SlideShare a Scribd company logo
Behavior, Energy, & Climate Change Conference                              Nov 13, 2012




Applying Iterative Design to the Eco-Feedback Design Process




    Human
    Computer
    Interaction
                                    @jonfroehlich
    Laboratory                      Assistant Professor Computer Science
eco-feedback
sensing and visualizing behavior to reduce environmental impact
Applying Iterative Design to the Eco-Feedback Design Process
eco-feedback
sensing and visualizing behavior to reduce environmental impact
“Getting the design right and the right design.”



                                            — Bill Buxton
                                Sketching User Experiences
Before moving forward, I want to ask a question…
The following eco-feedback paper is missing something.
What is it?
Brandon et al., Reducing Household Energy Consumption: A Qualitative & Quantitative Field Study, Environmental Psychology 1999
½ paragraph description of
                                                eco-feedback interface and no
                                                screenshots in 11 page paper




Brandon et al., Reducing Household Energy Consumption: A Qualitative & Quantitative Field Study, Environmental Psychology 1999
Brandon et al., Reducing Household Energy Consumption: A Qualitative & Quantitative Field Study, Environmental Psychology 1999
Well, but that was 1999.
Grønhøj & Thøgersen, Feedback on Household Electricity Consumption: Learning & Social Influence Processes, IJCS2011
2 paragraph description of
                                  eco-feedback interface and no
                                   screenshots in 8 page paper




Grønhøj & Thøgersen, Feedback on Household Electricity Consumption: Learning & Social Influence Processes, IJCS2011
Applying Iterative Design to the Eco-Feedback Design Process
Where’s Waldo?
So, clearly a disciplinary divide…

           psychologists
             designers
             engineers
            economists
         building scientists
              others?
This oversight seems to reflect a lack of recognition
about the critical role that particular design
choices play in affecting behavior.
Jain et al., Assessing Eco-Feedback Interface Usage and Design to Drive Energy Efficiency in Buildings, Energy and Buildings 2012
This is abig         problem


Perhaps because of the design de-emphasis, very few
papers discuss the design process that led to the
ultimate design artifact that was created and studied
Overarching Question
How can we structure and support the design process to create and
identify the most promising (and potentially most influential) aspects of
an eco-feedback design robustly and in a cost-efficient manner?
An Eco-Feedback Iterative Design



             Data      Ideation /    Pilot                 Formative
Ideation                                      Refinement
           Gathering     Sketch     Studies                Evaluation
Gunel, A. The Halo Effect: Using Behavior to Upgrade Technology,BECC2012
Design Process


                                                         Large          A/B
Formative                  Small Field
             Refinement                 Refinement    Randomized          Id
Evaluation                Deployment(s)              Control Trial(s)
A/B Testing is Ultimate Playground


           Large          A/B Design                          A/B Testing
                                        Pilot    Refinement
ment    Randomized          Ideas                                RCTs
                                       Studies
       Control Trial(s)
Gunel, A. The Halo Effect: Using Behavior to Upgrade Technology,BECC2012
Evaluating early design ideas to prepare for
      field deployments


                                                                                                                      Large
             Data      Ideation /    Pilot                 Formative                  Small Field                                    A/B Design    Pilot                 A/B Testing
Ideation                                      Refinement                Refinement                   Refinement    Randomized                               Refinement
           Gathering     Sketch     Studies                Evaluation                Deployment(s)                                      Ideas     Studies                   RCTs
                                                                                                                  Control Trial(s)
Froehlich et al., The Design & Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data, CHI2012
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
An Eco-Feedback Iterative Design Process




                   Data          Ideation /          Pilot                            Formative
Ideation                                                         Refinement
                 Gathering         Sketch           Studies                           Evaluation




Goal: gather formative data and use as basis to create a set of early, promising designs
Inquiry Methods: ethnography, interviews, surveys, literature reviews
An Eco-Feedback Iterative Design Process

Informal interviews with water experts (e.g., SPU, Amy Vickers)
Literature review of water resource management, environmental psychology
Our own online survey of water usage attitudes & knowledge (N=656 respondents)




                   Data          Ideation /          Pilot                            Formative
Ideation                                                         Refinement
                 Gathering         Sketch           Studies                           Evaluation




Goal: gather formative data and use as basis to create a set of early, promising designs
Inquiry Methods: ethnography, interviews, surveys, literature reviews
Respondents (N=651) dramatically underestimated the
    amount of water used in common everyday activities.


                                         underestimate
                          toilet :       by 15%
                        shower :         by 30%
                           bath :        by 55%
               low-flow shower :         by 60%
          outdoor yard watering :        by 83% to 95%



[Froehlich, UW PhD Dissertation, 2011]
Challenge: how can we use gathered data to inform our designs?
Eco-Feedback Design Space
INFORMATION ACCESS                                                             DATA REPRESENTATION                                                         COMPARISON
         update                                                                      aesthetic                                                                  comparison
      frequency real-time                   monthly or less        user poll                     pragmatic                                    artistic              target self                               social                      goal
 spatial proximity                                                                       time                                                               comparison by
      to behavior co-located                                       remote             window <hour                                            >year                  time past                                                       projected

     attentional                                                                     temporal                                                                  social-comp.
        demand glanceable                                    high attention          grouping ≤sec by hour      by day    by week by month ≥year                             geographically              demographically              selected
                                                                                                                                                                      target proximal                       similar            social network
        effort to                                                                        data                                                                  goal-setting
          access low                                                  high         granularity coarse-grain                               fine-grain              strategy self-set                         system-set          externally-set

INTERACTIVITY                                                                           visual                                                               difficulty to reach
                                                                                    complexity simple                                       complex         comparison target      easy                                                   hard
       degree of
    interactivity none                                                high      primary visual                                                              comparison variables            statistic       computation
                                                                                    encoding textual                                       graphical            time window
       interface                                                                                                                                                                               raw value     @ this time [yest, last wk, mo, yr]
 customizability none                                                 high       measurement                                                                    time granularity               average       [hrly, daily, wkly, monthly, yrly]
                                                                                         unit resource cost environmental activity time metaphor                data grouping                  median        over past [X] days
                                                                                                                impact                                                                         mode
           user                                                                                                                                                 data granularity                             this day type [weekday, weekend]
      additions user annotations                           user corrections            primary                                                                                                 other         this day of week (e.g., mondays)
                                                                                                                                                                measurement unit
                                                                                          view temporal               spatial            categorical
DISPLAY MEDIUM
  manifestation                                                                          data
                                                                                     grouping by         by    by by       by by consumption               SOCIAL ASPECTS
                   webpage mobile        wearable         custom in-home                      resource person time space activity    category
                          phone app      interface        display display                                                                                               target
                                                                                                                                                                                   person    household community            state      country
      ambience                                                                 MOTIVATIONAL/PERSUASIVE STRATEGIES
                   not-ambient                                    ambient                                                                                            private/
                                                                                   persuasive tactics from           persuasive tactics include:
                                                                                                                                                                       public private                                                    public
            size                                                                psychology and applied social   rewards              goal-setting
                   small                                              large        psychology disciplines:                                                               data
                                                                                                                punishment           narrative
ACTIONABILITY/UTILITY                                                                       persuasive design
                                                                                                                public commitment    likeability                      sharing none                                                    everyone
                                                                                                                written commitment   reputation
                                                                                       persuasive technology                                                        social-
       degree of                                                                                                loss aversion        competition                                                        (see COMPARISON)
                                                                                behavioral science/economics                                                    comparison available                                                unavailable
    actionability low                                                 high                                      kairos               social proof
                                                                                   environmental psychology
                                                                                                                encouragement        authority
        decision                                                                                 game design
                 suggests                suggests                 anomaly                                       descriptive norms    emotional appeals
        support actions                                                                      social marketing
                                     purchase decisions             alerts                                      scarcity principle   door-in-face
                                                                                     health behavior change
      personal-                                                                                                 framing              unlock features
        ization no personalization                    highly personalized                                       anchoring bias       endowment effect
                                                                                                                defaults             collection building
    information
          intent Informs one action                  informs many actions

   automation/
        control no control                  system controls resource use                         [Froehlich et al., HCIC2009; CHI2010; UW PhD Dissertation 2011]
My own experiences      Existing frameworks                                 Psychology
                     (e.g., persuasive tech, health informatics,   (e.g., environmental psychology, social
                      other eco-feedback work, and infovis)          psychology, behavioral economics)
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
Eco-Feedback Design Space
INFORMATION ACCESS                                                             DATA REPRESENTATION                                                         COMPARISON
         update                                                                      aesthetic                                                                  comparison
      frequency real-time                   monthly or less        user poll                     pragmatic                                    artistic              target self                               social                      goal
 spatial proximity                                                                       time                                                               comparison by
      to behavior co-located                                       remote             window <hour                                            >year                  time past                                                       projected

     attentional                                                                     temporal                                                                  social-comp.
        demand glanceable                                    high attention          grouping ≤sec by hour      by day    by week by month ≥year                             geographically              demographically              selected
                                                                                                                                                                      target proximal                       similar            social network
        effort to                                                                        data                                                                  goal-setting
          access low                                                  high         granularity coarse-grain                               fine-grain              strategy self-set                         system-set          externally-set

INTERACTIVITY                                                                           visual                                                               difficulty to reach
                                                                                    complexity simple                                       complex         comparison target      easy                                                   hard
       degree of
    interactivity none                                                high      primary visual                                                              comparison variables            statistic       computation
                                                                                    encoding textual                                       graphical            time window
       interface                                                                                                                                                                               raw value     @ this time [yest, last wk, mo, yr]
 customizability none                                                 high       measurement                                                                    time granularity               average       [hrly, daily, wkly, monthly, yrly]
                                                                                         unit resource cost environmental activity time metaphor                data grouping                  median        over past [X] days
                                                                                                                impact                                                                         mode
           user                                                                                                                                                 data granularity                             this day type [weekday, weekend]
      additions user annotations                           user corrections            primary                                                                                                 other         this day of week (e.g., mondays)
                                                                                                                                                                measurement unit
                                                                                          view temporal               spatial            categorical
DISPLAY MEDIUM
  manifestation                                                                          data
                                                                                     grouping by         by    by by       by by consumption               SOCIAL ASPECTS
                   webpage mobile        wearable         custom in-home                      resource person time space activity    category
                          phone app      interface        display display                                                                                               target
                                                                                                                                                                                   person    household community            state      country
      ambience                                                                 MOTIVATIONAL/PERSUASIVE STRATEGIES
                   not-ambient                                    ambient                                                                                            private/
                                                                                   persuasive tactics from           persuasive tactics include:
                                                                                                                                                                       public private                                                    public
            size                                                                psychology and applied social   rewards              goal-setting
                   small                                              large        psychology disciplines:                                                               data
                                                                                                                punishment           narrative
ACTIONABILITY/UTILITY                                                                       persuasive design
                                                                                                                public commitment    likeability                      sharing none                                                    everyone
                                                                                                                written commitment   reputation
                                                                                       persuasive technology                                                        social-
       degree of                                                                                                loss aversion        competition                                                        (see COMPARISON)
                                                                                behavioral science/economics                                                    comparison available                                                unavailable
    actionability low                                                 high                                      kairos               social proof
                                                                                   environmental psychology
                                                                                                                encouragement        authority
        decision                                                                                 game design
                 suggests                suggests                 anomaly                                       descriptive norms    emotional appeals
        support actions                                                                      social marketing
                                     purchase decisions             alerts                                      scarcity principle   door-in-face
                                                                                     health behavior change
      personal-                                                                                                 framing              unlock features
        ization no personalization                    highly personalized                                       anchoring bias       endowment effect
                                                                                                                defaults             collection building
    information
          intent Informs one action                  informs many actions

   automation/
        control no control                  system controls resource use                         [Froehlich et al., HCIC2009; CHI2010; UW PhD Dissertation 2011]
data           information
               representation         access


    inputs                                        display
                                                  medium


                      the
behavioral
                      eco-feedback
                                design space       comparison
 models



             social                        actionability
                            motivational
                             strategies
data           information
               representation         access


    inputs                                        display
                                                  medium


                      the
behavioral
                      eco-feedback
                                design space       comparison
 models



             social                        actionability
                            motivational
                             strategies
data           information
               representation         access


    inputs                                        display
                                                  medium


                      the
behavioral
                      eco-feedback
                                design space       comparison
 models



             social                        actionability
                            motivational
                             strategies
data           information
               representation         access


    inputs                                        display
                                                  medium


                      the
behavioral
                      eco-feedback
                                design space       comparison
 models



             social                        actionability
                            motivational
                             strategies
data           information
               representation         access


    inputs                                        display
                                                  medium


                      the
behavioral
                      eco-feedback
                                design space       comparison
 models



             social                        actionability
                            motivational
                             strategies
data           information
               representation         access


    inputs                                        display
                                                  medium


                      the
behavioral
                      eco-feedback
                                design space       comparison
 models



             social                        actionability
                            motivational
                             strategies
data
       representation

tion
s

                        aesthetic
                                    pragmatic                                          artistic

              visual complexity
                                    simple                                            complex

               time granularity
                                    < hour                                              > year
                data granularity coarse-grain                                       fine-grain

            measurement unit
                                    resource    cost   environmental    time activity metaphor
                                                          impact
                    primary view
                                    temporal                  spatial              categorical
data
       representation

tion
s

                        aesthetic
                                    pragmatic                                          artistic

              visual complexity
                                    simple                                            complex

               time granularity
                                    < hour                                              > year
                data granularity coarse-grain                                       fine-grain

            measurement unit
                                    resource    cost   environmental    time activity metaphor
                                                          impact
                    primary view
                                    temporal                  spatial              categorical
Data Granularity
coarse-grain                                                                fine-grain
               ≥neighbor- home   room activity    fixture fixture ≤ valve
               hood                              category
Prototype and Evaluate Across
       a Fidelity Spectrum




Sketch     Lo-to-Mid Fidelity   Higher Fidelity
                Mockup             Mockup
An Eco-Feedback Iterative Design Process




                   Data          Ideation /          Pilot                            Formative
Ideation                                                         Refinement
                 Gathering         Sketch           Studies                           Evaluation




Goal: gather formative data and use as basis to create a set of early, promising designs
Inquiry Methods: ethnography, interviews, surveys, literature reviews
An Eco-Feedback Iterative Design Process




                 Data           Ideation /         Pilot                             Formative
Ideation                                                       Refinement
               Gathering          Sketch          Studies                            Evaluation




       Goal: test early design ideas, improve promising ideas, improve usability / aesthetic
       Evaluation Methods: online interactive surveys, design probe-based interviews, lab studies
       Challenge: the ultimate goal is to create a design that informs and, possibly, motivates
       behavior. The former is easier to evaluate with these methods than the latter.
Online Survey
                Recruitment
                o Online postings and word-of-mouth


                Survey Design
                o 63 questions (10 optional)
                o Question and answer order
                  randomized when possible


                Collected Data
                o 712 completed surveys
                  (651 from US or Canada)
                o Nearly 6,000 qualitative responses
Applying Iterative Design to the Eco-Feedback Design Process
Applying Iterative Design to the Eco-Feedback Design Process
Our online interactive survey allowed us to
study a large N and gather both quantitative
and qualitative data
Comparisons were the most
   uniformly desired pieces of
information of all the dimensions
Self-comparison
was most preferred



91%
Our in-home, design-probe interviews allowed us
to explore how the display was received by families
and how (and where) it fit in a domestic setting
In-Home Interviews
          Recruitment
          o Online postings and word-of-mouth
          o Specifically recruited families


          Interview Method
          o Semi-structured with two researchers
          o 90-minutes, 3-phases
          o Data coded by two researchers into themes

          Participants
          o   10 households (20 adults)
          o   11 female/9 male
          o   Diff. socio-economic backgrounds & occupations
          o   18 had college degrees
Display Location Preferences
     kitchen


      near
 thermostat

  high traffic
        areas

   accessible
when needed
Behavioral Lab Study
Integrate Findings & Revise Designs



             Data      Ideation /    Pilot                 Formative
Ideation                                      Refinement
           Gathering     Sketch     Studies                Evaluation
A Call
1 Place more emphasis on describing eco-feedback
   designs and how design choices may affect behavior
   in our research papers / white papers

2 Help generate reusable design knowledge by
   including information not just on the final eco-
   feedback design but the process used to achieve it
Froehlich et al., The Design & Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data, CHI2012
Jon Froehlich, Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors, PhD Dissertation 2011
Jon Froehlich, Moving Beyond Line Graphs, BECC2010, http://www.cs.umd.edu/~jonf/talks.html
jonf@umd.edu                                                   http://bit.ly/jonUMD




Applying Iterative Design to the Eco-Feedback Design Process




   Human
   Computer
   Interaction
                        @jonfroehlich
   Laboratory           Assistant Professor Computer Science

More Related Content

PPT
Persuasive Computing - Design for the Mind
PPTX
Theme 5 group c2
PPTX
The Design of Eco-Feedback Technology
PDF
The Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Leve...
PDF
Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displa...
PPT
Asne2013
PDF
Characterizing Physical World Accessibility at Scale Using Crowdsourcing, Co...
PPT
Death to J-schools
Persuasive Computing - Design for the Mind
Theme 5 group c2
The Design of Eco-Feedback Technology
The Design and Evaluation of Prototype Eco-Feedback Displays for Fixture-Leve...
Social Fabric Fitness: The Design and Evaluation of Wearable E-Textile Displa...
Asne2013
Characterizing Physical World Accessibility at Scale Using Crowdsourcing, Co...
Death to J-schools

Viewers also liked (20)

PPT
3.2 System Design For Eco Efficiency
PPT
环保设计 Eco design
PPT
Eco Design Daniela 11 K
PPT
7.1 design exercise presentation 13 14 (40)
PPT
Dott Cornwall Eco pecha kucha
PPT
Topic 3 Green Design
PDF
Design Green Now Richardson
PDF
Getting Started With Eco-Design - Guidance for innovative product developers
PPT
Eco-Design Joana 11 K
PDF
Cambridge Consultants Innovation Day 2012: Clever eco design turning the eco ...
PDF
DRIVE | design strategies inspired by nature
PPT
Urban Water Quality Issues - Green Design & Development
PDF
Social Fabrics: Designing Wearable E-Textiles for Interaction, Introspection,...
PDF
9/8 THUR 10:45 | Lessons Learned -Environmental Planning 1
PDF
Lecture Notes for Eco-design principles lecture
PPTX
Types of recycling
PDF
Sustainable Business Models for Eco-Design and Innovation - Florian Lüdeke-Fr...
PPT
PPT
Preparing for the 2030 Challenge
PPT
Reduce, Reuse, Recycle
3.2 System Design For Eco Efficiency
环保设计 Eco design
Eco Design Daniela 11 K
7.1 design exercise presentation 13 14 (40)
Dott Cornwall Eco pecha kucha
Topic 3 Green Design
Design Green Now Richardson
Getting Started With Eco-Design - Guidance for innovative product developers
Eco-Design Joana 11 K
Cambridge Consultants Innovation Day 2012: Clever eco design turning the eco ...
DRIVE | design strategies inspired by nature
Urban Water Quality Issues - Green Design & Development
Social Fabrics: Designing Wearable E-Textiles for Interaction, Introspection,...
9/8 THUR 10:45 | Lessons Learned -Environmental Planning 1
Lecture Notes for Eco-design principles lecture
Types of recycling
Sustainable Business Models for Eco-Design and Innovation - Florian Lüdeke-Fr...
Preparing for the 2030 Challenge
Reduce, Reuse, Recycle
Ad

Similar to Applying Iterative Design to the Eco-Feedback Design Process (20)

PPTX
Omniproject Presentation
PPTX
Three Environmental Discourses of HCI
PDF
Creating Environments That Promote Efficiency and Sustainability: Anthropolog...
PDF
[Day 2] Center Presentation: ICIMOD (2/2)
PPT
IU Energy Challenge - Capstone by David Roedl
PPT
Mr. jayesh hariyani, burt hill stantec
PPT
Usability Evaluation Considered Harmful (Some of the Time)
PPTX
UPA Israel event 2011 – Omer Tsimhoni
KEY
Google SketchUp for Media Architecture Communication
PDF
COSC 426 Lect. 7: Evaluating AR Applications
KEY
Presentation Literacy: Skills for Effective Communication
PDF
Virtual/ Physical Co-Existing Design (CapX)
PPT
Virtual/ Physical Co-Existing Design _Capturing Space Interactive Device
PDF
Hamilton, Watkins 2020 - Evidence-based design.pdf
PPT
Metaphors as design points for collaboration 2012
PDF
Architects requirements of decision support tools to deliver low impact housi...
PDF
Beyond Design & Construction: Greening Your School Through Sustainable Operat...
PDF
Open Design Research
PPT
Cultivating Collaboration: lessons from cohousing studios
Omniproject Presentation
Three Environmental Discourses of HCI
Creating Environments That Promote Efficiency and Sustainability: Anthropolog...
[Day 2] Center Presentation: ICIMOD (2/2)
IU Energy Challenge - Capstone by David Roedl
Mr. jayesh hariyani, burt hill stantec
Usability Evaluation Considered Harmful (Some of the Time)
UPA Israel event 2011 – Omer Tsimhoni
Google SketchUp for Media Architecture Communication
COSC 426 Lect. 7: Evaluating AR Applications
Presentation Literacy: Skills for Effective Communication
Virtual/ Physical Co-Existing Design (CapX)
Virtual/ Physical Co-Existing Design _Capturing Space Interactive Device
Hamilton, Watkins 2020 - Evidence-based design.pdf
Metaphors as design points for collaboration 2012
Architects requirements of decision support tools to deliver low impact housi...
Beyond Design & Construction: Greening Your School Through Sustainable Operat...
Open Design Research
Cultivating Collaboration: lessons from cohousing studios
Ad

Recently uploaded (20)

PDF
Encapsulation theory and applications.pdf
PPTX
A Presentation on Artificial Intelligence
PDF
Optimiser vos workloads AI/ML sur Amazon EC2 et AWS Graviton
PPTX
VMware vSphere Foundation How to Sell Presentation-Ver1.4-2-14-2024.pptx
PDF
Empathic Computing: Creating Shared Understanding
PDF
Review of recent advances in non-invasive hemoglobin estimation
PPTX
ACSFv1EN-58255 AWS Academy Cloud Security Foundations.pptx
PDF
Blue Purple Modern Animated Computer Science Presentation.pdf.pdf
PDF
Machine learning based COVID-19 study performance prediction
PDF
Unlocking AI with Model Context Protocol (MCP)
PDF
Assigned Numbers - 2025 - Bluetooth® Document
PPTX
MYSQL Presentation for SQL database connectivity
PPTX
Programs and apps: productivity, graphics, security and other tools
PDF
Diabetes mellitus diagnosis method based random forest with bat algorithm
PDF
Per capita expenditure prediction using model stacking based on satellite ima...
PDF
Spectral efficient network and resource selection model in 5G networks
PDF
Dropbox Q2 2025 Financial Results & Investor Presentation
PDF
Electronic commerce courselecture one. Pdf
PDF
Advanced methodologies resolving dimensionality complications for autism neur...
PPTX
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
Encapsulation theory and applications.pdf
A Presentation on Artificial Intelligence
Optimiser vos workloads AI/ML sur Amazon EC2 et AWS Graviton
VMware vSphere Foundation How to Sell Presentation-Ver1.4-2-14-2024.pptx
Empathic Computing: Creating Shared Understanding
Review of recent advances in non-invasive hemoglobin estimation
ACSFv1EN-58255 AWS Academy Cloud Security Foundations.pptx
Blue Purple Modern Animated Computer Science Presentation.pdf.pdf
Machine learning based COVID-19 study performance prediction
Unlocking AI with Model Context Protocol (MCP)
Assigned Numbers - 2025 - Bluetooth® Document
MYSQL Presentation for SQL database connectivity
Programs and apps: productivity, graphics, security and other tools
Diabetes mellitus diagnosis method based random forest with bat algorithm
Per capita expenditure prediction using model stacking based on satellite ima...
Spectral efficient network and resource selection model in 5G networks
Dropbox Q2 2025 Financial Results & Investor Presentation
Electronic commerce courselecture one. Pdf
Advanced methodologies resolving dimensionality complications for autism neur...
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx

Applying Iterative Design to the Eco-Feedback Design Process

  • 1. Behavior, Energy, & Climate Change Conference Nov 13, 2012 Applying Iterative Design to the Eco-Feedback Design Process Human Computer Interaction @jonfroehlich Laboratory Assistant Professor Computer Science
  • 2. eco-feedback sensing and visualizing behavior to reduce environmental impact
  • 4. eco-feedback sensing and visualizing behavior to reduce environmental impact
  • 5. “Getting the design right and the right design.” — Bill Buxton Sketching User Experiences
  • 6. Before moving forward, I want to ask a question…
  • 7. The following eco-feedback paper is missing something. What is it?
  • 8. Brandon et al., Reducing Household Energy Consumption: A Qualitative & Quantitative Field Study, Environmental Psychology 1999
  • 9. ½ paragraph description of eco-feedback interface and no screenshots in 11 page paper Brandon et al., Reducing Household Energy Consumption: A Qualitative & Quantitative Field Study, Environmental Psychology 1999
  • 10. Brandon et al., Reducing Household Energy Consumption: A Qualitative & Quantitative Field Study, Environmental Psychology 1999
  • 11. Well, but that was 1999.
  • 12. Grønhøj & Thøgersen, Feedback on Household Electricity Consumption: Learning & Social Influence Processes, IJCS2011
  • 13. 2 paragraph description of eco-feedback interface and no screenshots in 8 page paper Grønhøj & Thøgersen, Feedback on Household Electricity Consumption: Learning & Social Influence Processes, IJCS2011
  • 16. So, clearly a disciplinary divide… psychologists designers engineers economists building scientists others?
  • 17. This oversight seems to reflect a lack of recognition about the critical role that particular design choices play in affecting behavior.
  • 18. Jain et al., Assessing Eco-Feedback Interface Usage and Design to Drive Energy Efficiency in Buildings, Energy and Buildings 2012
  • 19. This is abig problem Perhaps because of the design de-emphasis, very few papers discuss the design process that led to the ultimate design artifact that was created and studied
  • 20. Overarching Question How can we structure and support the design process to create and identify the most promising (and potentially most influential) aspects of an eco-feedback design robustly and in a cost-efficient manner?
  • 21. An Eco-Feedback Iterative Design Data Ideation / Pilot Formative Ideation Refinement Gathering Sketch Studies Evaluation
  • 22. Gunel, A. The Halo Effect: Using Behavior to Upgrade Technology,BECC2012
  • 23. Design Process Large A/B Formative Small Field Refinement Refinement Randomized Id Evaluation Deployment(s) Control Trial(s)
  • 24. A/B Testing is Ultimate Playground Large A/B Design A/B Testing Pilot Refinement ment Randomized Ideas RCTs Studies Control Trial(s)
  • 25. Gunel, A. The Halo Effect: Using Behavior to Upgrade Technology,BECC2012
  • 26. Evaluating early design ideas to prepare for field deployments Large Data Ideation / Pilot Formative Small Field A/B Design Pilot A/B Testing Ideation Refinement Refinement Refinement Randomized Refinement Gathering Sketch Studies Evaluation Deployment(s) Ideas Studies RCTs Control Trial(s)
  • 27. Froehlich et al., The Design & Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data, CHI2012
  • 33. An Eco-Feedback Iterative Design Process Data Ideation / Pilot Formative Ideation Refinement Gathering Sketch Studies Evaluation Goal: gather formative data and use as basis to create a set of early, promising designs Inquiry Methods: ethnography, interviews, surveys, literature reviews
  • 34. An Eco-Feedback Iterative Design Process Informal interviews with water experts (e.g., SPU, Amy Vickers) Literature review of water resource management, environmental psychology Our own online survey of water usage attitudes & knowledge (N=656 respondents) Data Ideation / Pilot Formative Ideation Refinement Gathering Sketch Studies Evaluation Goal: gather formative data and use as basis to create a set of early, promising designs Inquiry Methods: ethnography, interviews, surveys, literature reviews
  • 35. Respondents (N=651) dramatically underestimated the amount of water used in common everyday activities. underestimate toilet : by 15% shower : by 30% bath : by 55% low-flow shower : by 60% outdoor yard watering : by 83% to 95% [Froehlich, UW PhD Dissertation, 2011]
  • 36. Challenge: how can we use gathered data to inform our designs?
  • 37. Eco-Feedback Design Space INFORMATION ACCESS DATA REPRESENTATION COMPARISON update aesthetic comparison frequency real-time monthly or less user poll pragmatic artistic target self social goal spatial proximity time comparison by to behavior co-located remote window <hour >year time past projected attentional temporal social-comp. demand glanceable high attention grouping ≤sec by hour by day by week by month ≥year geographically demographically selected target proximal similar social network effort to data goal-setting access low high granularity coarse-grain fine-grain strategy self-set system-set externally-set INTERACTIVITY visual difficulty to reach complexity simple complex comparison target easy hard degree of interactivity none high primary visual comparison variables statistic computation encoding textual graphical time window interface raw value @ this time [yest, last wk, mo, yr] customizability none high measurement time granularity average [hrly, daily, wkly, monthly, yrly] unit resource cost environmental activity time metaphor data grouping median over past [X] days impact mode user data granularity this day type [weekday, weekend] additions user annotations user corrections primary other this day of week (e.g., mondays) measurement unit view temporal spatial categorical DISPLAY MEDIUM manifestation data grouping by by by by by by consumption SOCIAL ASPECTS webpage mobile wearable custom in-home resource person time space activity category phone app interface display display target person household community state country ambience MOTIVATIONAL/PERSUASIVE STRATEGIES not-ambient ambient private/ persuasive tactics from persuasive tactics include: public private public size psychology and applied social rewards goal-setting small large psychology disciplines: data punishment narrative ACTIONABILITY/UTILITY persuasive design public commitment likeability sharing none everyone written commitment reputation persuasive technology social- degree of loss aversion competition (see COMPARISON) behavioral science/economics comparison available unavailable actionability low high kairos social proof environmental psychology encouragement authority decision game design suggests suggests anomaly descriptive norms emotional appeals support actions social marketing purchase decisions alerts scarcity principle door-in-face health behavior change personal- framing unlock features ization no personalization highly personalized anchoring bias endowment effect defaults collection building information intent Informs one action informs many actions automation/ control no control system controls resource use [Froehlich et al., HCIC2009; CHI2010; UW PhD Dissertation 2011]
  • 38. My own experiences Existing frameworks Psychology (e.g., persuasive tech, health informatics, (e.g., environmental psychology, social other eco-feedback work, and infovis) psychology, behavioral economics)
  • 42. Eco-Feedback Design Space INFORMATION ACCESS DATA REPRESENTATION COMPARISON update aesthetic comparison frequency real-time monthly or less user poll pragmatic artistic target self social goal spatial proximity time comparison by to behavior co-located remote window <hour >year time past projected attentional temporal social-comp. demand glanceable high attention grouping ≤sec by hour by day by week by month ≥year geographically demographically selected target proximal similar social network effort to data goal-setting access low high granularity coarse-grain fine-grain strategy self-set system-set externally-set INTERACTIVITY visual difficulty to reach complexity simple complex comparison target easy hard degree of interactivity none high primary visual comparison variables statistic computation encoding textual graphical time window interface raw value @ this time [yest, last wk, mo, yr] customizability none high measurement time granularity average [hrly, daily, wkly, monthly, yrly] unit resource cost environmental activity time metaphor data grouping median over past [X] days impact mode user data granularity this day type [weekday, weekend] additions user annotations user corrections primary other this day of week (e.g., mondays) measurement unit view temporal spatial categorical DISPLAY MEDIUM manifestation data grouping by by by by by by consumption SOCIAL ASPECTS webpage mobile wearable custom in-home resource person time space activity category phone app interface display display target person household community state country ambience MOTIVATIONAL/PERSUASIVE STRATEGIES not-ambient ambient private/ persuasive tactics from persuasive tactics include: public private public size psychology and applied social rewards goal-setting small large psychology disciplines: data punishment narrative ACTIONABILITY/UTILITY persuasive design public commitment likeability sharing none everyone written commitment reputation persuasive technology social- degree of loss aversion competition (see COMPARISON) behavioral science/economics comparison available unavailable actionability low high kairos social proof environmental psychology encouragement authority decision game design suggests suggests anomaly descriptive norms emotional appeals support actions social marketing purchase decisions alerts scarcity principle door-in-face health behavior change personal- framing unlock features ization no personalization highly personalized anchoring bias endowment effect defaults collection building information intent Informs one action informs many actions automation/ control no control system controls resource use [Froehlich et al., HCIC2009; CHI2010; UW PhD Dissertation 2011]
  • 43. data information representation access inputs display medium the behavioral eco-feedback design space comparison models social actionability motivational strategies
  • 44. data information representation access inputs display medium the behavioral eco-feedback design space comparison models social actionability motivational strategies
  • 45. data information representation access inputs display medium the behavioral eco-feedback design space comparison models social actionability motivational strategies
  • 46. data information representation access inputs display medium the behavioral eco-feedback design space comparison models social actionability motivational strategies
  • 47. data information representation access inputs display medium the behavioral eco-feedback design space comparison models social actionability motivational strategies
  • 48. data information representation access inputs display medium the behavioral eco-feedback design space comparison models social actionability motivational strategies
  • 49. data representation tion s aesthetic pragmatic artistic visual complexity simple complex time granularity < hour > year data granularity coarse-grain fine-grain measurement unit resource cost environmental time activity metaphor impact primary view temporal spatial categorical
  • 50. data representation tion s aesthetic pragmatic artistic visual complexity simple complex time granularity < hour > year data granularity coarse-grain fine-grain measurement unit resource cost environmental time activity metaphor impact primary view temporal spatial categorical
  • 51. Data Granularity coarse-grain fine-grain ≥neighbor- home room activity fixture fixture ≤ valve hood category
  • 52. Prototype and Evaluate Across a Fidelity Spectrum Sketch Lo-to-Mid Fidelity Higher Fidelity Mockup Mockup
  • 53. An Eco-Feedback Iterative Design Process Data Ideation / Pilot Formative Ideation Refinement Gathering Sketch Studies Evaluation Goal: gather formative data and use as basis to create a set of early, promising designs Inquiry Methods: ethnography, interviews, surveys, literature reviews
  • 54. An Eco-Feedback Iterative Design Process Data Ideation / Pilot Formative Ideation Refinement Gathering Sketch Studies Evaluation Goal: test early design ideas, improve promising ideas, improve usability / aesthetic Evaluation Methods: online interactive surveys, design probe-based interviews, lab studies Challenge: the ultimate goal is to create a design that informs and, possibly, motivates behavior. The former is easier to evaluate with these methods than the latter.
  • 55. Online Survey Recruitment o Online postings and word-of-mouth Survey Design o 63 questions (10 optional) o Question and answer order randomized when possible Collected Data o 712 completed surveys (651 from US or Canada) o Nearly 6,000 qualitative responses
  • 58. Our online interactive survey allowed us to study a large N and gather both quantitative and qualitative data
  • 59. Comparisons were the most uniformly desired pieces of information of all the dimensions
  • 61. Our in-home, design-probe interviews allowed us to explore how the display was received by families and how (and where) it fit in a domestic setting
  • 62. In-Home Interviews Recruitment o Online postings and word-of-mouth o Specifically recruited families Interview Method o Semi-structured with two researchers o 90-minutes, 3-phases o Data coded by two researchers into themes Participants o 10 households (20 adults) o 11 female/9 male o Diff. socio-economic backgrounds & occupations o 18 had college degrees
  • 63. Display Location Preferences kitchen near thermostat high traffic areas accessible when needed
  • 65. Integrate Findings & Revise Designs Data Ideation / Pilot Formative Ideation Refinement Gathering Sketch Studies Evaluation
  • 66. A Call 1 Place more emphasis on describing eco-feedback designs and how design choices may affect behavior in our research papers / white papers 2 Help generate reusable design knowledge by including information not just on the final eco- feedback design but the process used to achieve it
  • 67. Froehlich et al., The Design & Evaluation of Prototype Eco-Feedback Displays for Fixture-Level Water Usage Data, CHI2012
  • 68. Jon Froehlich, Sensing and Feedback of Everyday Activities to Promote Environmental Behaviors, PhD Dissertation 2011
  • 69. Jon Froehlich, Moving Beyond Line Graphs, BECC2010, http://www.cs.umd.edu/~jonf/talks.html
  • 70. jonf@umd.edu http://bit.ly/jonUMD Applying Iterative Design to the Eco-Feedback Design Process Human Computer Interaction @jonfroehlich Laboratory Assistant Professor Computer Science