)</p>
          <p>University of Lincoln, Brayford Pool</p>
          <p>Lincoln, LN6 7TS
+44 (1522) 837086
defoster@lincoln.ac.uk
A BS T R A C T
Powerful behaviour change programmes can be developed
through a combination of very simple, accessible technology, and
an understanding of the psychological processes that drive
behaviour change. We present a study in which very basic digital
pedometers were used to record the number of steps taken by
participants over the course of a normal working day. A
Facebook application, named Step Matron, was utilised to provide
a social and competitive context for pedometer readings. We
were particularly interested in whether interactions between users
via the application more successfully motivated physical activity
than simply recording daily step counts in a similar application.</p>
          <p>Ten participants (1 male), all nurses working in a UK hospital,
used the application across two conditions over the course of the
study. In the socially-enabled condition, participants could view
KFDH RWKU¶VH SVWH GWD QDG HNDP SULVQRF QDG HWVRFP Q,
the non-social condition, participants could only view their own
personal step data. A significant increase in step activity was
observed in the socially enabled condition. Our findings highlight
the potential of social media as a means for generating positive
behaviour change. They also suggest that simple mobile devices
can function as an inexpensive, accessible and powerful trigger
towards this behaviour change without necessitating the use of
overly complex and expensive mobile applications or devices.</p>
          <p>C ategor ies and Sub j ect D esc r iptors
H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous
G ene r al T e r ms
Design, Experimentation, Human Factors
K eywor ds
Persuasive technology, lifestyle,
pedometers
health,
mobile</p>
          <p>devices,
1. I N T R O D U C T I O N
Modern lifestyles are becoming increasingly sedentary [10]. In the</p>
          <p>
            UK only 11.6% of adults are classed as physically active by taking
part in moderate exercise 5 times or more a week [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ]. Physical
exercise has also been shown to improve health conditions such as
heart disease and depression [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ]. This paper reports on the use of
a simple mobile device (SMD) ± a digital pedometer - and a social
application to improve physical health in a specific environment:
the workplace. As figures suggest that UK workers spend up to
60% of their waking hours at work [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ] there is scope to utilise
some of this non-social time to encourage more physical activity.
          </p>
          <p>
            In recent years a number of researchers have conducted studies to
evaluate the potential of using pedometers as health interventions
in the workplace (e.g. [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ], [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]). Chan et al. [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ] report a substantial
study involving 1442 employees over a 12 week period in which
pedometers were used to measure the effects of two types of
motivational structures on physical activity. These two
motivational structures were; health education (control group),
and personal/team goal setting (intervention group). Analysis of
KWH ¶VWXG\ LYFD GW ODYUH WKD RI SUWLQFDV QL KWH
intervention group met the US governments recommendations
compared to 31% in the control group. It appears that the social
interactions and competitiveness engendered by the team goal
setting, including the use of posters displaying and comparing
team performances, may have had a significant impact on the
results observed.
          </p>
          <p>
            Interestingly, Chen et al. [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ], did not utilise any
technologyenabled feedback other than the pedometer display itself, in either
the control or intervention groups. Thus, the social and
competitive feedback presented to participants was indirect,
infrequent and over a long period of time. The current paper
suggests that offering users more direct and frequent online social
feedback, could lead to both a more enjoyable experience for the
user and more positive gains in recorded physical activity.
          </p>
          <p>
            In this study we leveraged an extremely popular contemporary
online social network (OSN) - Facebook - in combination with
60'¶V LQ RUGH WR DQHJ SUWLQFDV QL D WL mely and playfully
competitive manner with their step activity. The intention was to
demonstrate the value of using an online social application to
record data, display feedback and facilitate on-topic discussion,
thus eliminating the need for the user to wear anything other than
a cheap off-the-shelf pedometer. We are engaged in a number of
studies in which we are evaluating the viability of using social
platforms in general to motivate and encourage positive
behavioural change. For instance, this approach has been used
successfully in raising awareness of the ecological impact of
energy use in the home [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ].
          </p>
          <p>
            We designed and developed the Facebook application Step
Matron using the Facebook API [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ] and then evaluated it through
a user study. The user study followed a within subjects design
with each participant taking part in two conditions or social
modes. In condition A, Step Matron was socially enabled, for
example participants could see their frienGV¶ SWH GD VOHZVD
their own; in condition B the Step Matron application was
manipulated so that there were no social features available and so
participants could only see their own personal step activity. Our
hypothesis was that participants would be more active when using
the socially enabled condition of Step Matron when compared to
the non-social condition.
2. E xpe r imental M ethod
2.1 Pa r ticipants
Ten Registered Nurses (Nine females and one male) were
recruited through a personal contact to trial Step Matron. All of
the nurses were employed within the same hospital ward and
personally knew each other as friends. Additional criteria for
recruitment were that they must have been regular users of
Facebook for the past 12 months and that all participants must be
RKQFDHWU¶V friends list on Facebook.
2.2 D esign
In order to examine whether the social interaction element of the
application was necessary over just recording and displaying
feedback, we created two conditions; socially-enabled and
nonsocial. In the socially-enabled condition, participants could view
KFDH RWKU¶VH SVWH GWD QDG HNDP SULVQRF QDG HWVRFP Q,
the non-social condition, participants could only view their own
personal step data. The independent variable was therefore Step
UWR0DQ¶V QL teraction mode, either social or non-social. The
dependent variable was the number of steps taken by each
participant, with a total step count being recorded in each
condition for each participant.
          </p>
          <p>KH7 QW¶VSULP[H RFQGLWV UHZ RFXQGWHUEOD RW RLGYD
ordering effects. This was done by creating two groups
quasirandomly, each group containing 5 participants. Group 1 started
in the social condition, group 2 in the non-social condition and
the condition that each participant experienced was switched
halfway through the experiment. Thus, each participant
experienced both conditions, and order effects were controlled for
as carefully as possible.
2.3 M ate r ials
In order to generate activity data that we could use within the Step
Matron application we used a commercial off-the-shelf pedometer
± WK([Dµ6SHLOYX¶V [12] as shown in figure 1.</p>
          <p>F igure 1. Silva E x3 Plus Pedometer used in study
In the study conducted here, participants manually self-reported
their step count data as a task in the Step Matron software. Step
Matron then offered users the ability to compare their step data
WLKZ RWKUH XUVH QDG VORD WR SRVW QHWVRFP RQ KWLUH UV¶SH
activity. Additionally, personalised Facebook notifications were
sent to each of the participants in the study who had all added
Step Matron to their Facebook profile, as shown in figure 2.</p>
          <p>F igure 2. Notifications to other participants who are using</p>
          <p>Step M atron
A rankings interface displayed the total step count for each
participant in a table format with the highest total step count
placed at the top of the table. Each participant in the table was
selectable for a breakdown of their previous 7 day step count and
for personal messaging. At the bottom of the rankings table a
public comments board was available for posting messages
viewable by all. The rankings table provided the competitive
attribute of Step Matron - as well as providing an opportunity for
social interaction to take place, centred on step activity.
condition, with mean step ratings of 42004.4 and 38132.1 for
social and non-social conditions respectively.</p>
          <p>A Wilcoxon statistical test for repeated measures of
nonparametric data showed that the total number of steps taken was
significantly higher when participants used the social condition
(Z= -2.5, N=10, p=0.013).</p>
          <p>F igure 3. Step M atron R ankings interface
Other goal-driven features were implemented such as displaying
KRZ KVD GHONDZ KWH RVWµP SVWH QL RQH ¶G\D RQ KWH LVQUDNJ
interface with a star rating. This provides the participants with a
mini-goal to work towards which supplemented the goal of
attaining highest total step count. An overall group measurement
was incorporated which showed the total number of steps taken by
all participants with the equivalent mileage walked.</p>
          <p>Submitted step data from the participants was stored in an MS
SQL database, with all data stored anonymously. The Google
analytics service was also used to record the number of Facebook
application page views KR6FWSDUH0IQ¶VL
2.4 P rocedu r e
Each participant gave their informed consent and undertook the
experiment by carrying a Silva Ex3 pedometer during working
hours and entering their step data into Step Matron after each
working shift was completed. The experiment took place over a
period of 21 days with each participant submitting 5 working days
of step activity in each condition. Half of the participants started
in the social condition with the other half starting in the
nonsocial condition. Once all participants in each group had
submitted 5 working days of step data they were sent an email and
notification through Facebook informing them of the changeover
of conditions. Step Matron was then reprogrammed to perform in
the alternative conditions with the relevant participants.</p>
          <p>Crucially, in order to deter participants from over-reporting
stepcount data, all participants were briefed at the beginning of the
study that the pedometers stored historical activity, and that this
would allow researchers at the end of the study to validate the
accuracy of all self-reports.
2.5 R esults
The steps recorded for each participant in both conditions are
summarised in figure 4. Analysis found that 9/10 participants
walked more steps in the social condition than in the non-social</p>
          <p>F igure 4: Participant step activity in each condition
Additional data collected from Google Analytics provided an
insight into how often the participants across both conditions
logged on to Step Matron. In the 21 days the experiment was run,
there were 1142 pages views, with 224 unique visits to the Step
Matron application, equalling 5 page views per visit. The average
time spent during each visit was 6 minutes 11 seconds,
highlighting that users of the application were willing to spend
some of their own time in interacting with Step Matron.</p>
          <p>Additionally, the users spent an average of 1 minute 46 seconds
on the step input interface, but spent almost a minute longer when
interacting with the rankings interface at 2 minutes 37 seconds. It
may be assumed that participants enjoyed the rankings interface
due to its social and game like properties ± a league table and
comments board.
3. D iscussion
This paper has described the design, deployment and evaluation
of a system that utilises a Facebook application to extend and
support an SMD in persuading participants to increase physical
activity in the workplace. Participants recorded a significantly
higher number of steps in the social condition than in the
nonsocial condition. This finding suggests that social interaction over
an online social network, such as viewing each RWKU¶VH step
counts, comparing own usage to that of peers, and commenting on
each other¶ s progress, can help motivate participants to increase
physical activity in the workplace.</p>
          <p>
            Comments from the participants showed they enjoyed the
competitive aspect with feedback such as ³ ooooh im number 1 so
far :-)´ . Interestingly, a comment was made that moved the
context of the physical activity from the workplace out into the
personal social space, ´ was out dancing fri night, can you
imagine how many steps that would have been!!!´ with a response
RUPI QDRWKUH SUWLQFD QLVKJRZ SWKD\PH UHRY KWH µORVW¶ SVWH
³ aaahhh shame! Wouldve bin loads x´
The increased effectiveness of the social condition over the
nonsocial condition in the current study may be explained by
literature on social psychology. The desire to belong and
willingness to adapt behaviour to follow what others are doing has
been seen as a fundamental motivator [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ]. Social norms such as
peer pressure have also been seen as a means of changing
behaviour to align with the ideals or beliefs of groups [11]. Whilst
there is insufficient space to give a full account of the
psychological theories of social motivation, effecting behavioural
change through computer mediated social applications seems
promising.
          </p>
          <p>
            Behavioural change is no easy feat and more often than not
technological endeavours fail to make an impression on the target
users [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ]. It has been suggested that one of the main reasons for
this is that designers of persuasive technologies often set goals
that are too difficult for users to attain and work towards,
ultimately they give up trying. Effectively, the results of this study
indicate that the participants themselves can provide motivational
goals for each other by simply allowing them to interact over a
competitive social networking application.
          </p>
          <p>Interestingly, the current study suggests that SMDs can function
as successful triggers for positive behaviour change, when
delivered as part of a larger programme. Specifically, the
conclusion drawn above was that the social and competitive
interactions occasioned by the social version of the Step Matron
Facebook application motivated participants to become more
physically active during work. However, it is difficult to
understand the process through which this competition was
maintained, as participants did not have access to the Facebook
application during working hours. Rather, participants only had
access to a simple digital read-out of their daily step-count from
the pedometer during working hours. Thus, it is apparent that the
competitive activities occasioned by the Facebook application
were not only in action while participants used the application,
but also throughout the rest of the day; and that the SMD
functioned as a trigger for these competitive activities.</p>
          <p>This study also demonstrates that social network applications can
serve as a powerful context that allows participants to understand
quantitative behavioural measures as more than mere numbers.</p>
          <p>For example, when participants in the current study occasionally
viewed their step-counts while working, it is possible that these
were considered not purely as the number of steps taken, but as
steps closer to beating their friend, steps closer to winning, or as a
performance that needed to change in order to achieve equality
with fellow participants. Without the competitive Facebook
application, this would not have been possible.
4. C onclusion
The current study demonstrates that the carefully considered
combination of two simple technological elements, informed by
an understanding of successful behaviour modification
programmes, can be effective in motivating behaviour change.</p>
          <p>
            This finding could prove valuable when designing the architecture
of future persuasive technology, as it suggests that complex
applications on complex devices are not necessary to motivate real
behaviour change in users. Although the paper describes a
relatively small scale study, it provides encouraging results and
presents scope for a scalable implementation in a larger workplace
[
            <xref ref-type="bibr" rid="ref2">2</xref>
            ]
[
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]
[
            <xref ref-type="bibr" rid="ref4">4</xref>
            ]
[
            <xref ref-type="bibr" rid="ref5">5</xref>
            ]
[
            <xref ref-type="bibr" rid="ref6">6</xref>
            ]
[
            <xref ref-type="bibr" rid="ref8">8</xref>
            ]
[
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]
investigation. In particular, there is potential to improve the
design of the experiment by empowering teams of participants as
well as the individuals directly. Future work direction would
likely include game like mini-goals for both the individual and
team orientations.
5. A C K N O W L E D G M E N T S
This work was funded by NHS Lincolnshire. Our thanks go to the
nurses of the Haematology units at the Royal Hallamshire
Teaching Hospital (Sheffield, UK).
          </p>
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          <p>Ethics and Persuasive Technology:
An Exploratory Study in the Context of Healthy Living</p>
          <p>Rachel E. Page
School of Computing Science</p>
          <p>Newcastle University
Newcastle upon Tyne, UK
ABSTRACT
Persuasive Technology has been heralded as a new paradigm to
change people’s behavior to improve various aspects of everyday
life. In combination with mobile and ubiquitous delivery
mechanisms, persuasive technology has the potential to reach and
influence people everywhere and at any time. While there are
clear benefits to be gained from this approach, there are obviously
ethical considerations that need to be taken into account and that
currently are not well understood. This paper aims to contribute
towards a better understanding of ethics in persuasive technology.</p>
          <p>
            We present results from a focus group session and an online
survey on the use of persuasive technology in the context of
healthy living. The results indicate that the “golden rule of
persuasion” [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ] might not always be applicable to persuasive
technology, that self-initiated persuasion per se may always be
acceptable, and that there may be a link between the purpose of
persuasion and the means used to persuade. The findings can be
used to inform the design of future persuasive interventions.
          </p>
          <p>Categories and Subject Descriptors
H.5.m [Information Systems]: Information interfaces and
presentation – miscellaneous.</p>
          <p>General Terms
Design, Experimentation, Human Factors.</p>
          <p>Keywords
Persuasive technology, ethics, healthy living, user studies.
1. MOTIVATION</p>
          <p>
            Persuasive technology can be defined as “any interactive
computing system designed to change people’s attitudes or
behavior” [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ], which can be applied in a wide range of scenarios.
          </p>
          <p>Mobile (and ubiquitous) devices are very well suited for the
delivery of persuasive content as they can sense contextual factors
of relevance to a specific user (such as location and/or task) and
tailor messages so that they are delivered in the most effective
way. Considerable potential has been attributed to this technology
in terms of helping people to change their behavior [10].</p>
          <p>One key area, which could greatly benefit from persuasive
technology, is healthy living. For example, it could be applied to
areas such as disease management and prevention, improving care
Copyright is held by the author/owner(s).
1st int. Workshop on Nudge &amp; Influence Through Mobile Devices
MobileHCI 2010 September 7-10, 2010, Lisboa, Portugal.
.</p>
          <p>Christian Kray
School of Computing Science</p>
          <p>
            Newcastle University
Newcastle upon Tyne, UK
and assisting people in living a healthy lifestyle. Particularly in
industrialized nations, the latter is rapidly becoming a very
pressing issue. In the UK, for example, and estimated 24.2% of
adults are considered to be obese [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ], a condition which has been
shown to cause a number of short and long-term illnesses such as
diabetes. Alcohol abuse is a similar problem of comparable
proportion and impact [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]. These two issues are predominantly a
result of misbehavior, and specific persuasive technologies could
be created to help to correct this behavior and thus to reduce the
number of people affected by these problems. However the use of
such technology does also raise some ethical questions, e.g. with
respect to which measures are acceptable in what context, and it is
these ethical issues that this paper is investigating.
          </p>
          <p>
            Ethics can be defined as “the moral principles governing or
influencing conduct” [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ], and it is clearly dependent on the
cultural context, as moral principles will differ between cultures.
(Therefore, the results of the studies are limited to Western
European/British context.) When considering ethical implications
of persuasive technology, there are a number of factors that could
potentially play an important role in determining whether a
particular piece of persuasive technology is considered ethical or
not. These factors include: the user of the persuasive technology;
the commissioner behind the persuasive message; the persuasion
method used; and the technology being used. One goal we were
pursuing with our research was thus to identify the relative
importance and relationships of these factors.
          </p>
          <p>In the following, we first briefly summarize related work
before discussing insights gained through a focus group session.</p>
          <p>
            We then present the questionnaire study we conducted based on
the findings of the focus group, and discuss its results as well as
its implications for the design of persuasive technology. A brief
summary concludes the paper.
2. BACKGROUND
Persuasive technology [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ] is a relatively new area in
HumanComputer Interaction, which focuses on using technology (such as
mobile phones, web sites and other means) to change the behavior
or attitude of people. According to Fogg [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ], computers benefit
from several advantages over humans when persuading others
such as being able to persist indefinitely or the option to exploit
the positive image of computers. Fogg also asserts that one has to
analyze intentions, methods and outcomes of an instance of
persuasive technology in order assess its ethical implications [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ].
          </p>
          <p>In our studies we considered these as well as further factors.</p>
          <p>
            Berdichevsky and Neuenschwander [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ] focus directly on the
ethics of persuasive technology. They outline ten principles for
ethical design of persuasive technology, including the so-called
golden rule of persuasion. It states that designers of persuasive
technology should not create any artifact that persuades someone
to do or think something that they (the designers) would not want
to be persuaded of themselves. One of the goals of the work
reported in this paper is to test this golden rule in a specific
context (i.e. healthy living).
          </p>
          <p>
            Persuasive technology does not exist in a vacuum, so we need to
select an application domain. We chose to focus on healthy living
[
            <xref ref-type="bibr" rid="ref6">6</xref>
            ] not only to control the complexity of the user study but also
because it is a global and growing problem that has been
identified as a key future research challenge [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ]. Chaterjee and
Price [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ] provide an overview of specific issues and challenges.
          </p>
          <p>The study presented in this paper expands on their work by
including further persuasive methods and empirically assessing
their ethical implications.</p>
          <p>Our work uses key factors of ethical relevance that were identified
in previous work. We extend the list of these factors and study the
ethical acceptability of specific combinations through focus group
sessions and a questionnaire-based survey.
3. FOCUS GROUP SESSIONS
In order to gain a better understanding of relevant aspects relating
to ethics and persuasive technology in the context of healthy
living, we organized two focus group sessions. We were
particularly interested in people’s understanding of persuasive
technology, their reaction to different types of persuasive
techniques, and which combination of factors would be perceived
as being ethically acceptable. In addition, we wanted to test a set
of scenarios in order to select the most useful ones for the
subsequent survey study.</p>
          <p>In total, seven students from local universities were recruited
through word of mouth and via a group set up on a social
networking website. We ran two separate focus groups to keep the
number of participants manageable. Both sessions were recorded
on video, which was later partially transcribed. After a brief initial
discussion about ethics and persuasive technology in general,
participants were asked to fill out a brief questionnaire, where
they had to rank several scenarios according to how ethically
acceptable they were. The scenarios were then discussed within
the group on and individual basis first. At the end of the session,
we encourage subjects to discussing and comparing all scenarios.</p>
          <p>In total, we designed five scenarios based on the factors identified
in previous work (intent, methods, outcome) but we also included
the commissioner of a piece of persuasive technology, the
influencer as well as the actual recipient of the persuasive content.</p>
          <p>By focusing the discussion on five distinct scenarios, we aimed to
limit high-level/matter of principle types of discussion, and to
probe specific combinations of factors. We also hoped that
concrete examples would provide participants with a better
understanding of what persuasive technology could be in practice.
3.1 Scenarios
Scenario A was a food diary mobile phone application for teenage
girls that provided incentives and motivated the users to follow a
healthy diet. It was created and influenced by a private company.</p>
          <p>We designed this scenario to spark a discussion about using
persuasive technology on a group that may be vulnerable in a
certain area, as teenage girls often are with regards to weight and
body image. We also hoped that the fact of a private company
being behind it would be picked up by the focus group.</p>
          <p>Scenario B was a website for young adults to monitor their
alcohol intake and be persuaded to drink less through social
comparisons. The website was provided by the Government to
support people to change their own behavior. Questions driving
this scenario were whether website would be perceived as an
effective way of delivering persuasive content relating to healthy
living, and what subjects would make of the use of social
comparisons in this context.</p>
          <p>Scenario C was a purpose built embedded device for morbidly
obese adults to change their eating habits by delivering drastic
messages such as “Keep eating like that and you’ll be dead soon”.</p>
          <p>It was commissioned by their doctor and paid for by the NHS.</p>
          <p>This scenario was designed to test extreme conditions and their
impact on perception of what would be ethically acceptable. It
was also meant to evoke an emotional response to be discussed
and any limits that should be placed upon this kind of technology.</p>
          <p>Scenario D was a text message system, similar to the warnings on
cigarette packets, which were being sent to a mobile phone at the
time when the user was about to have a cigarette. A commercial
company was presumed to be behind the messages. Key features
of this scenario were the pro-active delivery of persuasion as well
as the inclusion of contextual factors into the equation.</p>
          <p>Finally, scenario E investigated the use of a game to persuade
children to eat more fruit. It encouraged them to ask their parents
for fruit. The initiators in the scenario were their teachers, who
encouraged them to play the game. The main goal of this scenario
was to investigate if manipulating children in this way was
acceptable and whether ‘disguising’ persuasion as a game would
raise any concerns.
3.2 Outcomes and Observations
The results from the ranking task administered prior to the
discussion are summarized in Figure 1. The diagram highlights
that except for scenarios A and D there was a very clear ordering,
where C was rated as being lowest, E rated highest, and B second
highest. While the limited number of scenarios used prevents a</p>
          <p>Figure 1 – Ranking of scenarios according to how ethically
acceptable they were rated, 1=very ethical, 5=very unethical.
direct analysis with respect to which factors are the key drivers
behind people ranking the scenarios as they did, the ranking
provides some initial indication that the severity of an outcome
may have some considerable impact. Results with respect to the
vulnerability of the recipients of persuasion are somewhat
inconclusive (as the two scenarios including children and girls)
are rated quite differently. We were somewhat surprised by the
comparatively low ranking of the texting + smoking scenario,
which we believed to be much more acceptable. This might
indicate that the proactive delivery of persuasive content may be
an important factor to consider (which is a key reason why mobile
devices and ubiquitous environments are considered to be very
well suited for persuasive technology).</p>
          <p>From the video material we also transcribed a number of
comments that highlighted various aspects and relationships with
respect to applying persuasive technology in the context of
healthy living. For scenario A, one participant remarked that “if
the NHS was behind it and it was backed up by research it would
be ok, the problem is the private investor and influencer”, which
hints at the importance of who is commissioning an instance of
persuasive technology when assessing it’s ethical acceptability.</p>
          <p>Another subject stated that “girls have their mobile phones with
them all the time and might receive the incentives all the time, but
it still encourages healthy eating so it’s still a good thing”, which
provides some evidence that context-awareness may be
considered ethical under certain circumstances.</p>
          <p>Most comments about scenario B questioned the effectiveness of
this approach (“people would use this to compete on how much
they could drink, especially groups of guys on a night out”) but
were not concerned about the ethical implications it might have
(“It is not unethical but unworkable, you wouldn’t check the
website as you were drinking”).</p>
          <p>Scenario C attracted a lot of discussion, in particular with respect
to the ‘shock tactics’ being used. Participants voiced concerns
about the effects of this method on people’s well-being, e.g.
“people who are obese may have low self esteem and if they use
this it may make them depressed”, “this is controversial because
of the messages, if users are repeatedly told they are going to die,
they might give up and eat more anyway”, or “the messages can’t
be impersonal and attack people or it will have an effect on their
psychological well-being.” However, subjects also came back to
the question of who commissioned the technology: “The use of
this device depends on a persons character and self esteem, it’s ok
if it’s their choice to use it, it’s person specific.”, “It is being given
to them by their doctor so it will be ok, their doctor will check
their mental stability.”
This aspect of who was behind the persuasive message was
discussed for scenario D as well: “c company is making money
and they could use it to take advantage, if the NHS were behind it,
it would be ok; if it is promoting other products such as patches,
then it is unethical.”, “but some private companies already prompt
people not to smoke, it is just another venture.” The discussion
also brought up a general benefit of computer-based persuasion
compared to a human trying to persuade someone: “you would get
cross at friends trying to make you stop, it’s a good thing,
persistence is good.”
4. SURVEY STUDY
Based on the observations and feedback we gathered during the
focus group sessions, we created an online questionnaire to
investigate ethical issues pertaining to the use of persuasive
technology in the context of healthy living. In order to narrow
down the number of factors being investigated simultaneously, we
chose to focus on the three aspects that were mentioned most
frequently during the focus group sessions: the recipient, the
commissioner and the means of delivery.
4.1 Material and Procedure
Three scenarios from the focus group sessions were adapted for
the questionnaire: one scenario related to encouraging people to
exercise more while at a gym, a second one picked up on helping
people to quit smoking, and the final one was built around helping
people to change their eating habits. Instead of fixing the three
factors mentioned above, we systematically varied them and then
asked participants to rate them on a five point Likert scale.</p>
          <p>For each scenario, we asked people to assess the ethical
appropriateness of a particular technique for two distinct groups
of people: healthy people and people who had a condition, which
meant that they could greatly benefit from changing their
behavior. For the eating scenario, for example, we asked the same
questions twice: once for regular people and once for morbidly
obese people.</p>
          <p>In terms of initiator we also considered two levels for each
scenario. One always referred to self-persuasion (i.e. the user
chose to use a piece of persuasive technology to change their
behavior) and the other one was an external entity. In the first
scenario, this entity was the gym (a commercial company), in the
second on it was the NHS (National Health Service – a
governmental institution), and in the third one the Quick Smoking
Campaign (a not-for-profit organization).</p>
          <p>The final key factor identified during the focus group sessions was
the means use to persuade people. We chose five different
techniques, four of which are feasible with today’s technology, in
particular using mobile phones, and one that was meant to be an
extreme example (electric shocks). The four feasible techniques
were: text messages sent to a users mobile phone, public
announcements at the location of the user (so that bystanders
would know about the failure of the user to change their
behavior), notification of friends on Facebook (so that friends
would learn about a user’s performance), and restrictions to the
user’s bank account (e.g. restricting the amount of money being
available to the user depending on their behavior).</p>
          <p>For each scenario, there were 20 questions, where participants hat
to rate the ethical acceptability of statements describing a specific
combination of factors in the context of this specific scenario. We
published the survey on a commercial web service and advertised
it through a number of mailing lists, web sites and groups on
social networking sites. 72 participants (36 male, 36 female)
completed the survey. The majority of subjects (61%) fell into the
18-25 years old bracket, with a further 9.7% reporting being
between 26 and 35 years old. Equal numbers (11.1% each)
indicated their age as being between 36 and 45, respectively 46
and 60. 6.9% reported being over 60 years old.
4.2 Results
We analyzed the results according to different dimensions and
factors but due to space (and time) restrictions, not all results of
the study can be reported here. In the following paragraphs we
summarize some key results that potentially have some
implications for the design of persuasive technology in the future.</p>
          <p>With respect to the initiator/commissioner of an instance of
persuasive technology, we re-affirmed that if a person decides to
use persuasive technology, then even drastic measures such as
electric shocks are considered predominately unethical. Figure 2
summarizes the responses we obtained for the three scenarios.</p>
          <p>The picture was more diverse when looking at how ethically
acceptable rated various scenarios. We were not able to identify a
clear trend across all three scenarios. When analyzing different
means to deliver persuasive content, we found that they varied
considerably in terms of how ethical they were considered to be.</p>
          <p>
            Text messages were the least problematic, followed by public
announcements and Facebook notifications. Interestingly,
Facebook announcement appeared to be rated slightly more
unethical than public announcements. The most unethical means
were bank account restrictions and electric shocks, with the latter
consistently being rated as being unethical or very unethical.
The third factor that we had identified during the focus group
sessions was the recipient of the persuasive content. For each
scenario, we had asked about a healthy and an ill adult. Figure 3
depicts the results we obtained when plotted according to this
dimension. As can be seen from the graph, there are considerable
differences in terms what participants deemed to be ethically
acceptable depending on whether or not the recipient is healthy or
ill. For example, almost twice as many subjects considered it to be
ethical or very ethical to restrict access to a person’s bank account
if they were ill (and would thus suffer potentially fatal
consequences if they did not respond to the persuasive message.
5. CONCLUDING REMARKS
The results reported in the previous section as well as the
outcomes of the focus group sessions provide some initial insights
into the ethics of using persuasive technology to promote healthy
living. One interesting aspect relates to the golden rule of
persuasion [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ] – based on our observations, this rule may have to
be revisited as self-chosen persuasive technology appeared to be
perceived as being generally more ethically acceptable
irrespective of the means being used. Related to this, there also
was a trend to rate more drastic measures (such as electric shocks)
more ethically acceptable in cases where there was much at stake
(such as persuading people with cardio-related illnesses to
exercise in order to improve their condition).
          </p>
          <p>There are some lessons designers of future persuasive technology
can draw from our studies. We identified three factors that seem
to be relevant for people to assess the ethical acceptability of this
kind of technology: the recipient, the commissioner, and the
means of delivery. It may thus make sense to clearly convey these
aspects to users when implementing persuasive technology. We
also found evidence that social pressure, such as caused by public
announcement or automatic posting on Facebook groups, can be
very problematic. Consequently, such techniques need to be
carefully analyzed before being implemented. Finally, we
specifically included aspects of context adaptation, which are key
benefits of persuasive technology built on mobile devices and
ubiquitous environments. The focus group sessions hinted at this
being perceived as ethically questionable but we did not find a
clear trend with respect to this aspect in the survey study. Further
research in this area is therefore needed.
6. ACKNOWLEDGEMENTS
This work reported in this paper was partially supported by the
EU-funded Balance@Home project.</p>
          <p>Nudging the cart in the supermarket:
How much is enough information for food shoppers?
Peter M. Todd
Indiana University</p>
          <p>Bloomington</p>
          <p>IN 47406, USA
001 812 855-3914</p>
          <p>Stephen J. Payne</p>
          <p>University of Bath</p>
          <p>Bath</p>
          <p>BA2 7AY, UK
011 44 1225 384085
s.j.payne@bath.ac.uk
ABSTRACT
The amount of information available to help decide what foods to
buy and eat is increasing rapidly with the advent of concerns
about, and data on, health impacts, environmental effects, and
economic consequences. But this glut of information can be
distracting or overwhelming when presented within the context of
a high time-pressure, low involvement activity such as
supermarket shopping. How can we nudge people’s food
shopping behavior in desired directions through targeted delivery
of appropriate information? We are investigating whether
augmented reality can deliver relevant 'instant information', that
can be interpreted and acted upon in situ, enabling people to make
more informed choices. The challenge is to balance the need to
simplify and streamline the information presented with the need
to provide enough information that shoppers can adjust their
behavior toward meeting their goals.</p>
          <p>Categories and Subject Descriptors
H.5.2 [User Interfaces]: Evaluation/methodology.</p>
          <p>General Terms
Design, Experimentation, Human Factors.</p>
          <p>Keywords
Food information displays, supermarket shopping, ambient
information interfaces, simple heuristics
1. INTRODUCTION
Increasingly we are told about the risks, costs, and benefits of
particular food choices. In response, a flood of information is
becoming available, online, on food labels, in information leaflets
and books, from a variety of sources, aimed at informing the
consumer so that better decisions can be made while shopping.</p>
          <p>But all this information risks overwhelming and overloading the
shopper trying to navigate the complex store environment in a
hurry, leading to the opposite outcome—poor decisions made
without the proper input. How can all this information be
consolidated, pruned down, and presented to supermarket
shoppers in an easy to understand and meaningful form that will
actually help them make better choices about values they care
Copyright is held by the author/owner(s).</p>
          <p>MobileHCI 2010 September 7-10, 2010, Lisboa, Portugal.</p>
          <p>ACM 978-1-60558-835-3/10/09.
about? Technology pundits and researchers are beginning to
promote ‘augmented reality’ that uses Smartphones and other
ubiquitous technologies as the latest solution to this problem.</p>
          <p>
            Kuang [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ], for example, marvels at the possibility: “What if all
the food in your grocery store was marked with a QR code — you
could compare the carbon footprints of two batches of produce…
without having to spend any time or effort looking it up…” He
continues by claiming it is “The best chance we have to speed
crucial information about our world to the people living in it”.
          </p>
          <p>This vision, however, begs the research questions: Will people be
able to read and act upon such ‘instant information’? Will just
throwing more information at people have the desired galvanizing
effect of encouraging and empowering people to act upon various
social causes (e.g., reducing carbon emissions) or improve their
well-being (e.g., changing their diet)? Or do we need to tailor
that information glut into simple nudges that make behavior
change easy to achieve? And if so, what kind of nudges will work?
Having instant information at one’s fingertips is certainly a
promising technological approach but for it to succeed in
changing people’s behavior we need to understand how new
forms of augmented reality are interpreted and used, especially
when in situ. While the capabilities of the emerging technologies
are impressive in how they can project contextualised
information, there is a paucity of research into whether people can
process and exploit that extra information profitably. While it is
easy to imagine soda drinkers enjoying the surprise of being
presented with a new branded game or a funny website on their
mobile phone it is less clear whether people will make greener
and healthier choices whilst managing their weekly budget when
presented with extra information of one form or another in the
middle of their busy shopping trip. Thus, research is needed,
firstly, to determine whether instant information will enable
people to make better-informed choices when shopping and
secondly, to ascertain whether and how such information is able
to change people’s behavior in the longer term.</p>
          <p>Technology for ubiquitous information delivery must balance
giving people enough new information to improve their decisions
against overwhelming them with new things to consider. Ambient
information displays, as already used in homes and offices to
provide feedback about energy consumption and nudge users
toward greater conservation, may strike the right balance in food
purchase and consumption as well. However, as we discuss
below, moving beyond momentary nudges toward long-term
behavior change requires providing detailed-enough feedback to
enable learning what to do in the future, for instance on the next
shopping trip. We argue that we must improve our (currently
limited) understanding of whether and how people attend to and
learn from visualizations of multi-dimensional information while
engaged in an ongoing activity such as food shopping, using
cognitive science models of decision-making and learning
together with design principles for information visualization and
interaction design.
2. BACKGROUND
Rational theories of decision-making [e.g., 15] posit that making a
choice involves weighing up the costs and benefits of different
courses of action. When alternatives are ordered on more than one
relative dimension, this involves compensatory strategies where
information is processed exhaustively and trade-offs made
between features. Such strategies are very costly in computational
and informational terms – not least because they require the
decision-maker to find a way to compare apples and oranges.</p>
          <p>
            Non-compensatory strategies may be used instead as a form of
bounded rationality where not all of the available information is
used and trade-offs can be ignored [10]. Furthermore, recent
research in cognitive psychology has shown people tend to use
simple heuristics of this sort when making decisions [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ]. A
theoretical explanation is that human minds have evolved to act
quickly, making ‘just good enough’ decisions by using fast and
frugal heuristics. We typically ignore most of the available
information and rely only on a few important cues. In the
supermarket, shoppers make snap judgments based on a paucity
of information, such as buying brands they recognize, are
lowpriced, or have attractive packaging [12] – seldom reading other
package information.
          </p>
          <p>
            At the same time, recent consumer surveys reveal that shoppers
are demanding more information about the products they buy and
are becoming increasingly aware of the global consequences of
the decisions they make [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ]. This raises the question of whether it
is possible to encourage people to pay attention to more
information, such as nutritional, ethical, and environmental
features, when making their food purchases and subsequently
deciding how to use what they have bought to make healthy meals
that have a low carbon footprint.
          </p>
          <p>
            However, there is a scarcity of research on how people use
multidimensional information under time pressure and the extent to
which it effects rapid decision-making [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ]. Visualization research
has tended to adopt an unbounded rationality perspective,
assuming that people have the time and cognitive capacity to pull
out and use whatever information the displays provide. Within the
field of Information Visualization there have been a number of
tools that have been developed specifically to represent
multidimensional data that allow for comparisons [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ]. Other
simple canonical forms such as tables and trend graphs have been
developed for web-based decision-making activities, including
online shopping, making investments, choosing insurance policies
or buying a house. An innovative approach has been to develop
interactive visualizations that show some aspects of the
performance of objects for a range of different parameter values.
          </p>
          <p>An early example was the Influence Explorer [14] that allowed a
user to compare how products (e.g., a light bulb) perform on core
values (e.g., brightness and working life) when varying multiple
parameters (e.g., diameter, length, material and number of coils).</p>
          <p>More recently, Bargrams have been developed for e-commerce
applications. For example, EZChooser helps consumers choose
one item from many (e.g., cars) through selecting attributes that
are visualized as parallel horizontal interactive histograms along a
number of dimensions [16].</p>
          <p>But even though these kinds of visualizations are mostly targeted
at non-expert users, they are essentially visual query languages
that require considerable cognitive effort to interpret. Can relevant
dimensions of products such as food be represented in simple
ways that can be glanced at and perceived rapidly to guide
shopping decisions in situ?
3. DISPLAYING NUDGES
We propose that rather than providing ever more information to
enable consumers to compare products in minute detail when
making a choice, a better strategy is to design technological
interventions that provide just enough information and in the right
form to facilitate good choices. One solution is to exploit new
forms of augmented reality technology that enable
‘informationfrugal’ decision-making, in the context of an intensive activity
replete with distractions (i.e., shopping in a supermarket or
deciding at the kitchen table what to have for dinner).</p>
          <p>An important consideration when representing multiple
dimensions that can be glanced at and perceived rapidly is to
enable comparisons to be made and cumulative information
inferred in situ. For example, simple contrasting icons (e.g.,
thermometer icons, percentage bars, balls that change in color)
can be presented which increase or decrease in amount in relation
to the values being represented. Another approach is to fuse
relative measures on different dimensions (e.g., greenness, price,
fat level) into singular displays where shape carries the salient
information, such as a rectangle that gets taller to convey a
nutritional dimension that is general (healthiness) or specific (e.g.,
salt content) and wider to convey price. A third dimension, such
as ‘greenness’, could be added by filling in the rectangle with a
shade from red to green to show the amount of carbon emissions
for that product. Similar to the idea behind Chernoff faces, the
visualizations will be placed side by side to enable quick
comparisons.</p>
          <p>
            Another important question is whether to use ‘emotive’
visualizations that can persuade people to select food items they
might not otherwise choose. Various persuasive technologies have
recently been developed to encourage people to take more
exercise. Examples include Fish‘n’Steps [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ]; Chick Clique ([13]
and UbiFit [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ] where various types of graphic representations
(e.g., butterflies, flowers, bar charts) are used to represent amount
of exercise type performed, e.g., cardio, strength training, and
walking. Findings from a three-month field trial of UbiFit showed
that these display systems can be motivating, encouraging
participants to maintain fitness levels that were significantly
higher than for a control group without the visualizations [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ].
          </p>
          <p>More dramatically, Shultz et al. [11] have shown how emoticons
can have a powerful effect on changing behavior for energy
consumption. In their study, a number of householders were told
exactly how much energy they had used and the average
consumption of energy by others in their neighborhood. The
above-average energy users then significantly decreased their
energy use while the below-average energy users significantly
increased theirs (presumably because they felt they had more
room to increase their consumption). But then the researchers
tested the effect of instead giving householders who consumed
more than average an unhappy smiley icon – suggesting it was
socially disapproved – and those who consumed less than the
norm a happy smiley icon – suggesting their energy consumption
was socially approved. The impact of providing these two
visualizations was dramatic: The big energy users showed an even
larger decrease in their energy use while the below-average users
did not change their energy consumption upward (presumably
because the addition of the happy emoticon suggested they were
doing just fine).
4. LEARNING FROM NUDGES
What then is a good way to provide appropriate information
quickly and simply to shoppers in order to aid their
decisionmaking during the hectic, distracting setting of a trip to the
supermarket? Here we assume the shoppers have selected a
particular dimension that they care about and want to change in
terms of their buying behavior—for instance, choosing products
that are lower fat, or more sustainably grown. To inform shoppers
about how they are doing in achieving this particular goal during
their shopping expedition, cumulative values of the dimensions of
interest across all products chosen so far could be summed up and
displayed in an ambient manner as the current ongoing overall
score “projected” onto the handle of the shopping cart as a color.</p>
          <p>For example, a green handle could signify that the shopper has
obtained a ‘carbon footprint’ or ‘fat content’ score below their
target (or below some population average), while a red handle
would indicate that the cart’s contents are above the desired level,
with intermediate levels indicated by intermediate colors (see
Figure 1).
Such an ambient and publicly visible display must first be studied
to see if it fits with how people want to shop, or engenders
unexpected side-effects. Will people be more or less likely to
change their behavior when information about the contents of
their shopping cart is publicly visible for all to see rather than
being privately displayed? Would shoppers try to fill their cart
with healthy and green foods and on finding they were under the
average then treat themselves to luxury goods high in fat and food
miles? Would having their shopping cart glow green at the
checkout, indicating the contents were well below the average, make
them feel good in front of other shoppers [11]? Would the
prospect of others seeing just how much butter and cheese they
are buying make shoppers think about buying less, or just
thinking about shopping elsewhere?
Assuming such an ambient information display Cumulative Tool
achieves the desired features of providing some feedback without
overloading the decision maker, without undesired effects of
scaring shoppers off or making them “boomerang” and offset their
good behavior with poorer choices, the question remains whether
this kind of simple display provides enough feedback to allow the
shopper to adjust behavior in the desired direction, e.g. reduced
sodium or enhanced green-ness. Seeing that one’s entire cart is
red-lining above the goal level may motivate behavior, but it does
not directly indicate what to do to bring the level back down.</p>
          <p>Thus, we must develop and test methods for ensuring that the
(minimal) information delivered is actually actionable and
conducive to behavior change.</p>
          <p>There are at least three approaches that can be taken to solving
this problem, which is essentially one of allocating global
feedback appropriately to individual choices of products (akin to
the “credit assignment” problem in machine learning). First, we
could leave it all up to the users, and assume (or hope) that when
they end their shop with a “green” cart, they will buy more things
like those the next time around, and when they get a “red” cart,
they will buy different things next time. This leverages the
human shopper’s intelligent ability to learn from diffuse
reinforcement over time, but it will probably be slow, requiring
many shopping outings before reliable change occurs. Second, to
speed up this process, we could provide more specific feedback
about each product that goes into the cart, for instance
momentarily flashing the ambient display with a color
corresponding to the box of sugar-frosted chocolate bombs or bag
of figs being chosen. This will allow shoppers to make more
targeted decisions about each product, provided they remember
that individual feedback.</p>
          <p>Third, to remove the need for such memory, a further interface
can be developed to let shoppers query how they should adjust
their purchases to come closer to their goal. This could take two
main forms. A Comparative Tool could run as a ‘private’ mobile
application on a smartphone or PDA and be displayed on the
device or somewhere in the environment, such as the shopper’s
hand or the product package itself. After identifying the product
via a photo or code scanner, the tool will show the product values
on the dimensions of interest, and indicate whether this product
helps or hinders the achievement of the current shopping goal.</p>
          <p>This interface could also be used in a comparative manner,
scanning two or more products while they are still on the shelf
and then showing at a glance which product is best based on the
selected dimensions.</p>
          <p>As a second ‘off-line’ form of providing more explicit feedback, a
Collaborative Tool running on a home computer or surface
display would allow shoppers to find out further information
about the products they have bought once they get them home,
along with input from their families. Multiple users could reflect
and discuss together the decisions behind their food purchases
with a view to attaining their goals at their next weekly shop,
exploiting collaborative planning and social pressures that take
place in a family setting. An interactive planner application would
enable family members to find out more about particular
dimensions (e.g., nutritional values) on a product, meal, or
weekly-shop basis, and provide recipe-specific visualizations
enabling items to be swapped. For example, a suggestion by dad
to cook coq-au-vin for dinner will show it is low on ‘greenness’
(because of a large carbon footprint). This is a dimension the son
has selected as an informational layer. Alternative items can be
swapped with the chicken, such as tofu, which may then be shown
by the application to have a higher greenness value (i.e., smaller
carbon footprint). Finally, specific shopping lists could be
generated that would achieve the goals set by the shopper and
others involved.</p>
          <p>To test whether any of these approaches succeeds in nudging
shoppers’ behaviour in specific directions within a reasonable
time-span, both lab-based experiments and field studies are
needed. One line of investigation must assess how the different
information displays for the tools described above affect user
decision-making strategy, focusing on when and how the
interactive display of information enables fast and frugal
decisions. This must then be tested further in supermarket
studies, using techniques such as mobile eye tracking, observation
and talk aloud methods to determine what people look at and how
they use the comparative and cumulative tools. Longitudinal
studies are also needed to determine whether the tools proposed
have long-term impact on behavior, and how quickly such change
occurs. Various kinds of households (e.g., family, young people,
retired single) should be compared in terms of whether and how
their shopping patterns and meal planning behavior change when
using the tools—different groups of people may be more or less
influenced by different types of nudges, and we cannot assume a
one-size-fits-all approach.</p>
          <p>Whether these various kinds of information delivery can help
move people in the direction of better decisions—in the food
shopping domain, or in other applications—remains to be seen.</p>
          <p>Emerging research suggests that simple visualizations can be
designed to be information-frugal and emotive – encouraging
people to change their behavior at the point of decision-making.</p>
          <p>
            But the trick will be balancing frugality and simplicity with
enough feedback detail to allow people to change their choices at
a pace that is sufficiently rapid and noticeable to be rewarding
and motivating for long-term behavior change.
5. ACKNOWLEDGEMENTS
Thanks to Ricky Morris for creating Figure 1.
6. REFERENCES
[
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            ] Card, S., Mackinlay, J., Shneidermann, B. (1999) Readings
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[
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            ] Consolvo, S., Klasnja, P., McDonald, D. W., et al. (2008)
          </p>
          <p>
            Flowers or a robot army?: encouraging awareness &amp; activity
with personal, mobile displays. Proc. UbiComp'08, 54-63.
[
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            ] Consolvo, S., McDonald, D.W., and Landay, J.A. (2009)
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          <p>Theory-driven design strategies for technologies that support
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            ] EDS IDG Shopping Report (2007) Shopping Choices:
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            ] Feunekes G., Gortemaker, I.. Willems, A., et al (2008)
Frontof-pack nutrition labelling: Testing effectiveness of different
nutrition labelling formats front-of-pack in 4 European
countries, Appetite, 50, 57-70
[
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            ] Gigerenzer, G., Todd, P.M., and the ABC Research Group
(1999) Simple heuristics that make us smart. New York:
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            Oxford University Press.
[
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            ] Kuang, C. (2009) Better Choices through technology.
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            ] Lin, J.J. Mamykina, L., Lindtner, S., Delajoux, G. and Strub,
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          <p>H. (2006) Fish ‘n’ Steps: Encouraging Physical Activity with
an Interactive Computer Game. Proceedings of UbiComp.</p>
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            261-278.
[
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            ] Rogers, Y., Lim, Y. Hazlewood, W. and Marshall, P. (2009)
          </p>
          <p>Equal opportunities: Do shareable interfaces promote more
group participation than single users displays?
Human</p>
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[10] Rothrock, L &amp; Yin, J. (2008) Integrating compensatory and
non-compensatory decision making strategies in dynamic
task environments. In T Kugler et al. (eds) Decision
Modeling and Behavior in Complex Environments. NY:</p>
          <p>Springer
[11] Shultz, W., Nolan, J., Cialdini, R., Goldstein, N., and</p>
          <p>Griskevicius, V. (2007) The constructive, destructive and
reconstructive power of social norms. Psychological Science,
18, 429-34.
!"#$ Todd, P.M. (2007) How much information do we need?</p>
          <p>European Journal of Operational Research, 177, 1317-1332.%</p>
          <p>Motivate Environmentally Sustainable Thermostat-Use
through Goal-Setting, Just-In-Time Recommendations, and</p>
          <p>Behavior Reflection</p>
          <p>Christian Koehler
M-ITI, University of Madeira</p>
          <p>Campus da Penteada
9020-105, Funchal, Madeira
christian@m-iti.org</p>
          <p>Jennifer Mankoff</p>
          <p>HCI Institute
Carnegie Mellon University
Pittsburgh, PA 15213 USA
jmankoff@cs.cmu.edu</p>
          <p>Anind K. Dey</p>
          <p>HCI Institute
Carnegie Mellon University
Pittsburgh, PA 15213 USA
anind@cs.cmu.edu</p>
          <p>Ian Oakley
M-ITI, University of Madeira</p>
          <p>Campus da Penteada
9020-105, Funchal, Madeira
ian@uma.pt
ABSTRACT
Rising power demands resulting from technological
advancements is an increasingly important global issue. One way
to tackle this problem is to motivate individual behavior
change, for which the ubiquity of mobile phones offer an
ideal platform to influence consumption behavior of users.</p>
          <p>In this paper we explore the possibilities for using timely
recommendations, goal-setting, immediate feedback, and
visualization of past consumption behavior in order to
motivate people to reduce power consumption resulting from
heating/cooling devices. We describe a mobile application
which gives the user direct access to the thermostat and
provides feedback everyday on how sustainable the user was
on the previous day. In addition to this feedback, it gives
recommendations to improve the behavior and also offers a
behavior overview. The contributions of this paper include a
working system for remote control over the thermostat and
a goal-setting, recommendation, and feedback application
designed to influence a user’s behavior.</p>
          <p>Categories and Subject Descriptors
H5.m. [Information interfaces and presentation]: e.g.,
HCI
Keywords
Eco-feedback, Sustainability, Environmental HCI
General Terms
Design, Human Factors</p>
          <p>Technological advancements over the past few decades
have allowed us to live more comfortable lives at the cost
of consuming increased amounts of energy. Devices like
refrigerators, air conditioning units, or home entertainment
Copyright is held by the author/owner(s).</p>
          <p>MobileHCI 2010 September 7-10, 2010, Lisboa, Portugal.</p>
          <p>
            ACM 978-1-60558-835-3.
systems provide quality of life improvements at the cost of
placing strain on limited global resources. As recognition
and awareness of this trend have grown, there have been
increasing calls for citizens to use resources responsibly.
Investigations into how energy is consumed in homes provide
valuable suggestions for how this goal can be achieved and
indicate that temperature regulation systems (such as
furnaces and air conditioners) are a key target. They are
reported to be responsible for nearly 25% of the consumption
in an average American household [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ].
          </p>
          <p>
            Despite the high-energy consumption (and costs) incurred
by these systems, studies indicate that there are problems
with devices intended to increase their efficiency. For
instance, programmable thermostats are capable of decreasing
the energy use of a temperature regulation system by
relaxing the maintained temperatures during particular time
periods, such as when homes are empty during the
workday. However, 14% of users are reported to not own such a
system and, of those that do possess one, over 40% do not
use it [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ]. Widespread misconceptions also exist regarding
suitable home temperatures. For instance, a 2007 interview
study [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ] reported that 41% of interviewees believed that
room temperatures should be lower in summer than in
winter. The authors concluded this results in overly cool rooms
in summer wasting a lot of power.
          </p>
          <p>
            These findings also suggest that, generally, people have
poor awareness of how their consumption choices and
behavior affects the environment. Sensing technologies capable
of capturing a user’s activity can be combined with digital
displays of consumption (e.g., websites, ambient displays,
mobile devices) to address this issue and raise awareness of
the impact of particular choices. Such systems and devices,
which are intended to inform users about the current state
of their consumption and their impact on the environment,
are known as ”eco-feedback technology” [
            <xref ref-type="bibr" rid="ref3">3</xref>
            ]. Eco-feedback
technology can be used to motivate users to change their
long-term behavior.
          </p>
          <p>
            Research in psychology can inform the development of
systems that change a user’s behavior. In a recent survey paper,
He et al. [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ] discussed a wide range of psychological
literature and developed a ”motivational framework based on
the Transtheoretical (or Stages of Behavior Change) Model”.
          </p>
          <p>One of their conclusions was that behavior change happens
in stages and that each stage should be supported by
qualitatively different kinds of feedback.</p>
          <p>
            An earlier review of environmental psychology papers
performed by Abrahamse et al. [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ] evaluated the effectiveness
of two intervention strategies - antecedent and consequence
strategies. They described antecedent intervention to
”influence one or more determinants prior to the performance of
behavior” and considered four techniques: commitment, goal
setting, information, and modeling. One of the conclusions
they drew was that presenting the user with one of these
interventions alone is not sufficient, but for example combining
them with other techniques such as feedback proved
effective in influencing behavior. Consequence strategies on the
other hand are based on the assumption that providing users
with positive or negative consequences will influence
behavior. They analyzed how different forms of feedback (e.g.,
continuous, daily, weekly, monthly, or comparative) and the
presence of real world rewards influence behavior.They
concluded that individual feedback combined with comparative
feedback provided also energy reduction in the long run.
          </p>
          <p>Rewards on the other hand had only a short-term effect
according to their analysis. This strongly suggests that
making users aware of their consumption behaviors is an
effective method for encouraging their reduction. This is the
approach adopted in this work.</p>
          <p>We suggest that mobile devices are an ideal platform on
which to offer motivation to users and convey benefits
incompatible with the functionality of stationary devices. For
example, we can use sensors provided by mobile phones (e.g.,
location sensor, accelerometer, etc.) to infer the user’s
current activity and predict future ones. This functionality can
be used to provide just-in-time feedback about the outcome
of actions and provide live recommendations of alternatives.</p>
          <p>Integrating all this literature, this paper introduces a
mobile application designed to give users feedback about their
past behavior, provide timely recommendations to promote
behavior change related to temperature regulation power
consumption, and to support users in the achievement of
the long-term goal of consuming less power in temperature
regulation while they are not at home. The application we
developed allows users to remotely and conveniently control
the thermostat in their apartment using their phone. We
believe that the system can be deployed most effectively in
the motivations stages of Preparation, Action, and
Maintenance identified in the Transtheoretical model described
above. The remainder of the paper provides a description
of the application and outlines the structure of a study that
we intend to run as the next stage of our work.
2. SYSTEM DESCRIPTION</p>
          <p>We designed a system to help people reduce power
consumption resulting from domestic heating and cooling
devices. It informs the user about his behavior by giving an
overview over past consumption in the form of a graph.</p>
          <p>
            Studies have shown [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ] that providing the user with
tailored information about their consumption can result in
reduced energy consumption. Through timely
recommendations on how to save energy, the system aims to help the
user’s decision-making process to behave more
environmentally sustainably. In order to further motivate the user, he is
given a savings goal and the application indicates how well
this goal was met the day before, the current week, or the
current month. We provide the user with the challenging
goal of reducing at-home temperature to 65°F, because
previous work has shown that more attainable goals, although
easier to achieve, have lower rates of success [
            <xref ref-type="bibr" rid="ref1">1</xref>
            ].The system
is designed to inform the user and motivate him to change
his long-term behavior. We intentionally combined
goalsetting with feedback techniques and tailored information
to increase the chances that people will reduce energy
consumption.
          </p>
          <p>Through a mobile phone application, the user is offered
remote control over the thermostat. This allows error
recovery in case the user forgot to set the thermostat before
leaving the house. In addition to supporting manual and
programmatic control of the at-home temperature, we also
offer automatic control over the thermostat, reducing energy
consumption when the user is not at home, and returning
the at-home temperature to a desired level when the system
predicts the user is returning home. In doing so, the system
aims to support the user in setting the right temperatures.</p>
          <p>The advantage the system offers a user is not only
error recovery through remote control, but also feedback if
a behavior was environmentally positive or negative.
Additionally it provides positive reinforcement if the behavior
the day before was positive or timely suggestions on how to
improve the behavior in case it was not positive.</p>
          <p>
            To support the automated control of the thermostat, we
gather continuous location information using a mobile
application. Using the current location and past movement
data we are able to determine the time a user is predicted
to return home. We leverage a robust location prediction
algorithm developed by our research group, which aims to
predict future destinations based on prior and current
movement data ([
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]). Using this predicted return time, we can
automatically control the thermostat as described above. The
location information is not only used for predicting a user’s
return time, but also to calculate how much power was
consumed by heating/cooling devices during the time the user
is not at home and while he is at home.
          </p>
          <p>In addition to location information we also collect inside,
outside, and the thermostat’s temperature setting for the
user’s apartment. This information is used to provide
feedback on the user’s behavior and also to give
recommendations on how to improve an environmentally negative
behavior. To understand a user’s reasoning for changing the
thermostat’s set temperature, we also query the user
immediately after a manual change to a higher temperature has
occurred.</p>
          <p>
            The system was based on a commercial home automation
system from Insteon [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ] and a custom mobile phone
application written on Google Android. Logically it consists of
three main parts: the home automation system, the mobile
phone, and a central server. The following two sections will
give a short description of the home automation system and
then describe the mobile phone application.
2.1
          </p>
          <p>Home automation - the use of small modules to extend
appliances with remote control and automation features - is a
commercially available technology. The Insteon system used
in this work allows the remote regulation of home
temperature and also provides support for the calculation of power
consumption. Calculating the power consumption of
heating or cooling devices (e.g., furnaces or air conditioner) is a
complex problem, because it not only depends on the length
of time a device is active, but also on a set of complex
variables including: the efficiency of the heating/cooling device,
the volume of the home space, the current inside and
outside temperature, the thickness and material of the walls,
the number of walls exposed to outside conditions, and the
number and kind of windows in the walls, to name a few
issues. Because measuring these data is challenging for
individual users the system presented in this paper used a
simplified set of calculations using an equation provided by
the U.S. Department of Energy:</p>
          <p>AHC(city) = Cadj ∗ ( hhddddcuitsy ) ∗ (1 + S ∗ (TwAvg − Ttyp))
Legend:</p>
          <p>AHC(city)</p>
          <p>Cadj</p>
          <p>This equation assumes standard values for some of these
variables and uses differences between inside and outside
temperature and the number of hours the user was at home
and away from home to calculate the power consumption.</p>
          <p>We believe the results of this calculation to be sufficiently
indicative of real consumption to serve as effective feedback.</p>
          <p>The mobile phone application was developed and deployed
on T-Mobile G1 phones running Google Android. It consists
of several components and is the core of the system described
in this paper. Its key function is to collect and transmit its
current location to a central server in real time and support
the motivational techniques described in the beginning of
this chapter. Using the transmitted location it enables us to
estimate whether or not a user is at home, or whether they
are likely to return home in the near future. Furthermore we
are able to calculate the power consumption while the user
is at home or out and about in the world. The application
provides an interface composed of three main components:
a temperature control screen which allows remote control
over the home automation system, a graph overview showing
past behavior, and a recommendation screen. Each of these
components is introduced in the following subsections.
2.3</p>
          <p>This interface component allows users to view and
control the current temperature in their homes. This feature
was intended to support error recovery (for instance, by
allowing correction after forgetting to adjust the temperature
settings prior to leaving home) but also to provide a sense
of security and control - to reassure users that they remain
in control of the system even though it incorporates
significant automated elements. Such privacy and lack of control
concerns are often raised with novel technology
incorporating automation or context sensing control and can result in
users developing negative opinions about the systems. By
providing a manual override, the system presented in this
paper hopes to avoid this problem. In addition to remote
control we also ask the user why he increased the
temperature in the apartment, because we also strive to understand
a user’s reasoning it.</p>
          <p>
            The graph overview is one of the core feedback
mechanisms in the application. As illustrated in Figure 1, it
offers users a consumption overview split into daily, weekly,
and monthly activity. Each sub-graph includes a goal line
highlighting the difference between intended and achieved
levels of consumption. This is highlighted using a simple
red, yellow, and green color scheme. This visualization is
designed so that users can see at a glance their performance
over days, weeks and months. By including these longer
periods of time, the system aims to convey a sense of mounting
achievement and provide motivation to continue with and/or
improve sustainable behaviors. In order to further support
this and provide positive reinforcement, a small smiley face
is shown if users achieve green behavior for more than half
of the days in a particular week or month. As described in
[
            <xref ref-type="bibr" rid="ref4">4</xref>
            ], individuals profit from positive reinforcement of their
actions, which gives them a feeling of success and competence.
          </p>
          <p>The graph system is designed to provide such feedback.
2.5</p>
          <p>Recommendations</p>
          <p>The recommendations screen aims to provide
recommendations to users on how to achieve consumption goals through
behaving sustainably. Once again, to present a clear visual
representation we adopted a simple red, yellow and green
color scheme for this UI. The user is shown a green screen
when he behaves sustainably the previous day, by turning
down the temperature while away from home to at least 60°F
and turning down the temperature to 65°F while at home.</p>
          <p>If the user sets a higher temperature while at home, he is
shown a yellow screen. If the temperature is consistently
high throughout the day, the system will show him a red
screen. For the yellow and red screen we give the user a
recommendation on how to achieve sustainable behavior, which
is in essence an explanation about why his behavior was not
sustainable. We also suggest wearing additional clothing to
compensate for cool temperatures at home.</p>
          <p>In addition to recommendations and behavior indications
we also inform users about the environmental impact of the
wasteful behavior of leaving temperature regulation systems
active in empty homes. This is done simply by calculating
and presenting the number of 60W light bulbs that could
have be powered by the wasted energy.</p>
          <p>The recommendations screen is the first screen shown to
the user upon application startup. Every morning the phone
notifies the user about the previous days consumption data
by flashing the onboard LED and vibrating. The goal of this
feedback is to provide positive reinforcement for sustainable
behavior and to inform users about the impact of their
behavior on the environment. In this way, we hope to
provide an incentive for users to alter unsustainable behaviors.</p>
          <p>
            Our application informs users about problematic behaviors,
highlights the impact of these behaviors, and gives specific
recommendations on how to enact change. By showing this
information in the mornings, prior to regular departures to
work, we hope to be able influence the user’s behavior in
a timely and appropriate fashion. Studies have shown [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ]
that frequently updated feedbacks with multiple feedback
options such as comparisons of several days or providing
additional information sources like recommendations are most
effective.
3. STUDY DESCRIPTION
          </p>
          <p>In order to test the system and evaluate whether or not
it can influence a user’s behavior and awareness of
environmental issues, a field study of the system is planned. This
will take place in winter 2010/2011 and will use a group
of 20 recruited participants residing in a city which
experiences sub-zero temperatures and significant snowfall for
several months. The group will be split into 2 sub-groups,
with each group initially being in a manual condition where
the user has to change the temperature on his own volition
or an automatic condition where the system automatically
sets the away-from-home temperature The study will be
separated into two phases and each phase will go for 4 weeks,
with a study length of 8 weeks in total. After 4 weeks the
two sub-groups will switch conditions.</p>
          <p>Prior to the study, GPS location data will be captured
from each user and used to train the location prediction
model and to calculate baseline consumption data. In order
to measure environmental attitudes and temperature
comfort levels both before and after the study participants will
be required to fill out a survey every week. The survey is
split into two categories, a temperature survey that will be
distributed weekly and a survey to measure environmental
attitude, locus-of-control, and self-efficacy that will be
conducted at the beginning, middle, and end of the study. The
temperature comfort survey will give us data on how the
subjective comfort of the user changes through use of our
system. We believe that a successful application that aims
at changing a users environmental behavior also has to
consider a user’s comfort level. A system that disregards an
individual’s subjective comfort level could be unsuccessful
because the user rejects it. One goal of our system is to
change a user’s environmental behavior, thus we need a way
to evaluate the impact our two versions of the system have on
the environmental awareness of the users. Because we also
4. SUMMARY</p>
          <p>In this paper we first gave an introduction into the
problem space of home power consumption and explained some
of the problems with the current use of thermostats.
Additionally we highlight how research results from psychology
can help to influence a user’s behavior and reduce power
consumption resulting from heating/cooling devices.</p>
          <p>We then described a working prototype of a mobile
application designed to influence a user’s sustainable practices.</p>
          <p>Our prototype allows remote control and automated
control over the thermostat, gives the user a goal to achieve,
provides daily feedback on how well this goal was met,
recommendations to achieve the goal (or positive reinforcement
in case the goal met), and an overview over past
consumption behavior. Our immediate next work is to conduct a
study of this prototype with 20 people in the fall.</p>
        </sec>
      </sec>
    </sec>
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