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    <article-meta>
      <title-group>
        <article-title>Nudging People at Work and Other Third-Party Locations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Max L. Wilson</string-name>
          <email>m.l.wilson@swansea.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Derek Foster</string-name>
          <email>defoster@lincoln.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shaun Lawson</string-name>
          <email>slawson@lincoln.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Simon Eddison</string-name>
          <email>simon.d.eddison@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Author Keywords Persuasion</institution>
          ,
          <addr-line>Nudge, Behaviour Change</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Future Interaction Technology Lab College of Science Swansea University</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Lincoln Social Computing Research Centre School of Computer Science University of Lincoln</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Work</institution>
          ,
          <addr-line>Ownership, Sustainability</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Nudging people towards positive behaviour change is an important issue recognised by academia, individuals, and even governments. Although much research has been published in this area, little has focused on non-domestic environments such as the workplace. It is widely reported that changing individual behaviour of employees can make a significant contribution to sustainable resource consumption. This position paper focuses on the unique aspects that make nudging consumption behaviour in thirdparty environments like the workplace a very different problem to that of nudging in people's domestic and private lives. Several studies are discussed to provide context as well as evidence towards our position.</p>
      </abstract>
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  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
The HCI community has recently shown a great deal of
interest in the development of interactive systems that
facilitate behaviour change for sustainability. Much of this
research has exploited ideas recently re-popularised by
Thaler and Sunstein [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] in that individuals can be ‘nudged’
to make better lifestyle decisions, given the right
information and the environment in which to do so. Much
of this work has focused on how individuals might improve
their own private and domestic lifestyle, behaviour, and
sustainable resource consumption; however such work has
rarely taken account of the fact that people spend a
significant amount of their waking hours at work where
they also contribute towards resource consumption.
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>
        A recent report [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] has indicated that if the 17 million UK
workers, who regularly use a desktop PC, powered it off at
night this would reduce CO2 emissions by 1.3 million tons
- the equivalent of removing 245,000 cars from the road.
Similarly, if a UK business with 10,000 computers leaves
them on all night for one year, it will cost £168,000
($220,000) and emit 828 tonnes of CO2. The same report,
however, suggested that at least three in ten workers in the
UK do not always power off their PC overnight. Further,
many more machines are in use or provide services 24
hours a day, all year round.
      </p>
      <p>As an example in our own context, Figure 1 compares the
electricity usage at the University of Lincoln campus for the
first week in December in 2009 and 2010. There are two
compelling features of Figure 1 that characterise the typical
energy consumption of a workplace. First, the graph clearly
shows how little energy the university uses at the weekend.
Second, this period in 2010 coincided with severe weather
that meant that many staff members were unable to travel to
the campus. The dramatic reduction in energy consumption
can be clearly seen in the first 3 days of the graph and
highlights that people can have a significant impact on
consumption at work, as well as in their own personal
environments.</p>
      <p>Figure 1 Campus electricity usage December 2009/10
Despite environmental concerns now playing an established
role in the public sector, as well as the corporate and
business agenda, there is still much to gain by exploring
new ways of persuading people to adopt positive energy
usage behaviour. The first and obvious research question is:
Do domestic PINC (Persuasion, Influence, Nudge &amp;
Coercion) methods simply translate to workplace and other
third-party environments? In this position statement we
review initial evidence that they do not, and discuss the
reasons why. We propose a framework for thinking about
Nudge methods in different contexts, and discuss our future
work in this area.</p>
      <p>
        RELATED WORK
Thaler and Sunstein [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] have recently re-popularised the
interest in the idea of Nudge, where the right environments
and the right information delivered at the right time can
encourage people to adapt and improve their behaviours.
Much research has focused on directly improving one’s
own behaviour, whether it be reminders to exercise, or to
notably reduce energy consumption. Research into simple
home energy monitors [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], for example, suggests that
payas-you-go meters typically reduce consumption by only 3%,
while those that focus on reducing their payments often
reduce their consumption by 0-10%. Having an in-house
monitor that provides instant feedback has been shown to
reduce consumption by between 5 and 15%. Other
prototype systems, such as Kuznetsov and Paulos’s
domestic ambient light display [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] successfully encouraged
people to reduce their water consumption, by visualising
better or worse consumption to their previous average use.
Other research typically provides anonymous averages from
a group or community to a user, so that the user can see
their own behaviour or consumption in the context of
others. In previous work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], we reduced domestic energy
consumption through a carefully designed mixture of online
social media and home energy monitors. Our findings
suggested that the use of energy feedback delivered in a
social context significantly reduced consumption when
compared to energy feedback without a social context. We
have also shown similar results in a personal fitness/activity
domain [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        A related approach involves facilitating ‘friendly’
competitive behaviour; for instance it has already been
shown that the work environment affords powerful
opportunities for facilitating such behaviour – for instance
Siero et al [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] demonstrated that when a group of
employees received information not only about their own
energy usage, but also about that of a ‘competing’ group of
employees from the same company but a different
workplace, they significantly altered their energy usage
behaviour compared to a situation in which they only
received information about their own usage.
      </p>
      <p>
        Despite the success of the work by Siero et al some thirteen
years ago, little research since has explored energy
behaviour interventions based on competition between
employees. Therefore, a key question for Nudge researchers
going forward is how do differences between the work and
domestic leisurely sides of life affect the potential of
behaviour change interventions? Also, what theoretical
grounding can we draw upon to begin to explore any
differences? Stebbins [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] introduced a seminal framework
for understanding people’s leisure time. For some, being
environmentally friendly is, as Stebbins called it, a Serious
Leisure, where people work hard at achieving their goals.
Installing home technology is often a temporary project,
and can be seen as Project Leisure, where people take
behaviour change to be a new task. The aim of much
nudging research, however, is to be embedded in people’s
Casual Leisure, so that good consumption is encouraged
simply and unobtrusively within our lives. These forms of
leisure, however, are very different from our work lives,
which are goal-oriented, formalised, and externally driven.
EARLY EXPERIMENTAL FINDINGS
Study 1 – Water Consumption in the Work Place
One early finding in this space was from Kuznetsov and
Paulos [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] who anecdotally saw unexpected results in a
work environment, and so proceeded to focus on domestic
scenarios. Their anecdotal findings saw consumption
increase – double in fact.
      </p>
      <p>One of our recent studies in Swansea University, UK,
focused directly on this surprising issue. We created a series
of feedback installations, and installed them in a shared
work-place kitchen. Like the work by Kuznetsov and
Paulos, the installations used a Phidget microphone to track
water flow through the pipes. The installations were
supported by informational posters, which included a link
to a website to provide feedback. Otherwise, we remained
as un-intrusive as possible in order to record normal usage
as closely as possible. After recording baseline average
readings, we first recreated the ambient light display
provided used by Kuznetsov and Paulos, which: glowed
green with less-than-average consumption; glowed yellow
10% either side of the mean; and glowed red thereafter.
Three further displays were installed in subsequent weeks.
The first used similar measures, in respect to average
consumption, to create competitive gaming-style
textoriented messages on an LED display, such as: “You’re
beating most people” and “Sorry, you lost”. The second
display converted the light system into a series of audible
beeps. The final display tried a different tack altogether, by
simply providing environmental information relating to
their water consumption, such as the average amount of
water available to people in the third world on a daily basis.
Initially, as per the prior anecdotal evidence, the ambient
light display did double the average consumption of water
during the 2 weeks it was displayed. In comparing studying
the additional displays, we saw all but the audio condition
increase the consumption. While the increase shown by
these alternatives was significantly less than the ambient
light display in particular, none were significant. Although
the audio feedback did marginally reduce consumption, we
also recorded a significant number of opt-out button presses
in the audio condition, indicating that people disliked this
particular installation. Qualitative comments from an
optional online survey confirmed this. Given the surprising
increase created by the ambient light display, we concluded
the study by reinstalling the ambient light display for a final
week. Although not quite double the average consumption,
we again saw a significant increase in energy consumption.
In the end, none of the displays managed to significantly
decrease consumption of water. It is promising, however,
that not all the displays increased consumption
significantly. This means that such displays do not simply
have the opposite effect in work environments. Instead, the
results suggest that people simply do not care for the
consumption of the company as a whole, and potentially do
not mind entertaining themselves with the resources of the
company by using additional resources. The fact that
significantly more users opted out of the audio display,
which was the only one to reduce average consumption,
further indicates that people do not mind avoiding resources
in this area; that they do not feel personally motivated to
accept the nudging technology.</p>
      <p>
        Study 2 – Energy Consumption in the Work Place
Our recently commenced Electro-Magnates study [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] aims
to reduce energy usage in the workplace by utilising a suite
of social persuasive applications to encourage
proenvironmental behaviours. Personal desktop applications
(social widgets) and situated displays will be used to deliver
energy feedback to individuals, groups and communities
about their own – and others’ – energy usage to foster
exchange of performance and to support constructive
competition to reduce consumption. The workplace in the
context of this study is educational and public sector
workplace environments in the county of Lincolnshire, UK.
In previous work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], we reduced domestic energy
consumption through social norms and social technology.
However, designing a similar system for the workplace
presents greater challenges across a range of design, ethical
and technical issues. From our study focus groups in the
domestic environment we discovered that for some people
cost was the primary motivating reason to reduce their
energy use. In the workplace employees are not typically
responsible for paying energy costs, neither are they
directly responsible for meeting any governmental carbon
policies in place that could lead to institutional ‘carbon’
fines.
      </p>
      <p>To mitigate the absence of financial motivation in
employees and to develop workplace energy metaphors, we
intend to run a series of focus groups and participatory
design workshops to engage and empower the employee in
developing an understanding of both the economic and
environmental impact of their working practices. The
participatory design workshops will provide an opportunity
for employees to be directly involved in designing the UX
element of Electro-Magnates therefore helping to address
ethical concerns over privacy and appropriate disclosure of
energy data.</p>
      <p>Early work to date includes prototyping a high-impact
energy interface for overall energy usage in Figure 3, page
viewed on 09/01/2011, as well as a competitive league table
for buildings. Both prototypes are designed for large
situated displays and are abstracted presentations of what is
possible with raw energy sensor data which in itself is
intangible and difficult to interpret.
DISCUSSION
The workplace, as an example of a non-domestic,
nonpersonal environment, creates many unique issues for the
ideas behind nudging behaviour. Consequently, we have
identified three initial dimensions that differentiate
domestic and workplace environments that might be used as
a formative framework for thinking about applying nudging
technology in different
environments:Expression of Self. First, the workplace may be termed a
special environment in that there are usually constraints and
rules in how employees can interact and carry out activities
in the workplace compared to their less inhibited personal
life. This is particularly important when considering
employee consumption of resources with emphasis on
ownership, freedom of choice and sustainable behaviour.
Ironically, an individual may be committed to
proenvironmental behaviour when at home but is forced to
engage in negative practices at work such as using
inefficient energy-intensive equipment or sitting in an
overheated environment.</p>
      <p>Sense of Responsibility. Second, prior research typically
assumes that individuals are trying to change their
behaviour, or reduce their consumption, but for many the
workplace is not their own and not their responsibility.
Consequently, not only is the environment and technology
controlled for them, people have a diminished sense of
responsibility for the energy costs and environmental
impact.</p>
      <p>External Constraints. Third, the workplace or type of work
has its own requirements – they may need to maintain
24-7365 server support. It may be normal for some businesses to
have 3 or more machines running per individual, but
unusual for others to have a computer at all. This kind of
top-down requirement might make individuals feel out of
control of the environment and its consumption, leading to
lack of motivation.</p>
      <p>
        Given these limiting and influential factors, it is hard to
consider how we can utilise the same nudging technology
that we typically apply in domestic contexts. The few
successful workplace nudging installations have typically
been dependent on a driven community. The CleanSink
project [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] saw some positive influence in hospitals, where
cleanliness is both required and important for care. Our
ongoing study on energy consumption in Lincoln, is focusing
on driving community motivation, which may encourage
expression of self and increase sense of ownership, whilst
working within the external constraints of the workplace.
CONCLUSIONS AND FUTURE WORK
Much of the prior research on Nudge, and other PINC
issues, has assumed that individuals are focusing on their
environments, behaviours, consumption, and other things
that they are in some control over. How does Nudge fare in
environments, like the workplace, that are typically outside
of an individual’s control? Such questions are important for
larger organisations who want to improve their collective
behaviour, whether it is a business trying to reduce its own
consumption or meet it’s quota of carbon credits, or a
government trying to reduce the nation’s consumption.
In our future work, we are focusing on this issue in two
ways. First, our funded research is focusing further on
encouraging community-driven nudges for reducing
business and employee consumption. Second, we are
planning future studies that specifically investigate the
nudge of groups and communities rather than of
individuals, as to meet the UN’s Millennium Goals1, we
need to nudge the behaviour of the global community and
not just that of individuals.
ACKNOWLEDGMENTS
We’d like to thank the NIMD2010 participants for
discussions. The Electro-Magnates project is funded by the
HEFCE LGM fund.
      </p>
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