Home // Posts tagged "Human Computer Interaction" (Page 2)

The Nest thermostat learns what to do to keep you comfy. Hopefully it teaches you a thing or two in the process.

Energy savings could certainly use a little sex appeal. Enter the fine folks who helped develop the now ubiquitous iPod and iPhone – products that revolutionized the smart phone market and virtually insured that most North Americans carry a tiny computational device in their pocket or purse. It was only a matter of time before the

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On the EcoPath to sustainable actions.

In the technical report “EcoPath: Adding Spatial, Social, and Gaming Contexts to Personal Tracking Systems” by Joel Ross, Nadine Amsel, Robert Beckman, Bill Tomlinson, we are introduced to “EcoPath,” a mobile game developed to help people track the location of  activities which can be thought of as sustainable, such as biking and recycling. In some ways

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GreenSweeper: Old game, new trait.

In the paper “GreenSweeper: A Persuasive Mobile Game for Environmental Awareness” authors Hui-chun Lin, Kah Liu, and Nithya Sambasivan present “a collaborative, mixed-reality, photo-based mobile game aimed at promoting environmental awareness” called Greensweeper. The aim of this particular game is to tie reflection to awareness raising, using play. Just as the name suggests, it has been modelled after the easily

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A sign of the times: The Pollution e-sign

In the paper “The Pollution e-Sign” Ben Hooker, William W Gaver, Anthony Steed, and John Bowers, present something of a manifested thought exercise. What if in the future, with an increasing array of types of environmental sensors, information was broadcast in a way that allowed those with mobile devises to sample the environmental readings that surrounded them. It’s

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UbiGreen: Eco-feeback on the go.

On average, the largest contributor to an individual’s CO2 emissions is personal transportation. In Canada, this represents more than 26 % of Canada’s total green house gas emissions. In the paper “UbiGreen: Investigating a Mobile Tool for Tracking and Supporting Green Transportation Habits” by Jon Froehlich, Tawanna Dillahunt, Predrag Klasnja, Jennifer Mankoff, Sunny Consolvo, Beverly Harrison, James A. Landay, the authors present the design, development

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Power Agent: Playing mission possible

Here is another eco-feedback tool developed by the fine folks of Sweden’s experimental Interactive Institute (the people behind the Power Aware Cord). In the paper  “Evaluation of a pervasive game for domestic energy engagement among teenagers,” authors Anton Gustafsson and Magnus Bång present a mobile phone game called Power Agent, which targets teenagers and their families. The game is designed to

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Tidy Street: The word on the street about energy use

I know what you’ve been thinking: isn’t it ironic that so many eco-feedback tools designed to decrease energy use, also consume energy? Well, not given the actual definition of the term “ironic,” but it is  interesting to note that our reliance on electricity in computer-based feedback leads to minor amounts of electricity being consumed in the pursuit of a

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“Save energy or the bear gets it”

Anyone who has spent anytime considering environmental messaging will have noticed that the polar bear frequently being used as a symbol of the impact of global warming on the animal kingdom. Perhaps it’s no surprise then that eco-feedback designers might be interested in leveraging the concern that many people seem to have for the iconic giant white bear

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Infotropism: a plant-based approach to eco-feedback

In the paper “Infotropism: Living and Robotic Plants as Interactive Displays” the interdisciplinary team of David Holstius, John Kembel, Amy Hurst, Peng-Hui Wan, Jodi Forlizzi, present a living and robotic plant display as a tool to increase recycling. At the root of the process was the desire to use “living plants to convey information about human activity”  (p.2). This is an excellent opportunity for

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