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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Creating 'Cool' Mobile Technologies To Reduce Teen Energy Use</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daniel Fitton</string-name>
          <email>DBFitton@UClan.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Janet C Read</string-name>
          <email>JCRead@UCLan.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Russell Beale</string-name>
          <email>r.beale@cs.bham.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ben Cowan</string-name>
          <email>B.R.Cowan@cs.bham.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yukang Guo</string-name>
          <email>Y.Guo@swansea.ac.uk</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Advanced Interaction Group, University of Birmingham</institution>
          ,
          <addr-line>Birmingham, B15 2TT</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Child-Computer Interaction, Group (CHiCI), University of Central Lancashire</institution>
          ,
          <addr-line>Preston, PR1 2HE</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Computer Science, Swansea University</institution>
          ,
          <addr-line>Singleton Park, Swansea SA2 8PP</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Energy Use</institution>
          ,
          <addr-line>Teenagers, Mobile Technologies</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we present an overview and initial work from a research project creating 'cool' mobile technologies to educate and inform teenagers in order to reduce their energy use. Teenagers are already becoming consumers and will form the next generation of workers, homeowners, managers and policy makers; a longitudinal change in their habits could have huge impact. However, it is notoriously difficult to engage with teenagers and effect changes in their attitudes or actions. Teenagers are often most motivated by their peer group and what is currently 'cool' or 'uncool'. The challenges of this work are not only the creation of persuasive mobile technologies to encourage teenagers to reduce their energy use, but to make these technologies sufficiently 'cool' that they are desirable and socially acceptable enough to support adoption and appropriation by teenagers. In addition to providing personalised and aggregate energy usage data and educational information in a meaningful way, the mobile technologies we are designing will allow for appropriation in 'cool' ways thereby fostering an active community of teenagers where it is cool to minimise energy use.</p>
      </abstract>
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  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright © 2011 for the individual papers by the papers' authors.
Copying permitted only for private and academic purposes. This volume is
published and copyrighted by the editors of PINC2011.</p>
      <p>
        INTRODUCTION
Governments across the world are now committed to
reducing CO2 emissions and one key area for improvement
is reduction in domestic and personal transportation energy
usage. In the home CO2 is released primarily in the
generation of electricity, the combustion of gas and oil for
heating and combustion of fuel in transport. Within the past
20 years there has been a steady increase in the number of
appliances in the modern home coupled with growth in the
ownership of energy hungry devices such as tumble driers
and plasma TVs and an increase in the use of devices with
standby facilities [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Many of the electrical devices
contributing to the rise in domestic energy are used and
sometimes owned by teenagers. Research in the UK has
indicated that 95% of teenagers had a TV, music system or
phone in their rooms, with two thirds having all three [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
A separate study reported that 400 surveyed teenagers aged
13 to19 were collectively wasting enough energy to power
4,702 schools and a third of the energy being used was a
direct consequence of ‘standby’ behaviour [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>Our work on the ‘taking on the teenagers’ projects
(www.mad4nrg.org) will engage young people (aged
12191) in reducing their own personal energy use and make
1 It is problematic running studies with teenagers from age
14-15 in schools in the UK when they begin preparing for
GCSE examinations, we therefore also target pre-teens to
ensure we can work the same subjects for the 3 year
duration of the project.
positive changes in attitudes towards energy use that will
last through adulthood. This will be achieved through the
creation of mobile technologies (called MAD: Make A
Difference) to educate teens about choices they can make to
reduce energy use and provide feedback on energy usage.
Mobile technologies will also be used to gather energy
usage information through self-report and sensing
technologies, for example detecting which transport
methods are being used, in addition to more usual energy
monitoring in the home. These mobile technologies will
make personalised and aggregated energy usage
information accessible in meaningful ways to enable
comparison and competition between peers to foster an
active community of teenagers interested in reducing
energy use. The mobile devices will also make available
status updates about individual energy use and provide
targeted educational material to users.</p>
      <p>
        The popularity of home energy monitors from
manufacturers such as AlertMe (www.alertme.com) and
Current Cost (www.currentcost.com), and services such as
Google PowerMeter (www.google.com/powermeter) mean
that monitoring electricity use in the home is inexpensive
and uncomplicated. However, even where the energy
consumption information is provided, the visualization of
this information often cannot easily correlated with
consumption behaviour [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This is either because the units
of measurement are relatively meaningless to users or the
information is irrelevant to their interests (e.g. cost
information may not mean much for teenagers who do not
pay the bills). Furthermore there is a common lack of
awareness about the amount of energy consumed by device
sin the home and energy-saving options [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>The key challenge of this work is not only design highly
usable mobile technologies to provide access to energy
usage information presented in a meaningful way for
teenagers, but also to ensure that these technologies that are
sufficiently ‘cool’ that they are desirable and socially
acceptable. Having created devices that are used and
understood by the teens, we will then use a range of
approaches to lead to long-term behavioural modification.
To achieve these goals a participatory approach is used
which involves working directly with young people in
schools to carry out design and evaluation studies.
We now discuss the challenge of ‘cool’ and our initial
findings, the persuasive aspects of the technologies we are
creating, and the technological challenges we face. We give
an overview of related work and finish with a discussion of
key issues and future work.</p>
      <p>
        THE CHALLENGE OF ‘COOL’
While the meaning of ‘cool’ has been considered, for
example [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], there is not a single universally
applicable definition. Cool may be anti-social or illicit, it
may be expensive and highly desirable, or it may represent
innovation (and these are not mutually exclusive
categories). In the case of teenagers, peer groups often
define the attributes of cool and being ‘cool’ is often
extremely important. From studies of existing literature and
initial design sessions we have identified three main levels
of coolness in the context of teenager. The first, and easiest
to achieve, is the coolness associated with having desirable
things that others aspire to (such as latest technology or
clothes), the second is coolness associated with actions or
activities that gain recognition from peers. The third, and
most challenging to achieve, is that of holistically ‘being’
cool and often results in being admired and often deferred
to by peers. It is this latter category that marketing
companies often seek to influence as, by virtue, products
they associate with become cool and are then desirable by
others.
      </p>
      <p>Coolness is generally a challenging property to design into
a product and within the three types of cool we have
identify the second (associated with actions or activities that
gain recognition from peers) as most likely to be achievable
within the project. This will be coupled, to a lesser extent,
with the first type (having desirable things). The mobile
applications we are designing will enable teen users to
monitor their energy usage (captured using low cost
monitoring technology in the home and mobile devices) and
devise their own ways of representing, sharing and
comparing the information. Through our participatory
approach we will create applications that support
customisation and expressivity such that they can be
appropriated in a ‘cool’ ways by teenagers. One scenario
we envisage is teenagers being able to compare energy
usage using a metric and visualization they themselves have
devised and/or adopted (which is assumed to be cool in
their peer group) to determine who is the winner (using the
least energy) and who is the loser (using the most energy).
In this example it is likely that competition will encourage
consideration and reduction of energy use. Also, these
motivations will be nurtured and supported through use of
the MAD technologies that will provide information and
advice on measures to reduce energy use, in addition to
providing information on current energy usage.</p>
      <p>
        CHANGING BEHVIOUR
This work will build upon the TTM model of behaviour
change [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and will link into more recent work on
emotional engagement for behaviour change ([
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]) which
demonstrates that behaviour change is more effective,
engaging and productive if there is an emotional
engagement between the technology and the user. Thus our
mobile technologies have to support appropriation in cool
ways but also have to be designed in a way that teenagers
can easily relate to them and in a manner that is receptive to
emotional interpretation (i.e. the systems themselves do not
necessarily have to be emotional, they just have to be able
to appear emotional even if that effect is projected by the
user).
      </p>
      <p>This project works from the assumption that teenagers have
the potential to make significant changes to energy usage.
Not only can changing teenage behaviour affect their
longterm personal use, but they are also in a position where they
can use ‘pester power’ to affect the attitudes and behaviours
of their parents, siblings and friends. As many teenagers
have a greater amount of leisure time than adults, this can
result in the use of many high energy technologies such as
computers, games consoles and entertainment systems,
while their behaviours are not monitored by parents or
guardians in the way a younger child’s activities might be.
The project will aim to gather more information about
teenagers’ patterns of energy use in order to understand
their behaviours and motivations more, and how they may
be influenced.</p>
      <p>The initial goal for behaviour change in this work in to
influence reduction in electrical and transport energy use.
Initially, stories of energy usage will be collected from
teenagers in the schools with which we are working. The
stories will be composed of text, images, video or audio and
will give qualitative insights into teen energy use and
attitudes towards energy use (some will be collected in
school, others will be collected during focus groups). At a
later stage in the project, after we have deployed the MAD1
and MAD2 products, we will then collect energy stories
again to allow for qualitative comparison of change in
behaviour.</p>
      <p>TEEN TECHNOLOGY
The project aims to create two key mobile products, one for
13-16 year olds (MAD1) and another for 16-19 year olds
(MAD2). A key issue is selecting which mobile platform(s)
to target and this is likely to be the trade-off in terms of
features provided and device popularity. While smart
phones such as Blackberry devices, iPhones, Android
devices, and Nokia Symbian handsets are increasingly
prevalent among adults in the UK, their high cost often
makes them inaccessible to younger teenagers with little
spending power and restricted to ‘pay as you go’ (contract
free) call plans. From our current studies in schools with
year 7s (age 10-11) and year 10s (age 13-14) it is apparent
that the phones they own are basic devices often handed
down from an older sibling or parent. We have also found
that the children in our initial studies have little interest in
owning and using a mobile phone. Boys in particular
admitted that they failed to remember to charge their phone
or ensure they had enough credit to make calls. Several year
10 boys claimed that they found their mobile phone useful
as an alarm clock but little else.</p>
      <p>Technologies adopted by older teenagers (17-19) with
slightly high spending power are often fashion led, but not
necessarily those which hit the mainstream or adult media.
For example, in a survey of all new undergraduate entrants
to a major UK University, Blackberry devices outnumbered
both Nokia’s and iPhones, for example. This is partly due to
the cost of such devices but also the availability of specific
communication channels – Blackberry Messenger being a
popular one, but not (easily) accessible without a
Blackberry handset. Within the project we have funds to
provide a small number of participants with mobile devices
(the number depending on the cost of the device), but after
initial trials we wish to open the system up to as wider
participation as possible.</p>
      <p>In order to enable energy monitoring in the home the
project will use low cost COTS home energy sensing
technologies from manufacturers such as AlertMe and
Current Cost that can sense electrical energy use on a
perhome and per-appliance granularity, and make it available
over the Internet. Sensing kits will be provided for a
number of user ‘champions’ and is hoped that they will help
encourage other teens to pester parents into buying the kit
so they can take part.</p>
      <p>A participatory design process to create MAD1 and MAD2
will be ongoing with several different groups in teenagers
in schools across the UK involved. We expect to develop a
mixture of education, game-playing and competition,
collaboration, peer pressure and self-awareness raising
approaches within and around these products to lead to
reduction in personal energy use in the short term and
longterm behavioural change. In addition to MAD1 and MAD2,
a specially designed web portal will be used throughout the
project to allow participants in the project to share stories
about their energy usage, using narrative, images and video.
These will provide a rich source of qualitative data for the
project and also allow the identification of change in energy
usage habits as the project progresses.</p>
      <p>
        RELATED WORK
A small number of wearable/mobile research prototypes
and products have been developed for conveying energy
usage information. UbiGreen [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] used mobile phones as
ambient displays to give user feedback on their
transportation behaviours. It relied on the wearable sensing
unit, GSM cell signals and the participants’ manual input to
detect transportation mode. Eco-friendly transportation
behaviours, such as carpooling, taking bus and cycling etc.
were encouraged and shown as rewards on the ambient
display. EnergyLife [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is a pervasive sensing and feedback
system. A server was connected wirelessly via a base
station to energy sensors which reported their energy usage
every couple minutes. The real time energy consumption
information together with device consumption history,
energy reservation tips etc. were delivered to a smart phone
upon user's request using a Carousel interface. GridCarbon
is an iPhone app produced through the iDEaS Project
(www.ideasproject.info) which shows the current carbon
intensity, the quantity of CO2 produced for 1 kWh of
electricity consumed, of the electricity currently being
generated in the UK. The intention of the app is that it can
be used as a tool to influence energy demand and reduce
CO2 emissions. AlertMe provide an iPhone app to allow
remote access to data recorded by their home energy
monitoring product. The app allows current energy usage to
be viewed remotely and provides a ‘personal swingometer’
which is a simple graphical representation to help convey
energy usage in an easily understandable manner. While
these examples highlight some innovative approaches to
reducing energy use though mobile technologies none of
them align with the more holistic and long-term energy
reduction aims of this work.
      </p>
      <p>DISCUSSION
In creating energy saving devices for teenagers we consider
that ‘cool’ is a powerful factor in motivating adoption and
appropriation. To make energy saving attractive, we need
to tap into the potential for peer pressure, personal goal
setting and achievement, and make good use of energy an
integral part of the general discourse between teens. Our
approach is not to attempt to produce cool products per se,
but to create technologies that can be personalised and
appropriated in cool ways.</p>
      <p>
        The ethics of persuasion [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] in the context of this project
are somewhat mitigated in that the reduction of energy use
is accepted to be a necessary move. However, this will be
an area we explore in detail as the development of the
MAD1 and MAD2 prototypes progress. The project is
currently engaged in design sessions with teenagers to
explore initial scenarios and requirements for MAD1 and
further understand the key characteristics of cool for
different groups. In parallel we are also exploring and
technical possibilities and expert technical designs, and
investigating teenagers’ current attitudes towards energy
use. We hope that the novel themes in this work will be of
interest to the participants of the workshop and provoke
interesting discussion.
      </p>
      <p>ACKNOWLEDGMENTS
We would like to thank EPSRC (under the Digital
Economy and Energy Programme) for funding this work.</p>
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</article>