Diplomarbeit, 2008
108 Seiten, Note: 2,00
Medien / Kommunikation - Multimedia, Internet, neue Technologien
1. Introduction
2. Rationale for developing a feedback system
2.1. Environmental effects of resource overconsumption
2.2. Health benefits of reducing consumption
3. Conditions for success of the system
3.1. Appropriate location
3.2. Emotional incentives.
3.3. Effectiveness of real-time feedback
3.4. Edutainment’s appeal
4. Technological requirements
4.1 Sensors
4.1.1. Electricity sensors
4.1.2. Water sensors
4.1.2.1. Mechanical meters
4.1.2.2. Digital meters
4.1.2.3. Methods of receiving the reading
4.1.2.4. Monitoring consumption
4.1.3. Gas meters
4.1.4. Oil meters
4.2. Displays
4.2.1. Comparison of technologies
4.2.2. Form Factors
4.2.3. Ambient Displays
5. The System
5.1 Motivation
5.2. Design
5.2.1. Digital and multimedia design
5.2.2. Ambient feedback display design
5.2.3. Redesigning the electricity meter
5.2.4. Redesigning the water meter
5.3 Requirement Analysis
5.4. Building Blocks
5.4.1. Sensors
5.4.2. Data Loggers
5.4.3. Displays
5.5. Possible setups, interfaces, functions
5.6. Personalization and privacy
5.7. Evaluation
6. Conclusion
This thesis aims to present a comprehensive feasibility study for ubiquitous feedback systems designed to monitor and control resource consumption (water, electricity, gas, oil) within the built environment. The research investigates how technology can be used to indirectly influence human behavior and raise awareness of environmental impacts through engaging, non-intrusive ambient display systems.
3.2. Emotional incentives
There are certain psychological predispositions for the effectiveness of the ubiquitous feedback system. Based on these, the potential of the system to achieve the desired result – namely increasing the awareness of consumers, raising their feeling of responsibility, and, ultimately, achieving reduction in resource usage – becomes substantial and graspable.
Behavioral psychology deals with the relationship between human behavior and its consequences. The proposal for a feedback system is built upon the tenet stating that the nature and frequency of certain behaviors can be manipulated by controlling their outcomes and consequences. This phenomenon is known as operant conditioning [47]. It is advisable to observe the principles of operant conditioning during the process of designing the ubiquitous feedback system. The most obvious clue is that there should be a clear, well-pronounced link between user behavior and system output.
In order to make sure that the implementation and utilization of the system leads to the maximum possible desirable result, the design process has to adhere to certain principles. First, the technical output should be directly linked to regular human activity. That is, the system should not require “artificial” interaction on behalf of the user like pressing keys and buttons but should rather be naturally interwoven into the fabrics of daily life. In short, people’s regular activities should be the direct input for the system. In our case, these regular activities are: the daily running of tap and shower water, the switching on and switching off of lights, the turning on and turning off of electric appliances, the igniting of gas ovens, and the manual manipulation of the amount of heat produced by heaters, among others. Not only the input for the system, but also its location, position and orientation should be unobtrusive.
1. Introduction: Presents the motivation for this research, focusing on the urgent need to address environmental resource overconsumption by leveraging technology to influence human behavior.
2. Rationale for developing a feedback system: Discusses the significant environmental impacts of resource overuse and the potential health benefits associated with reducing consumption.
3. Conditions for success of the system: Examines necessary prerequisites for effective feedback, including optimal physical location, psychological incentives, and the engaging power of edutainment.
4. Technological requirements: Provides a thorough review of sensor technologies and display options, evaluating them based on their suitability for ambient resource feedback applications.
5. The System: Details the conceptual design of "ubECOtous Responsibility," covering motivation, digital and ambient display design, building blocks (sensors/loggers), and strategies for personalization and evaluation.
6. Conclusion: Summarizes the feasibility study and outlines the potential for ambient feedback systems to serve as a self-correcting, long-term learning process for resource conservation.
ubiquitous feedback system, resource consumption, environmental sustainability, ambient display, behavioral psychology, operant conditioning, edutainment, sensors, data loggers, smart buildings, resource monitoring, energy efficiency, user experience, socio-technical feedback, personalization.
The research focuses on the feasibility of creating "ubiquitous feedback systems" for buildings that monitor resource consumption (electricity, water, gas, oil) and provide real-time information to users to encourage conservation.
The primary themes include environmental studies, sustainable building design, behavioral psychology, and the development of ambient interface technologies.
The goal is to increase occupant awareness of resource usage and indirectly influence behavioral changes to reduce consumption, ultimately lowering the environmental impact of the built environment.
The study employs a feasibility analysis approach, combining technical reviews of sensor and display hardware with psychological theories—specifically operant conditioning—to determine effective design strategies.
The main part of the book covers the motivation behind feedback systems, the categorization of various sensors and display technologies, and the architectural and design principles required to create effective, non-intrusive ambient systems.
Key terms include resource consumption, ambient feedback systems, behavioral psychology, sustainability, energy monitoring, and edutainment.
Edutainment is used as a strategy to make the consumption data more engaging and pleasant, ensuring that users are motivated by the interaction rather than feeling forced or threatened by the information provided.
It is used as a psychological framework to explain how linking user actions (like using water) to immediate, visual feedback can manipulate behavior towards more sustainable habits.
Sensors are described as indispensable because they automate data collection, removing the burden of manual self-reporting from the users, which is essential for obtaining reliable consumption data.
It is an umbrella term used in the thesis to describe a range of possible ambient display systems that leverage ubiquitous technology to address human responsibility regarding resource consumption.
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