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1

Hanratty, Marcus. "Design for Sustainable Behaviour : a conceptual model and intervention selection model for changing behaviour through design." Thesis, Loughborough University, 2015. https://dspace.lboro.ac.uk/2134/19548.

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This thesis is based in the research area of Design for Sustainable Behaviour (DfSB), a field which seeks to reduce the social and environmental impact of products in the use phase of their life cycle. There has been significant theoretical development in this area in recent years, leading to a proliferation of intervention strategies and design methodologies. However, there has been a recognised lack of a reliable means of selecting which intervention strategy to use in a given situation, and a lack of real world intervention case studies generating measurable medium-to-long term reductions in energy consumption. Addressing these gaps was a central focus of this research. This thesis documents four distinct research phases; an extensive literature review, an in-depth user study of existing energy consuming behaviours and motivations, the development and trialling of design interventions, and the evaluation of the generated theories as a tool for designers. Literature on domestic energy consumption, human behaviour, and approaches to changing behaviour was reviewed to establish the current level of thinking and to identify opportunities for further research. This guided the undertaking of the user study with a number of families in the East Midlands of the UK, which illuminated the relevant motivational goals, and highly routinized nature, displayed in many energy consuming behaviours. Over the course of this phase of the research journey a new conceptual model of behaviour in context was developed, and refined to create the Behavioural Intervention Selection Axis (BISA). These theoretical developments were then applied to the generation of DfSB intervention concepts, one of which was selected and developed to a functional prototype stage. These prototypes were trialled in situ in family homes for an extended period, and achieved a significant change in behaviour and related energy consumption. Further evaluation of the BISA as a tool to guide designers was performed through a series of workshops with design students, which ascertained its usefulness in this respect. Both the intervention development and trialling and the design workshops showed the conceptual model and BISA to be successful in providing designers with a reliable and useful means of selecting appropriate intervention strategies to change behaviour. In addition the intervention trial provided a wealth of qualitative insight into the way in which DfSB can effect behaviour, and the range of new motivational goals it can engender.
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2

Hamraz, Bahram. "Engineering change modelling using a function-behaviour-structure scheme." Thesis, University of Cambridge, 2013. https://www.repository.cam.ac.uk/handle/1810/245074.

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Engineering changes are unavoidable and occur throughout the lifecycle of products. Due to the high interconnectivity of engineering products, a single change to one component usually has knock-on effects on other components causing further changes. This change propagation significantly affects the success of a product in the market by increasing development cost and time-to-market. As such engineering change management is essential to companies, but it is a complex task for managers and researchers alike. To address this challenge, the thesis at hand investigates the state-of-the-art of research in engineering change management and develops a method to support engineering change propagation analysis, termed FBS Linkage. This method integrates functional reasoning with change prediction. A product is modelled as a network of its functional, behavioural, and structural attributes. Change propagation is then described as spread between the elements along the links of this network. The FBS Linkage concept is designed based on a comprehensive set of requirements derived from both the literature and industry practices as well as a comparative assessment of existing change methods and functional reasoning schemes. A step-by-step technique of building and using an FBS Linkage model is demonstrated. The method’s potential benefits are discussed. Finally, the application of the method to two industrial case studies involving a diesel engine and a scanning electron microscope is presented. The method evaluation indicates that the benefits of the method outweigh its application effort and pinpoints areas for further refinement.
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3

Lockton, Daniel. "Design with intent : a design pattern toolkit for environmental and social behaviour change." Thesis, Brunel University, 2013. http://bura.brunel.ac.uk/handle/2438/7546.

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This thesis describes a systematic research enquiry into influencing more sustainable behaviour through design, which has produced communicable new knowledge in the form of a design pattern toolkit, called Design with Intent, developed and evaluated through an action research process. The toolkit aims to help designers create products, services and environments which in_uence the way people use them, primarily for environmental and social bene_t; it brings together techniques for understanding and changing human behaviour from a range of psychological and technical disciplines, illustrated with examples, with the aim of enabling designers to explore and apply relevant strategies to problems. `Design for behaviour change' has grown signi_cantly as a _eld in the past few years, to a large extent due to recognition of the contributions that user behaviour makes to the environmental and social impact of technology_and designed systems in general. People's behaviour is inevitably in_uenced by the design of the systems which they use, and it is not a great leap to consider that design could be used intentionally to in_uence behaviour where some benet would result. This thesis starts by identifying the need for a guide for designers working on behaviour change. It extracts insights from reviews of perspectives on in_uencing behaviour from di_erent disciplines, inside and outside of `design', which could be usefully applied in a design context. Through an action research process of iterative development and workshops with design practitioners and students, these insights are incorporated into a toolkit for designers, which is applied mainly to environmental and social behaviour change briefs. Versions of the toolkit are made publicly available, and feedback from early users in different contexts is analysed and implications for continuing development discussed.
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4

Oduor, M. (Michael). "Persuasive software design patterns and user perceptions of behaviour change support systems." Doctoral thesis, Oulun yliopisto, 2018. http://urn.fi/urn:isbn:9789526218854.

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Abstract Modern life has increasingly become intertwined with technology, and recent years have witnessed a growth in technologies that support people in, for instance, leading healthier and more sustainable lifestyles. At the centre of this growth has been persuasive systems design, which has been shown to have a positive effect on individuals’ behaviour and their use of systems. This dissertation consists of five studies, encompassing a literature review, two quantitative studies with a total of 227 respondents, and two constructive studies that address the central research question of the dissertation: How can integrating judgment and decision-making processes and persuasive software design patterns enhance the development of behaviour change support systems? The primary theoretical framework for the research is the Persuasive Systems Design model. This is a model that outlines the key requirements for developing persuasive systems, consisting of the theoretical underpinnings, persuasion context analysis, and four feature categories. In recent years, improving the design of persuasive systems to better achieve their intended objectives has been an important topic. This dissertation, in addition to examining the role of persuasive software features in influencing behaviour, also integrates behavioural economics and software design patterns into the design of persuasive systems. Additionally, the interplay between the categories and other constructs such as perceived competence is investigated through statistical analyses. Overall, results reveal that persuasive system features have an impact on the efficacy of behaviour change support systems. Additionally, integrating behavioural economics concepts that explain the reasons why individuals deviate from expected behaviour and software design patterns can help improve the development of persuasive systems and further enhance their efficacy
Tiivistelmä Teknologia on yhä tiukemmin osa nykyelämää. Viime vuosina on tapahtunut kasvua ja kehitystä teknologioissa, jotka tukevat ihmisiä esimerkiksi elämään terveellisemmin ja ympäristöä säästäen. Tämän kasvun keskiössä on ollut vakuuttavien järjestelmien suunnittelu, jonka on osoitettu vaikuttavan positiivisesti sekä ihmisten käyttäytymiseen että järjestelmien käyttöön. Tämä väitöskirja käsittää viisi tutkimusta, sisältäen kirjallisuuskatsauksen, kaksi kvantitatiivista tutkimusta yhteensä 227 vastaajalla, ja kaksi konstruktiivista tutkimusta, jotka yhdessä vastaavat väitöskirjan päätutkimuskysymykseen: Kuinka arviointi- ja päätöksentekoprosessit sekä vakuuttavien järjestelmien suunnittelumallit yhdistämällä voidaan edistää käyttäytymisen muutosta tukevien järjestelmien kehitystä? Ensisijainen teoreettinen viitekehys tutkimukselle on vakuuttavien järjestelmien suunnittelumalli (Persuasive Systems Design model). Kyseinen malli määrittää keskeiset vaatimukset vakuuttavien järjestelmien kehittämiselle. Tärkeänä aiheena on ollut vakuuttavien järjestelmien suunnittelemisen edistäminen, jotta niillä voitaisiin paremmin saavuttaa aiotut päämäärät. Vakuuttavien järjestelmien ohjelmisto-ominaisuuksien vaikutuksesta käyttäytymiseen tutkimisen lisäksi väitöskirja yhdistää myös behavioristisen taloustieteen ja ohjelmistosuunnittelumallit vakuuttavien järjestelmien suunnitteluun. Lisäksi kategorioiden ja muiden käsitteiden, kuten koetun pätevyyden, vuorovaikutusta on tutkittu tilastollisen analyysin keinoin. Kaiken kaikkiaan tulokset paljastavat vakuuttavien järjestelmien ominaisuuksilla olevan vaikutusta käyttäytymisen muutosta tukevien järjestelmien vaikuttavuuteen. Lisäksi integroimalla behavioristisen taloustieteen konsepteja, jotka selittävät syitä, joiden vuoksi yksilöt käyttäytyvät odotetusta poikkeavasti, ohjelmistosuunnittelumalleihin, voidaan auttaa edistämään vakuuttavien järjestelmien kehittämistä ja parantaa niiden vaikuttavuutta
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5

Mylonopoulou, V. (Vasiliki). "MAD:designing social comparison features in health behaviour change technological interventions." Doctoral thesis, Oulun yliopisto, 2019. http://urn.fi/urn:isbn:9789526222851.

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Abstract Health behaviour change is challenging and is addressed by the international community. Many people try to effect change for a healthier lifestyle, but they find it difficult to sustain their new habits. Today, technological applications support people who want to change their behaviour, oftentimes by utilising social influence: The influence of others on one’s behaviour. Social influence consists of different aspects, the particularities of which are often neglected in design. This thesis focusses on the design of the social comparison aspect of social influence. Social comparison psychology supports the view that when facing a lack of objective measurements, people tend to compare themselves to others who are similar to them for self-evaluation, self-enhancement, self-prediction, and coping. In psychology, social comparison theory has shown great potential in the aforementioned areas as well as challenges regarding its application. In the design of technology, social comparison theory has been utilised but lacks extensive exploration. In this thesis, four perspectives are considered to better understand social comparison in design: Existing designs, designers’ perspective, healthcare professionals’ perspective, and user research for social comparison. The four perspectives are explored using qualitative methodologies and through design science research. The knowledge took the form of a Multiple-perspective Approach Design (MAD) for social comparison features in technology that supports health behaviour change. MAD aims to support designers when working with social comparison in health behaviour change, by presenting social comparison potentials and challenges informed by the different perspectives. MAD builds upon the knowledge transferred from the field of psychology regarding social comparison and on the research conducted to understand the four perspectives of social comparison
Tiivistelmä Terveyskäyttäytymisen muutos on haastavaa ja sitä käsittelee kansainvälinen yhteisö. Monet ihmiset yrittävät tehdä muutoksia kohti terveellisempiä elämäntapoja, mutta heidän on vaikea ylläpitää uusia tapojaan. Tänä päivänä teknologiset sovellukset tukevat ihmisiä, jotka haluavat muuttaa käyttäytymistään, usein hyödyntämällä sosiaalista vaikutusta: toisten vaikutusta omaan käyttäytymiseen. Sosiaalinen vaikutus koostuu erilaisista näkökulmista, joiden erityispiirteitä on usein laiminlyöty suunnittelussa. Tässä opinnäytetyössä keskitytään sosiaalisen vertailun näkökulman suunnitteluun sosiaalisessa vaikutuksessa. Sosiaalisen vertailun psykologia tukee näkemystä siitä, että objektiivisten mittausten puuttuessa, ihmiset pyrkivät vertaamaan itseään muihin, jotka ovat samankaltaisia, itsearvioinnin, itsensä vahvistamisen, itsearvioinnin ja selviytymisen kannalta. Psykologiassa sosiaalisen vertailun teoria on osoittanut potentiaalinsa edellä mainituilla aloilla, mutta sen soveltamiseen liittyy haasteita. Sosiaalisen vertailun teoriaa on hyödynnetty teknologian suunnittelussa, mutta laaja-alaisempi tutkimus aiheesta on puutteellista. Tässä opinnäytetyössä tarkastellaan neljää näkökulmaa ymmärtämään paremmin sosiaalista vertailua suunnittelussa: Olemassa olevat mallit, suunnittelijoiden näkökulma, terveydenhuollon ammattilaisten näkökulma ja käyttäjätutkimus sosiaaliseen vertailuun. Näitä neljää näkökulmaa tutkitaan käyttämällä laadullisia tutkimusmenetelmiä ja suunnittelutieteellistä tutkimusta. Kerätyn tiedon perusteella muodostettiin monia toimijoita tarkasteleva lähestymistapa suunnitteluun (MAD), joka koskee sosiaalisen vertailun ominaisuuksia teknologiassa, joka tukee terveyskäyttäytymisen muutosta. MAD pyrkii tukemaan suunnittelijoita, jotka työskentelevät sosiaalisen vertailun parissa terveyskäyttäytymisen muutoksessa, esittämällä sosiaalisen vertailun mahdollisuuksia ja haasteita, joita on kerätty eri näkökulmista. MAD perustuu psykologian alalta kerättyyn tietämykseen sosiaalista vertailusta ja toteutettuun tutkimukseen, joka on tehty sosiaalisen vertailun neljän näkökulman ymmärtämiseksi
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6

De, Villiers Stephanie. "The observing self as a catalyst for behaviour change and wellbeing: Effective personal informatics system design to promote behaviour change in the changing health paradigm." Master's thesis, University of Cape Town, 2017. http://hdl.handle.net/11427/27443.

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The current study is a user-centred enquiry into how wellness-related personal informatics (PI) systems can be more effectively designed to better promote lasting behaviour change and sustained wellbeing in the context of the changing health paradigm. Until recently, the Western biomedical model with its disease focus has been effective in delivering health care; however, this paradigm does not efficiently support a system in crises - the contemporary health care system which is confronted with complex challenges of modern lifestyle diseases and behavioural disorders. Enabled by the technological revolution, a Systems Medicine model - a preventative, personalised, predictive and participatory (P4) approach - is emerging and PI systems play a significant role in realising this pre-clinical, patient-centric, behaviour-focussed shift in health care. This viewpoint paper argues that design strategies applied in PI systems to promote behaviour change play a vital role in supporting health outcomes, specifically, persuasive and mindful user experience (UX) strategies. By applying a phenomenographic research methodology, a user-centred approach is taken to understand qualitatively different ways in which PI systems (and their inherent design strategies) are experienced by users, to inform more intuitive design of PI systems that balance behaviour change strategies to support more lasting shifts and sustainable states of wellbeing. Drawing together ideas from systems medicine, complexity theory, persuasive and mindful design approaches in conjunction with phenomenography, this study aims to understand experiential nuances to offer implications for the future design of health care through PI systems. The theory built through the research process is applied in a prototype design, which is presented as an example of a PI system design that balances persuasive and mindful strategies and aims to promote lasting behaviour change and enduring states of wellbeing more effectively.
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7

Rath, Shilpi Reema. "Adapting effective research information to design interventions : Intended to facilitate sustainable behaviour in complex socio-economic-environmental contexts." Thesis, Linköpings universitet, Maskinkonstruktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166886.

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Using design methods, techniques and tools for developing interventions to tackle complex issues have been on the rise. One such area is designing for sustainable behaviour, where the role of the designer is crucial. Addressing the limited availability of information regarding design research for effectively inciting behaviour change, this thesis aims towards developing a comprehensive guidance framework for designers. This framework is intended to be used in the research phase and meant to act as a base for scouting relevant information that will contribute to the development of a relatively sensible intervention. The framework views behavioural determinants via 3 lenses – context, culture and intent. This paper primarily takes a theoretical approach with mostly qualitative insight obtained from the literature review and case-study meta-synthesis, eventually resulting in a framework and a supporting toolkit.
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Sharma, Nirwan. "Facilitating individual learning, collaborative learning and behaviour change in citizen science through interface design." Thesis, University of Aberdeen, 2018. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=238539.

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Citizen science is a collaboration between members of the public and scientific experts. Within the environmental realm – where citizen science is particularly well expressed – this collaboration often concerns members of the public involved in scientific data gathering and processing at a large-scale to generate data that can subsequently be used by the scientists to improve scientific knowledge, understanding and theories. As these collaborations are increasingly being mediated via digital technologies, the overall aim of this thesis was to explore the potential of user interface design for citizen science, within the context of environmental sciences while using an established citizen science platform, BeeWatch. Particular attention was paid to the potential of such interface development to foster a move from situations of 'expert-novice' to progressive forms of collaborations and participation in citizen science. The overall conclusion from this thesis is that interactive technologies can lead to the development of expertise for biological recording – and thus, narrowing the gap between expert and novice – as well as progressing the level of participation within and fostering behaviour changes for conservation action.
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9

Chiang, Teresa. "Investigating the influence of in-home display design on energy-consumption behaviour." Thesis, University of Bath, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.655723.

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Research on interventions aimed to promote energy savings has shown support for direct feedback using in-home displays (IHDs) to reduce energy consumption. These displays are electronic devices that provide real-time energy information and are emerging as an effective tool to communicate with people about their energy consumption. How feedback is presented to people and how they understand the meaning of such feedback largely depends on the design of the display, yet there are relatively few studies that investigate the way in which the display can best be designed to present energy information and motivate energy-saving behaviour. Further, even though there is a wide range of variations in the visual presentation of feedback, there is a lack of focus on the process of optimising the IHD design. This thesis aims to address the need for designing IHDs at the display component level, by examining three types of display design (numerical displays, analogue displays using speedometer dials, and ambient displays using emotional faces) in both laboratory-based computer-simulated experiments and field-based experiments: participants’ abilities to detect changes in energy information shown on the computer-simulated displays were measured by means of accuracy rate and response time, and their subjective preferences for display types were assessed against experimental data; live energy data were displayed using the three design types in a student residence at the University of Bath to see how they would influence energy-use behaviour. Results from the laboratory experiments demonstrated that both accuracy rate and response time for seeing changes in the information displayed were strongly associated with the type of display design. Participants preferred numerical display and were better at detecting changes in information with this display than with the other two. Conversely, the student residence experiments showed that when participants’ attention was divided in a household setting, there was no difference in energy consumption among experimental groups who received information from any of the three display types. However, these experimental groups used significantly less energy compared with control groups, who had no displays installed. It was concluded that 1) the mere presence of a display device could influence people’s behaviour, regardless of the type of display design, people’s preferences or the level of user engagement with the display, although there was a strong indication that the ambient design worked better than the other two designs at an arbitrary statistical significance level of 0.95, and 2) subjective preferences and computer-simulated studies are poor guides to the actual performance of IHDs in real-world settings. This work helps establish how IHDs can be designed and the influence that they may have on people’s energy-consumption behaviour. It also contributes to the literature of exploring people’s perceptibility of energy information. The method used is replicable and can be applied in similar studies on energy display design. Lastly, the improved understanding gained through this work will facilitate the development of effective smart meter display technology that may help people adopt conscious energy behaviour in the long term.
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Mattson, Gustav. "Applying the Behaviour Change Wheel to design and evaluate a food waste reducing prototype for workplace kitchens." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279424.

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Food waste is an arguably increasing problem in society, with consumers being responsible for as much as half of all combined food waste. The problem needs to be tackled from all angles, but there is no all encompassing solution for all situations. One context consumers find themselves in is the kitchen at their place of work, where the shared nature of the refrigerator creates situations and problems not found in the home environment. It is for these shared kitchens that this study is focused on providing a physical solution based on The Behavioural Change Wheel (BCW), book providing methods and tools for designing with the goal of behavioural change. The intention of this study was to develop, test and later evaluate a prototype on its behavioural change capacity and potential, using the tools presented in the BCW. The developed prototype took form as an RFID activated labelling system, providing users with the current date and their name on a label to be adhered on the articles they place in the shared refrigerator. After the testing period, an online questionnaire was sent out and was answered by fourteen out of seventeen participants. The two week testing period and subsequent questionnaire provided no conclusive answers regarding detected behavioural change capacity, but the potential is considered high based on participants qualitative comments and attitudes, and their quantitative usage. No measurements of change in food waste is conducted, but the target behavioural changes would provide a positive development resulting in less food waste in the workplace kitchen, if not only a more orderly refrigerator.
Matavfall är ett påtagligt ökande problem i samhället, där konsumenter ansvarar för så mycket som hälften av allt kombinerat matavfall. Problemet bör hanteras från alla möjliga håll, men det finns ingen allmän lösning för alla situationer. Ett sammanhang som konsumenterna befinner sig i är köket på deras arbetsplats, där kylskåpets gemensamma natur skapar situationer och problem som inte återfinns i hemmiljön. Det är för dessa delade kök som denna studie riktar sig på att tillhandahålla en fysisk lösning baserad på The Behavioural Change Wheel (BCW). Den innehåller metoder och verktyg för att designa med beteendeförändring som mål. Syftet med denna studie var att utveckla, testa och senare utvärdera en prototyp angående dess beteendeförändringsförmåga och potential, med hjälp av de verktyg som presenteras i BCW. Den färdigställda prototypen tog form som ett RFID-aktiverat etikettsystem, som gav användarna det aktuella datumet och deras namn på en etikett som ska sättas på artiklarna som de placerar i det delade kylskåpet. Efter testperioden skickades ett frågeformulär ut och fjorton av sjutton deltagare svarade. En testperiod på två veckor och efterföljande frågeformulär gav inga avgörande svar angående påvisad beteendeförändringsförmåga, men potentialen anses vara hög baserad på deltagarnas kvalitativa kommentarer och attityder, och deras kvantitativa användning. Inga mätningar kring mängd matavfall utfördes, men målbeteendeförändringarna skulle ge en positiv utveckling som resulterar i mindre matavfall i arbetsplatsens kök, om inte bara ett mer ordnat kylskåp.
Smart storage solutions in the fridge of the future to reduce food waste
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O'Donnell, Hoare Nicholas. "Disruptive Futuring : a new design approach to addressing climate change." Thesis, University of Dundee, 2018. https://discovery.dundee.ac.uk/en/studentTheses/86428669-6bf5-498d-a47c-ae3f85788b2b.

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This thesis outlines the notion of 'Disruptive Futuring' as a new design methodology to addressing climate change. It is founded on making a connection between our behaviour as individuals and the environment. Since the publishing of 'Our Common Future' (Brundtland Commission.1987) major bodies have been publicly documenting the damage that climate change is having on the planet. This has been followed by the creation of United Nations Climate Change Conference international incentives including the Kyoto Protocol and national attempts including government departments and NGO projects. All have been directed to address the issue of climate change but have seen minimal success. Psychology plays a significant role in understanding and promoting human behavioural change and how we prioritise particular decisions or actions. However, until recently it has carried less weight in a design approach to solving behavioural problems in climate change. The primary issue is that climate change isn't a normal behavioural problem, and numerous psychologists including Stoknes (2015) highlight its incompatibility with innate human motivation. Newly explored areas within psychology and behavioural economics expose some of the reasons we may react to climate change with lower importance then other less damaging problems. Disruptive Futuring provides a new methodology based on thinkers such as Fogg (2002), Gilbert (2015), Dubner and Levitt. (2009), Marshall(2014), Pink(2009) and Stoknes (2015) to improve quantitative and qualitative adoption of designed interventions aimed at changing behaviours in order to accelerate human actions affecting climate change. This thesis takes a research through design approach that incorporates reflective practice. The research builds upon a literature review evaluating our connection with climate change, resulting in combining behavioural psychology with mapping and lens methods. Disruptive Futuring is presented as anew design methodology that develops new types of behavioural change using what Thaler & Sunstein (2009) describe as "Nudge" as a process to reroute people to new actions and flows in their everyday lives. These behavioural changes are achieved through framing climate change in ways humans are motivated by. Three practice-based projects pilot the methodology of Disruptive Futuring by exploring the topics of energy, water and food. These areas were selected because of their significance to our physiological requirements as highlighted by Maslow (1943). The projects result in three systems-based interventions aimed at changing behaviours that negatively impact climate change. It is observed through reflection that this methodology provides a context for designers to work in an oblique way; it has a preference to influence thinking and designing in systems; and that complex psychological concepts can be applied through designed interventions that reduce the conflict between our psychological composition and the human perception of climate change. This research explores the capability and capacity for Disruptive Futuring to bring climate change psychology into a unified way for designers to use during the conception and research stages of designing interventions, technology or services that target behavioural change, decisions making and create new ways of living to have less impact on climate change.
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Franceschini, Paula Brumer. "Design para o comportamento sustentável : proposta do EcoSticker para edificações escolares." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/184880.

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O comportamento do usuário afeta o impacto ambiental gerado durante a fase de uso das edificações e de produtos em geral. O Design para o Comportamento Sustentável (DCS) é uma abordagem que visa tornar o comportamento do usuário mais sustentável através do design do produto. Apesar de estar sendo estudada principalmente nas duas últimas décadas, poucos estudos examinam a eficácia dessa abordagem e a aplicam em edificações escolares. A aplicação de estratégias de DCS em edificações escolares pode trazer benefícios, uma vez que as crianças têm influência no ambiente em que estão inseridas e no comportamento dos adultos ao seu redor. O objetivo deste estudo é propor e avaliar uma solução desenvolvida a partir de estratégias de DCS para criar um ambiente escolar que torne o comportamento do usuário mais sustentável. Primeiramente, os comportamentos que afetam o impacto ambiental nas edificações escolares foram identificados. Após, um kit de adesivos para sanitários (EcoSticker) foi proposto e implementado em duas escolas. O consumo de recursos (energia, papel higiênico, papel toalha e sabão) antes e após a intervenção foi medido. Posteriormente, entrevistas, questionários e um workshop foram realizados para entender melhor os dados de consumo coletados e a percepção dos usuários sobre o kit. O consumo de energia diminuiu nas duas escolas, demonstrando que o EcoSticker pode alterar positivamente o comportamento do usuário. A partir deste trabalho foram obtidos os potenciais benefícios e limitações da aplicação de estratégias de DCS em edificações escolares.
The user behaviour affects the environmental impact generated during the usage phase of buildings and products in general. Design for Sustainable Behaviour (DfSB) is an approach that focus on influence users to behave more sustainably through the product design. Although it has received attention particularly in the last two decades, few studies examined the effectiveness of such approach and apply it on school buildings. The application of DfSB strategies in school buildings can bring some benefits, once children have influence on their environment and on how adults behave. The goal of this study is to propose and test an artefact developed according to the DfSB strategies to create a school environment that leads to a more sustainable behaviour. First, behaviours on school buildings that affect the environmental impact were identified. Then, a toolkit for washrooms (EcoSticker) was proposed and implemented in two schools. The resources consumption (energy, toilet paper, paper towel and soap) prior and after the intervention was measured. Afterwards, interviews, questionnaires and a workshop were carried out to further understand the consumption data collected and users’ perception of the toolkit. The consumption of energy have decreased in both schools, demonstrating that the EcoSticker toolkit can change user behaviour positively. At the end, the potential benefits and constrains in applying DfSB strategies on school buildings were discussed.
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13

Antonakakis, Nikos R. "Triggers for change : realising a 'design for sustainable behaviour' web-tool for influencing sustainable tourism in Cornwall." Thesis, University of the Arts London, 2018. http://ualresearchonline.arts.ac.uk/13438/.

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Tourism in Cornwall represents over 24% of Cornwall's annual GDP. It is "the county's largest single industry", providing work for one in five Cornish inhabitants, and is responsible for almost a quarter of the money the county makes each year (Objective One, 2001, p. 10). However, in its current form, this vibrant but carbon-intensive business sector does not contribute to low-carbon development in Cornwall. It remains un-sustainable in a number of environmental, social and economic ways (Cornwall Sustainable Tourism Project, 2011a; 2014b). Thus, there isa recognized need for "sustainable tourism" (Butler, 1999), also defined as "ethical and responsible tourism" (Goodwin et al, 2003), due to the global growth of tourism and its various damaging by-products. According to Moscardo (1996) and Pearce (2005), one of the most effective ways to achieve sustainability in tourism is by influencing the behaviour and attitudes of visitors and tourism operators. Therefore, distinguishing Tourism as a form of consumption, this research project studies tourists as consumers, and aims at encouraging sustainable consumption in order to promote sustainable tourism in Cornwall. Since human behaviour, not technology, lies at the heart of sustainable consumption, this project addresses the challenge of promoting sustainable tourism from a behavioural point of view, not a technical one; understanding and influencing the behaviour of tourists visiting Cornwall towards more environmentally and socially friendly patterns. More specifically, due to the fact that sustainable consumption requires sustainable behaviour not just at the 'point-of-sale' but most importantly during the 'use-phase' of a product/service/system's lifecycle (Pettersen and Boks, 2008, p.119), this project focuses on influencing C02-related Human-Artefact interactions within the context of Cornish accommodation-provision industry, the second largest sector of Tourism that contributes to C02 emissions and climate change (Cohen et al, 2014). In the contemporary framework of sustainable design, many authors argue for the importance of design as a powerful means of furthering behaviour change towards more sustainable practices (Lilley, 2009; Thackara, 2005; Walker, 2006; Bhamra et al. 2008). Thus, this research project addresses social and environmental issues as they pertain to Tourism and aims to demonstrate the importance of Sustainable Design as a medium to change touristic behaviour, lessen its impact and support sustainability in Tourism. As original design research, this thesis draws upon a multi-disciplinary literature review, including the emerging field of 'Design for Sustainable Behaviour' (DfSB), Behavioural Economics (Dolan et al's 'MINDSPACE model'), Environmental and Social Psychology, Social Science (Cialdini's 'Six Universal Laws of Influence'), and Community-based Social Marketing, bringing together their developed understandings on what it takes to communicate and influence human behaviour, along with illustrated examples, into a comprehensive chart called "Elements of Persuasion". In turn, "Elements of Persuasion" creates the basis upon which new knowledge is consolidated in the form of a webtool called "Triggers for Change"; a digital platform, developed and evaluated through an iterative Human-Centred Design process, that aims to become an online resource framework for the Cornish tourism industry, that improves the persuasiveness of their sustainability communications with tourists visiting Cornwall. This would therefore minimise the industry's contribution to C02 emissions and climate change and, thus, further Sustainable Tourism in Cornwall.
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Laidlaw, Rebecca. "The design, development and evaluation of an SMS contraceptive behaviour change intervention : a case study in Chikwawa, Malawi." Thesis, University of Strathclyde, 2018. http://digitool.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=30353.

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This thesis aimed to determine the feasibility, acceptability and effectiveness of a behaviour change intervention delivered via mHealth in Chikwawa, Malawi. Three qualitative studies were executed to identify health needs in the area and to understand cultural practices which may influence intervention effectiveness. The Behaviour Change Wheel was then used to design an SMS intervention delivering contraceptive education to adolescents. This intervention was tested in two studies; a feasibility study and larger quasi-experimental study, to identify effectiveness in regards to contraceptive knowledge, attitudes to condoms and contraceptive behaviour. The SMS intervention was found to be feasible in terms of infrastructure, accessibility and participant acceptability. Intention-to-treat analysis found significant increases in attitudes at six months in the intervention group. However, 39% of the control group had access to the intervention, affecting results. Post-hoc analysis revealed significantly higher contraceptive knowledge and attitudes in those who received access to the intervention compared to those who did not, and this was sustained for six months. Additionally, contraceptive behaviour was more frequent in those who received access to the intervention at six months follow up. This thesis demonstrates the feasibility and acceptability of an SMS behaviour change intervention delivering contraceptive education to adolescents in Chikwawa and provides evidence of positive impact on contraceptive knowledge, attitudes and behaviour change. This thesis is the first to implement an mHealth intervention in a community setting in Malawi, and highlights the advantage it has in delivering health education in a relatively quick, simple and easy to access way, without negatively impacting health sector services. However study replication is required to build on the foundations of this research and conduct a large scale evaluation of intervention effectiveness, cost effectiveness and gender equality in mobile access to ensure it can be delivered across the country to those who need it most.
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Bell, Stephen Spencer. "Design Input Index as a predictor of project change behavior." Thesis, Springfield, Virginia: Available from National Technical Information Service, 1991. http://hdl.handle.net/10945/28107.

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Mummah, Sarah. "Integrating behavioural science and design thinking : development and evaluation of a mobile intervention to increase vegetable consumption." Thesis, University of Cambridge, 2016. https://www.repository.cam.ac.uk/handle/1810/276478.

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Poor diet including inadequate vegetable consumption is among the leading causes of death in the US and UK. Mobile applications (apps) have been heralded as a potentially transformative tool for delivering behavioural nutrition interventions at scale, but most have yet to incorporate theory-based strategies known to drive changes in health behaviours or undergo systematic testing to demonstrate their effectiveness. Moreover, published frameworks to guide the development of such technologies have yet to integrate best practices from academia and industry. The aim of this dissertation was therefore to introduce a process for guiding the development of more effective mobile interventions and to apply that process in the development and evaluation of a mobile application to increase vegetable consumption. This dissertation introduced IDEAS (Integrate, DEsign, Assess, Share), a step-by-step process for integrating behavioural theory, design thinking, and evaluation to guide the development of more effective mobile health interventions. IDEAS was then applied in the iterative development of Vegethon, a mobile app to increase vegetable consumption among overweight adults. Behavioural theory and two stages of qualitative interviews with participants (n=18; n=14) shaped intervention conception and refinement. The final mobile app enabled easy self-monitoring and incorporated 18 behaviour change techniques including goal setting, feedback, social comparison, prompts, framing, and identity. A pilot randomized controlled trial among overweight adults (n=17) was conducted and indicated the initial acceptance, feasibility, and efficacy of the intervention, showing significantly greater consumption of vegetables among the intervention vs. control condition after 12 weeks (adjusted mean difference: 7.4 servings; 95% CI: 1.4, 13.5; p=0.02). A more substantially powered randomized controlled trial among overweight adults (n=135) was conducted and similarly found significantly greater daily vegetable consumption in the intervention vs. control condition (adjusted mean difference: 2.0 servings; 95% CI: 0.2, 3.8, p=0.03). These findings show, for the first time in a rigorous randomized controlled trial, the efficacy of a stand-alone theory-based mobile app to increase vegetable consumption. Given the improved health outcomes associated with greater vegetable consumption, these data indicate the need for longer-term evaluations of Vegethon and similar technologies among overweight adults and other suitable target groups. Theory-based mobile apps may present a low-cost and readily scalable tool for delivering behavioural health interventions. The IDEAS framework may be useful to investigators in the development of their own mobile health interventions.
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Morton, Sarah. "Establishing a hybrid-methodology model for co-designing behaviour change : within the context of adventure sport participation in Scotland." Thesis, Abertay University, 2016. https://rke.abertay.ac.uk/en/studentTheses/5d019691-4369-422f-a485-cc69b96d0b8e.

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Adventure sport participation numbers have significantly increased over the period of the past ten years; it has been suggested that the emergence of an experience economy, where experiences have more value than possessions, could be a key factor for this increase. Motivations for taking part in an adventure sport activity varies between participants, and perhaps even more so than those motivations that were expressed by participants’ pre-experience economy. There are a number of theories about increased participant numbers; for example, the type of demographic, how they approach participation, and approximate suggestions of how the trend for experiences rather than possessions will evolve in the future. However, there is little that explores the experiences of these newer participants, how they behave, and how they are being received by the adventure sport industry. Additionally, there is no evidence to suggest a definite understanding of the needs and requirements of these participants, nor has an investigation been conducted to measure how well the industry is meeting these. Likewise, the potential to adapt existing provision, to expose untapped opportunities, appears unconsidered, and therefore may have benefit for both providers and participants. This study took its lead from using a process of problematization, whereby the problem is explored, identified and defined by the designer(s), rather than presented to them to solve. Using this approach, a hybrid methodologies model was designed and tested to explore the perceptions and experiences of adventure sport participants, to identify any changes that may be occurring as a result of the experience economy and increased numbers of participants taking up an adventure sport activity. Immersive ethnographic and qualitative methods were implemented to better understand identified changes and issues, and quantitative methods were used to elaborate on, confirm and validate the findings. By doing this it was also possible to establish the efficacy of taking a lived experience approach to identifying and exploring emergent and currently unaddressed issues. The study identified three key themes of interest to adventure sport participants: provision of information, ability to accurately assess skill level and participate safely, and being a part of the adventure sport community. These emerging themes were problematizated, validated, and a process of co-design and ideation was used to establish and suggest a solution that could be implemented by the industry to solve the identified issues. This study highlights the potential of using lived experiences to identify a problem, and employs new mixed methodologies to develop a better understanding of critical factors occurring within a specific industry and its associated communities. The study uses this knowledge to generate a designed solution. The theories and methods discussed by the study have transferable values, and could be used within a wide range of other subject areas, being especially useful when a hypothesis proves difficult to identify and define at the outset of a study.
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Greenland, C. E. "Unpacking the black box : theory-based design & evaluation of a multiple behaviour change intervention to control diarrhoeal disease." Thesis, London School of Hygiene and Tropical Medicine (University of London), 2017. http://researchonline.lshtm.ac.uk/3894562/.

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Handwashing with soap, exclusive breastfeeding and the use of oral rehydration salts and zinc to manage diarrhoea episodes are apparently simple practices through which many child deaths from diarrhoea could be prevented. However, their success depends on caregiver behaviour, which has proved difficult to influence. This thesis describes the development and evaluation of a theory-based, multiple behaviour change intervention to improve uptake of these diarrhoea control practices in Lusaka Province, Zambia. The research was guided by a conceptual framework based on an ecological theory of behaviour and comprised three studies: formative research, outcome evaluation and process evaluation. Formative research focussed on actual practices of target behaviours and their determinants and informed the design of an intervention based on the motive affiliation. Outcome evaluation used a cluster-randomised trial to assess the effect of the intervention on handwashing with soap, exclusive breastfeeding, and use of oral rehydration salts and zinc to manage childhood diarrhoeal episodes. The intervention resulted in a small improvement in reported practice of exclusive breastfeeding. Changes in the other target behaviours were observed in areas where higher reach was achieved. The process evaluation used mixed methods and was guided by the intervention’s theory of change to explore how intervention content and delivery influenced behavioural outcomes. The process evaluation revealed that the intervention was popular and memorable, but it achieved low and variable levels of reach and did not change psychological mediators of behaviour. This research adds to the currently small evidence base in the field of multiple behaviour change for diarrhoea control. In light of the findings of low reach, further work is needed to ascertain whether delivery alone is the issue, or whether the intervention content also requires revision. The findings underscore the importance of modifying intervention delivery strategies to account for the local context.
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Peng, Fei. "Fostering Behavior Change with Interaction Design:Developing Cross-cultural Connections with Incoming International Students in the United States." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1427898295.

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Boulton, Elisabeth. "Promoting physical activity amongst older adults : what if we asked them what they want? : two studies to consider the effects of involving older adults in the design, delivery, implementation and promotion of interventions to promote physical activity amongst their age group." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/promoting-physical-activity-amongst-older-adults-what-if-we-asked-them-what-they-wanttwo-studies-to-consider-the-effects-of-involving-older-adults-in-the-design-delivery-implementation-and-promotion-of-interventions-to-promote-physical-activity-amongst-their-age-group(85e49d7e-7b9a-407d-9544-83721039f54e).html.

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It is well known that physical activity can bring many benefits to people as they become older. In addition, a great deal is known about the personal and environmental motivators and barriers for older adults engaging in physical activity, yet policy imperatives have failed to deliver the change in activity levels required to even relatively modest levels of activity. This study has sought to ascertain the effect of involving older adults in the design, delivery, implementation and promotion of interventions to promote physical activity amongst their age group. Through a two phase design the study has sought to find out what the essential ingredients of a successful intervention to promote physical activity would be, before applying some of these findings to the promotion of interventions and considering their effect. The first phase of the study consisted of a qualitative study to identify older adults’ views and experiences. Some 61 older adults, aged between 49 and 87 years, were involved in 11 focus groups and 12 individual semi-structured interviews. Participants were asked why they engaged in physical activities, or what might encourage them to do so. The study was designed to identify the essential elements of a successful physical activity intervention. The second phase of the study, an action research project evolving from the qualitative study, involved older adults who were running community groups and physical activity sessions in their local areas and were keen to increase membership numbers. The Action Research Group, consisting of six older adults, two community development workers and the researcher, identified a number of problems to address as part of the study. New promotional literature for the community groups was developed, using the findings from the first study. Easy access, enjoyment, fun and affordability were highlighted on posters and leaflets that were distributed in the local communities. The studies established that there are various factors that make engaging in physical activities accessible and appealing to older adults. Participants reported that activities must be flexible; affordable; accessible; sociable; enjoyable and that engagement is seasonal. Factors relating to personality and lifestyle were also important. Not feeling the need to be active, and being unmotivated to do so, cannot be easily influenced by external promotion of physical activity. However, ensuring that activities are as easy as possible to engage in could help to encourage older adults to try activities that they might otherwise rule out. The health benefits of physical activity were far less important to the participants than the social benefits. Involving older adults in the promotion of activities, focussing on the characteristics of activities that appeal to them, had some success. Difficulties in appealing to older adults across a broad age range emerged, as many participants in both studies were put off attending any activity labelled as for ‘over 50s’. They did not identify themselves as ‘over 50’. Both studies highlighted the additional difficulty of attracting men to existing activity groups and sessions. A multilevel, social ecological model is presented, which highlights the influences on engagement in physical activity at individual and environmental levels. The future promotion of physical activity should focus on the social benefits and enjoyment that can be gained through participation, rather than on potential health benefits. How activities are labelled and promoted requires careful consideration and local older adults should be involved in local interventions. Community groups delivering interventions must receive tangible support.
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Liu, Zhaoran M. A. "Sustainability by Design: How to Promote Sustainable Tourism Behavior through Persuasive Design?" University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554212530462799.

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Hostettler, Yara, and Maurik Britt Van. "Gamification for Sustainability - An experts' perspective on the opportunities and challenges of gamification as a tool to foster sustainability practices within organisations." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22739.

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Gamification and sustainability are two topics that have gained a lot of attention in the past few years, both from the corporate sector and the academic community. Yet, the connection between the two concepts has seldom been made. This study addresses this research gap, by presenting the novel concept of gamification and connecting it to established theories in the field of organisational change. It then creates a discussion around the question of the potential of gamification as a tool to foster sustainability practices within organisations.To answer this question, this thesis followed a qualitative research design. By performing semi-structured interviews with experts in the field of gamification, the study explored different aspects of gamification, namely its definition, the opportunities and challenges it faces in regards to sustainability, the organisation’s responses towards the concept and the hypotheses for the further development of gamification.The results of this study suggest that gamification has great potential to foster sustainable practices within organisations. With its element of fun, gamification has the power to engage employees in sustainability issues, create a deeper understanding of the topic and relate it directly to the employees’ personal values and decision-making process. By offering different perspectives and helping employees see the bigger picture, gamification can inspire a sense of meaningfulness and contribution to something bigger than oneself. However, this can only happen when the tools are designed and used in the right way. Building an understanding of the user and implementing the fitting game design elements to create an impactful experience for the player is, however, a complex and time-consuming process, and therefore put forth as one of the biggest challenges. Furthermore, gamification should strive to expand beyond the commonly used game design elements of points, badges and leaderboards to tap into the user’s intrinsic rather than extrinsic motivation.
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Skitzki, Miranda. "The Butterfly Effect: Exploring the Behavior of Change through Transformable Clothing." Kent State University Honors College / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1525301822340739.

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Shirey, Jennifer. "Designing for Behavior Change: Identifying design components that encourage and empower individuals to act in environmentally responsible ways." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/17.

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Many designers today are creating communication materials that encourage individuals to change their behavior related to environmental issues. The problem is that people are often unaware of existing research on effective methods for these communications. For example, environmental psychologists have studied best practices for creating persuasive communications for several decades. During this yearlong master’s thesis project, I conducted my own research studies, exploring how the emotional tone and medium of a communication piece affect a person’s decision to change his or her behavior. My second goal was to connect designers to existing research in the fields of psychology, decision sciences, and persuasive technology. In the end, I created a roadmap to behavior change: a compilation of research from my own studies and existing literature. The roadmap includes observations and practical tips people can use when designing for environmental issues, as well as a set of ethical principles that should be followed when designing for behavior change. I believe that my work will help designers use communication to empower individuals with knowledge, encouraging them to begin and sustain a journey toward positive behavior change.
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Sun, Chenxi. "Design for Conversion:Optimizing Consumer Behavior Change in Electric Vehicle (EV) Purchase and Use Process." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406810200.

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Saleminik, Motahareh. "Power of Napping`Designing a Tool to Promote Napping Behavior’." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1595848274679832.

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Segerberg, Linnéa. "Interaktionsdesignlösningar som via nudging, uppmuntrar användare till att utforska klimat och extremväder." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-172510.

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Our climate is undoubtedly changing, and the climate issue has generated a lot more attention in both media and politics. This is a complex question that affects all sides of society and requires that everybody takes well-informed decisions. SMHI, The Swedish national weather and climate service, has an important role to play, since they can contribute with their weather and climate expertise, to increase the citizens’ knowledge in this area. This work examines how different interaction design solutions with nudging can influence the user’s behavior in its desire to investigate weather and climate processes. Our tests show that when users want to know if today’s weather is usual or not, e.g. the amount of precipitation, he or she is motivated to read more about how climate and weather work. Then the user is guided to a page where they can explore more about the climate and weather.
Vårt klimat förändras onekligen och klimatfrågan har fått ett allt större fokus inom både media och politik. Det är en komplex samhällsfråga som kräver att alla tar väl informerade beslut. SMHI har en viktig roll att spela genom att bidra med sin expertis inomväder och klimat för att öka medborgarnas kunskap inom detta område. I detta arbete undersöks hur nudging kan användas i interaktionsdesign för att påverkadet vardagliga beteendet hos webbplatsbesökarna så att de inspireras till att vilja undersöka väder och klimatprocesserna ytterligare. Nudging definieras initialt som åtgärder som omärkligt påverkar individen till beteendeförändring. Två snarlika designlösningar utvecklas för hur webbplatsbesökarna som besöker SMHI:s 10-dygnsprognos ska uppmuntras till att vilja utforska väder och klimat. Designlösningarna utgår från intresset som funnits i intervjuer och enkät, till att vilja förstå hur realtidsvädret förhåller sig till vad som är ”normalt” eller extremt (historisk väderdata). Utifrån användartesterna som genomförs, framgår det att det finns en positiv attityd och beteendeintention till att vilja utforska väder när testpersonerna använder sig av designlösningarna.
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Lilley, Debra. "Designing for behavioural change : reducing the social impacts of product use through design." Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/8092.

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This thesis investigates the feasibility of applying design-led approaches to influence user behaviour to reduce the negative social impacts of products during use. A review of the literature revealed a distinct lack of design-led research in this area. Three promising approaches from other disciplines, however, were found; ecofeedback, behaviour steering and intelligence. The majority of product examples identified did not use a singular approach, but combined two or more approaches. Most of the examples were concepts and focused on the end result. Few commented on the research and development processes undertaken to generate the final design. These limitations reinforced the need for case studies detailing these processes. To this end, two design studies were carried out; a preliminary study using a range of products and a further, more in-depth study on the use of mobile phones. The results of these studies led to the development of a framework of attributes for 'behaviour changing' devices. In response to these findings, two design resources were developed; a detailed design project to reduce the social impacts of mobile phone use in public and a short film on texting whilst on the move. Evaluation by design professionals provided analysis of the effectiveness of these resources and wider reflections on designer's perceived responsibilities for use and the ethics of designing for behavioural change. Collectively, the findings indicated that resources for designing behavioural change should; be explorative not prescriptive, focus on problem solving, be tailored to meet the needs of the intended recipient and ideally be applied in the early 'ideation' stages of the design process. Additionally, the findings indicated that designer's involvement in, and responsibility for, lifecycle impacts must be extended beyond point-of-purchase. Designers, however, are reportedly often unable to influence product development at a strategic level. Prior work, therefore, is needed to engage those at a senior level. Furthermore, the findings strongly indicate that 'behaviour changing' devices must be prototyped and subjected to rigorous consumer testing not only to establish their effectiveness but also to determine their acceptability.
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Lindbäck, Isabelle. "Planning for Sustainability : Are sustainable neighbourhoods creating sustainable lifestyles?" Thesis, KTH, Urbana och regionala studier, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298537.

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The impact of unsustainable human actions has grown to become the most significant underlying factor of current environmental problems, which stresses the need for a large-scale transformative change in our modern ways of living. Sustainable development has emerged to become the primary framework to reduce climate impact, and sustainable neighbourhoods have become a highly sought out and desirable policy goal. However, there exists a concern that contemporary spatial planning policies and strategies appear to be inadequate to achieve the transformative lifestyle change needed due to their primary adoption of an ecological modernisation agenda. With this notion and by examining the ongoing urban development project Täby Park in Täby municipality is the aim of this thesis to investigate to what extent and how a more environmentally sustainable way of living can be met through (supporting) contemporary spatial planning and design policies, strategies, and its physical manifestation in the built environment. For this has a theoretical framework rooted in social and behavioural science been adopted to understand the relationship between sustainable lifestyles and influencing factors. The empirical material is based on conducted interviews with residents, public and private actors, a questionnaire, and a site visit.  The findings of this study show that the development of Täby Park is primarily rooted in an approach of behavioural-economics, which in large has translated to an ecological modernisation agenda. Overall, it can be concluded that a more environmentally sustainable way of living can to a certain extent be met through the applied policies and strategies in Täby Park. Although the residents perceive that factors rooted in rational reasoning hold the most significant impact on their adoption of more environmentally sustainable actions in their everyday life, do the findings illustrate that the residents generally deviate from rational reasoning of decision-making. This illustrates that the desired sustainability vision cannot be modelled after generic assumptions of behavioural-economics.
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Nicic, Marina. "Att formge för minskad nedskräpning i stadsmiljö." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36656.

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The purpose of this study is to reduce littering in urban environments. This is done by using product design and sustainable development as main directions and thus being able to create a sustainable behavior change that can be used and further developed in the future. During the course of the study, it is found out how product design can contribute to reducing littering. With user-centered design and sustainable development as starting points, littering in urban environments, design for behavior change, nudging and emotional design are examined. This is in order to gain a deeper understanding of where this eind of environmental problem came from and why. Furthermore, a number of observations and interviews are performed that create a stable and clear basis for the final design's needs and requirements. These are tested and developed during the brainstorming process and concept development with the help of sketches and prototypes, which in turn leads to a final design concept. Based on all the research and method implementations, it is concluded that people repeat each other's behaviors (Håll Sverige Rent, etc.) while there is a great lack of communication and guidance to trashcan´s in urban environments. Simplicity, prompts, guidance, colors, entertainment and different concepts are the most important factors that can contribute to a positive behavior change and hopefully a solution to the environmental problem. The final design proposal was therefore developed into a design concept that represents a connection between existing trashcan´s in urban environments and individually designed accessories that can be attached to them, regardless of the shape or size. The purpose of the concept is therefore to guide and inform about the trashcan´s important function regarding the handling of all kinds of rubbish and where these are located in an urban environment.
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Axols, Hampus. "Conserving water in mixers through nudging : Searching for changes in behaviour, not experience." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-77308.

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Hoof, Pomme van. "Triggering a gift economy." Thesis, Konstfack, Experience Design, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4191.

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What would happen if, the systems we deal with everyday, and the situations we find ourselves in, could trigger us to give something to someone else? This work started by exploring the theme of  money systems and social structures and the ambition to find alternatives for our current economic system, which has failed in several ways. People all over the world are already coming up with alternatives that can supplement and stabilize our money-monoculture and that give new meaning to currency.This research investigates a particular alternative economic system called the gift economy, which has great potential to build meaningful relations and re-establish a sense of  community. Since the gift economy has been mainly researched by anthropologists and ethnographers in the last century, my focus is on implementing its principles in society today. Through literature review, case studies and a series of  design projects, this thesis articulates possible ways of  triggering a gift economy. With a special coin, a concept for a bar and by linking the local bakery to Konstfack, we may start to understand what giving really means, how it can benefit us, in what way it can build more meaningful relationships and how it can offer an alternative way of  thinking than what currently drives our economic system
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Hofmann, Anna Theresa. "Design for change : Generation Y consumers' perception of sustainability in the fast fashion industry." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19629.

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Research Questions: “What knowledge do Generation Y consumers’ have about sustainability in the fast fashion industry?” and “How do the factors of the attitude-behavior gap influence the Generation Y consumers in their decision making for fast fashion clothes?”       Problem Formulation: Sustainability as a topic has regained great attention over the last couple of years. Generation Y consumers’ demand for more sustainable actions, especially in fast fashion, puts increasing pressure on the industry. As the biggest consumer cohort, it is important for fast fashion companies to meet their needs and demands for more sustainable actions to stay competitive. Purpose: The purpose of this thesis is to explore the perception of sustainability of Generation Y consumers’ in the fast fashion industry by looking at eight factors that influence the attitude-behavior gap, namely Price Sensitivity, Ethical Obligation, Lack of Information, Subjective Norm, Quality, Inertia, Cynicism and Guilt. Additionally, the previous knowledge about sustainability in the fast fashion industry of this generation will be investigated by using the triple-bottom line approach of economic, environmental and social aspects. Methodology: This thesis utilized a qualitative methodology by conducting semi-structured interviews. The research consists of 6 participants from the Generation Y. The interviews were performed personally face-to-face. Findings/Conclusions: The findings indicate that the factors of the attitude-behavior gap still influence Generation Y consumers’ in their purchase decisions for fast fashion brands. They are more hesitant to invest in acquiring clothes from fast fashion retailers, as they see them as violating to the society and the environment. Therefore, Generation Y consumers would rather purchase sustainable clothes from sustainable companies that are behaving and producing their clothes in a right, sustainable and ethical way. Hence, their attitude indicates to be similar to their potential purchasing behavior. Furthermore, Generation Y consumers’ hold a broad, detailed knowledge about sustainability of all three parts of the triple bottom line.
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Helps, C. Richard G. "Evolving Information Technology: A Case Study of the Effects of Constant Change on Information Technology Instructional Design Architecture." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2388.

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A major challenge for Information Technology (IT) programs is that the rapid pace of evolution of computing technology leads to frequent redesign of IT courses. The problem is exacerbated by several factors. Firstly, the changing technology is the subject matter of the discipline and is also frequently used to support instruction; secondly, this discipline has only been formalized as a four-year university program within recent years and there is a lack of established textbooks and curriculum models; finally, updating courses is seldom rewarded in a higher education system that favors research and teaching for promotion and tenure. Thus, continuously updating their courses place a significant burden on the faculty. A case study approach was used to describe and explain the change processes in updating IT courses. Several faculty members at two institutions were interviewed and course changes were identified and analyzed. The analysis revealed a set of recurrent themes in change processes. An instructional design architecture approach also revealed a set of design domains representing the structure of the change processes. The design domains were analyzed in terms of the design decisions they represented, and also in terms of structures, functions and activities, which are related to Structures-Behaviors-Functions (SBF) analysis. The design domains model helped to explain both negative and positive outcomes that were observed in the data. When design efforts impact multiple domains the design is likely to be more difficult. Understanding the design domain architecture will assist future designers in this discipline.
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Celebi, Ayse N. "Reallocation Of Household Resources For Energy Saving Behavior." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613985/index.pdf.

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This study focuses on persuasive design concerning the household users&rsquo
energy saving behavior while using electrical household appliances for the housework. Household users form a balance at home determined by the household resources they have, and they do not want to change this fragile balance because it is established as a result of household users&rsquo
habitual behavior. It is crucial to persuade household users to save energy at home without disturbing the balance among resources. Persuasion becomes an effective tool at this stage. The study provides an efficient reallocation of the resources for energy saving behavior, which is supported by household resource reallocation and persuasion literature, and an empirical study.
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Movin, Anna. "Designing a preventive health application : How to motivate and empower users." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-175992.

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As the research field about persuasive technologies is growing there is a need to consider how we design motivating tools that empower users. This paper aims to raise this discussion by analysing the Motivational Technologies framework. With a Research through Design approach, a case about designing a preventive health application for individuals with rheumatoid arthritis is used as an example to drive the discussion. Through interviews, workshops and prototyping, three design concepts were developed: All in One, Healthie and Three Coaches. Findings from the design process support that for building self-determination, the three key aspects customization, navigability and interactivity from the framework could be important. However, the findings also highlight that other aspects, such as transparency, handling of relapses and encouragement are important to consider and that a critical view of social interaction is needed. Thus, the analysis provides new perspectives to the on-going discourse and shows that the framework needs nuancing.
I takt med att det blir allt vanligare med teknik för att främja beteendeförändringar är det viktigt att diskutera hur sådan teknik kan designas på ett sätt som stärker och motiverar användare. Syftet med denna artikel är att genom en analys av ramverket Motivational Technologies lyfta denna diskussion. Som utgångspunkt för diskussionen används en designutmaning som innefattar design av en livstilsförändrande applikation för att förebygga ledgångsreumatism. Genom intervjuer, idéseminarier och skapandet av prototyper togs tre designkoncept fram: All in One, Healthie och Three Coaches. Resultatet av designutmaningen stödjer att ramverkets huvudaspekter customization, navigability och interactivity är viktiga. Däremot visar resultatet även att andra aspekter, så som transparens, hantering av återfall och uppmuntran är viktiga att ta hänsyn till och att ett kritiskt perspektiv på social interaktion behövs. Därmed bidrar analysen med nya infallsvinklar till den pågående diskursen och visar att det studerade ramverket bör nyanseras.
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Larsson, Linnea, and Linnéa Nilsson. "Exploring Circular Design Opportunities : A case study of a digital health technology solution for incontinence care." Thesis, Linköpings universitet, Industriell miljöteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177142.

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Today, circular economy is becoming more and more important to think about when developing new solutions, and considering the growing and aging population it may be extra important when it comes to the design of solutions for health care. This thesis aims at exploring how a digital health technology solution for incontinence care can be designed to contribute to a circular economy. In order to achieve the aim, a case study is performed with the intention to answer four different research questions. To gather data and information, the study also uses methods such as interviews, surveys, and a literature study. The first conclusion that can be drawn is that there are eight different circular design strategy categories, each category with a unique focus area, that are assessed to be suitable to investigate for the given purpose. Three examples of focus areas of these categories are to reuse resources, to influence the user behaviour, and to prolong the use phase for a solution somehow. Furthermore, the users and the production company are seen as the most significant actors for the studied digital health technology solution, and together they have ten important requests including needs regarding provision of knowledge, easily understandable solutions, and peace of mind to mention some. Based on the conclusions regarding circular design strategies and important requests, three concepts are developed which in different ways are assessed to contribute to both circularity and to fulfilling actor requests. One of the concepts focuses on prolonging the use of some components by providing an adapted cleaning kit to keep the components at a high hygienic standard. Another concept focuses on encouraging correct usage of the whole solution through giving the users personal statistics and notifications related to monetary and environmental costs. The last concept aims at providing a simple way to return reusable components to the company in order to enable reuse by another user. Finally, conclusions regarding positive and negative aspects of the three developed concepts are presented, focusing on attributes such as circularity and value creation. The thesis presents different ways regarding how circular design strategies can be applied to a digital health technology solution, which can inspire and aid organisations in their way towards providing solutions that are adapted to fit a circular economy.
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Haltrich, Natalie, Ella Lawton, and Geoffrey Stack. "Co-Creating Community with a Needs Based Design Approach to Urban Design and Planning." Thesis, Blekinge Tekniska Högskola, Avdelningen för maskinteknik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2897.

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The development of the human built environment is an essential component to achieving and maintaining a sustainable society. Much has been done to develop tools, techniques and approaches for creating ‘green’ or ‘sustainable’ neighbourhoods yet they rarely demonstrate the capacity to address the wider socio-ecological requirements for achieving success. This paper studies the current approaches to green design and planning, proposes a new approach called Needs Based Design (NBD), and identifies the gaps that exist between the two. Results indicate that NBD is based on a firm foundation, is widely applicable, and can support and spur regional sustainable development initiatives and positive behaviour change within communities. It fills three major gaps identified in current green design by utilising systems thinking and a shared language and framework, and focusing on the needs of individuals within communities. Concerns exist, however, about its reliance on broad community participation and ongoing education. In theory, NBD allows project teams to implement their work within the context of a strategic sustainable development perspective. Recommended now is practical application and testing.
Both a Master's thesis and an introductory guide, as a supplement to the thesis, are included.

Natalie Haltrich 144 1st Boulevard Terrasse-Vaudreuil Quebec J7V 5T1 Canada

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39

Lehto, T. (Tuomas). "The importance of persuasive systems design in enhancing consumers’ perceptions and adoption of health behavior change support systems." Doctoral thesis, Oulun yliopisto, 2013. http://urn.fi/urn:isbn:9789526201450.

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Abstract The potential of information technologies to enable fundamental and enduring change in individuals’ health and well-being activities has recently gained significant research and policy attention. Moreover, there has been increasing interest in persuasive systems that are designed to induce and influence people to change their attitudes and behaviors. This dissertation consists of five studies, including two qualitative studies and three quantitative field studies (including 616 real users of such persuasive systems), that are closely related and successively build upon each other to jointly address the central research question: To what extent persuasive systems design has an influence on consumers’ intention to adopt health behavior change support systems? The foremost conceptual foundation is the work on persuasive systems design, which further elaborates the features, affordances, and capabilities of systems that can be effective in inducing short-term as well as sustained behavior. The focal point is on the four distinct categories of persuasive systems design: (i) primary task support; (ii) dialogue support; (iii) perceived system credibility; and (iv) social influence. The interplay between the categories and other related constructs, such as unobtrusiveness and design aesthetics, is investigated through rigorous statistical analyses, including partial least structural equation modeling. The results demonstrate that persuasive systems design has a significant impact on consumers’ adoption of health behavior change support systems in different stages of adoption. The work addresses a problem salient to research, policy, and practice and builds upon strong theoretical and conceptual foundations. The research also extends prior technology adoption literature in information systems in a useful way by examining questions related to the design of systems in a novel and consequential domain
Tiivistelmä Informaatioteknologian rooli ja potentiaali yksilöiden terveyden ja hyvinvoinnin edistämisessä on viime aikoina saanut merkittävää huomiota sekä tutkimuskentällä että julkisessa keskustelussa. Kasvavaa kiinnostusta on osoitettu erityisesti vakuuttaviin tietojärjestelmiin, jotka ovat suunniteltu vaikuttamaan ihmisten asenteisiin ja käyttäytymiseen. Väitöskirja koostuu yhteensä viidestä tutkimuksesta, joista kaksi on laadullisia tutkimuksia ja kolme määrällisiä kenttätutkimuksia. Kenttätutkimuksissa järjestelmiä on tutkittu yhteensä 616 loppukäyttäjällä. Väitöstyön tutkimukset liittyvät läheisesti toisiinsa ja vastaavat yhdessä keskeiseen tutkimuskysymyksen: missä määrin vakuuttavien järjestelmien suunnittelumenetelmillä on vaikutusta kuluttajien aikomukseen ottaa käyttöön terveyskäyttäytymisen muutoksia tukevia järjestelmiä? Työn tärkein käsitteellinen perusta kytkeytyy vakuuttavien järjestelmien suunnitteluun, jossa käsitellään yksityiskohtaisesti järjestelmien ominaisuuksia, käyttömahdollisuuksia ja valmiuksia, jotka voivat olla tehokkaita sekä lyhyen aikavälin että pysyvän käyttäytymisen muutoksen tukemisessa. Väitöstyön keskeinen näkökulma on neljässä vakuuttavan suunnittelun kategoriassa: (i) ensisijaisen tehtävän tukemisessa; (ii) käyttäjän ja järjestelmän välisen vuoropuhelun tukemisessa; (iii) järjestelmän koetussa uskottavuudessa ja (iv) sosiaalisessa vaikutuksessa. Kyseisten kategorioiden vuorovaikutusta ja yhteyksiä on tutkittu tilastollisten analyysien ja rakenneyhtälömallien kautta. Sen lisäksi työssä on paneuduttu aiheeseen tiiviisti liittyvien tekijöiden, kuten teknologian “tunkeilemattomuuden” ja suunnitteluestetiikan merkitykseen teknologian käyttöönotossa. Väitöskirjan tulokset osoittavat, että vakuuttavien järjestelmien suunnittelumenetelmillä on merkittävä vaikutus kuluttajien aikeisiin ottaa käyttöön ja käyttää terveyskäyttäytymisen muutoksia tukevia järjestelmiä. Väitöstyö perustuu vahvaan teoreettis-käsitteelliseen viitekehykseen ja käsittelee tutkimusongelmaa, joka on relevantti tutkimuksen, käytännön sekä julkisen päätöksenteon kannalta. Väitöstutkimus lisää hyödyllisellä ja uudella tavalla tietojärjestelmätieteen tietämystä teknologioiden käyttöönottoon liittyen
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40

Moreland, Jessica A. "Design for Sustainability Transitions: An Intervention Research Study for Zero Waste Residence Halls." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1408725627.

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41

Mota, Juliana Gonçalves. "O processo de design para mudança de comportamento orientado à alimentação saudável infantil." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/172464.

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Esta pesquisa analisou o processo de criação de concepts de projeto para estimular os hábitos nutricionais saudáveis na infância, na perspectiva do design para mudança de comportamento. O princípio deste campo do design é transformar a compreensão do comportamento humano em estratégias para a criação de soluções que impactem positivamente a vida dos indivíduos e a sociedade. A fim de atender aos seus objetivos, o estudo adotou a pesquisa-ação como abordagem metodológica, por meio da qual foi realizado um workshop de codesign. Através desta dinâmica foi possível estabelecer a interação colaborativa entre designers e usuárias (mães), no papel de principais educadoras nutricionais dos filhos, e a criação concepts para incentivar o comportamento alimentar saudável nas crianças. O Modelo de Design para o Comportamento Saudável (MDCS – LUDDEN; HEKKERT, 2014), criado para potencializar projetos focados no bem-estar do usuário, foi utilizado como suporte para a análise do processo projetual. No âmbito teórico, os resultados alcançados na pesquisa possibilitaram um avanço nos estudos sobre design para mudança de comportamento, assim como sobre o MDCS. A pesquisa permitiu ainda a aproximação entre princípios do codesign e do design para a mudança de comportamento, diante da lacuna identificada entre essas abordagens. Na perspectiva aplicada, este trabalho promoveu a associação entre conceitos da psicologia comportamental e do design aplicados ao contexto da nutrição infantil. A partir desta conexão foi possível gerar conhecimentos técnicos para o aperfeiçoamento dos processos projetuais focados na alimentação saudável na infância e para a prospecção de novas possibilidades de projeto para prevenção da obesidade.
This research analyzed the creation process of project concepts to stimulate the healthy nutritional habits in childhood, in the perspective of the design for behavior change. The principle of this field of design is to turn the understanding of human behavior into strategies for the project of solutions that impact positively the lives of individuals and the society itself. In order to reach its goals, the study adopted the action research methodology as procedural approach, through which a codesign workshop was held. This dynamic allowed the collaborative interactive between designers and users (mothers), as the main nutritional educators of their children, and the creation of concepts to encourage the healthy eating behavior in kids. The Design for Healthy Behavior Framework (DHBF), created to enhance projects focused on the well-being of the user, was used to support the analysis of the design process. In the theoretical scope, the results achieved in the research made possible an advance in the studies of design for behavior change, as well as on DHBF. The research also allowed the approach between the principles of codesign and design for behavior change, given the gap identified between these two approaches. In the applied perspective, this research promoted the association between behavior psychology and design concepts applied to the context of child nutrition. From this connection, it was possible to generate theoretical knowledge for the improvement of design processes focused in childhood healthy eating and to the prospecting of new possibilities of obesity prevention projects.
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Dionísio, Beatriz Pacheco. "Design de interação e alteração de comportamentos alimentares." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/10763.

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43

Sydow, André, and Gustav Wicklén. "Persuasive design ikontexten e-handel : Persuasive Systems Design-modellen som verktyg för utvärdering av Persuasive design-element inom området e-handel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29697.

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In this paper, we examine the persuasive design in e-commerce. This is an area with a strong representation of the design elements that can be classified as persuasive (Alhammand & Gulliver, 2014). Despite this, the spread of studies investigating persuasive design elements in e-commerce basically non-existent. We use the PSD model (Oinas-Kukkonen & Harjumaa, 2009) to identify the presence of persuasive design element on four e-commerce sites through quantitative mapping. The quantitative mapping allows us to carry out a qualitative study of the PSD model as a tool for the identification of these elements in the context of e-commerce sites. We could see that a majority of the design principles were found on the investigated e-commerce sites, the presence was highest among the design principles that is about the system's credibility, as well as those that guide the user to the intended target behavior. In the evaluation of PSD model, we identified direct dependencies between individual design principles and the need for user evaluations. We found some problems with interpreting the design principles to be applied to them in the context of e-commerce, which suggests that a clarification of designprincipera would be desirable.
I den här uppsatsen undersöker vi persuasive design inom e-handel. Detta är ett område som uppvisar en kraftig representation av design-element som kan klassificeras som persuasive (Alhammand & Gulliver, 2014). Trots detta så är utbredningen av studier som undersöker persuasive design-element inom e-handel i princip obefintlig. Vi använder oss av PSD-modellen (Oinas-Kukkonen & Harjumaa, 2009) för att identifiera förekomsten av persuasive design-element på fyra stycken e-handelsplatser genom en kvantitativ kartläggning. Den kvantitativa kartläggningen gör vi för att kunna genomföra en kvalitativ undersökning av PSD-modellen som verktyg för identifiering av dessa element i kontexten e-handelsplatser. Vi kunde se att en majoritet av designprinciperna återfanns på de undersökta e-handelsplatserna, förekomsten var högst hos de designprinciper som handlar om systemets kredibilitet samt de som guidar användaren till det tänkta målbeteendet. I utvärderingen av PSD-modellen identifierade vi direkta beroenden mellan enskilda designprinciper och ett behov av användarutvärderingar. Vi fann vissa problem med att tolka designprinciperna för att kunna appliceras dem på kontexten e-handelsplats, vilket talar för att ett förtydligande av designprincipera skulle kunna vara eftersträvansvärt.
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Sandberg, Amanda, and Linnea Tjernberg. "En ansvarsfull cigarettförpackning." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167151.

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Rökning är en ovana som många personer ägnar sig åt, det speglas inte minst på gatorna vart man än går. Fimpar på gator runt om i städer är en miljöbov som sällan uppmärksammas. Trots att det finns allmänna askkoppar för fimparna att slängas i, hamnar de ofta på gatan och blir en fara för djur och natur. Denna studie syftar på att ta fram ett designförslag på hur en omkonstruerad cigarettförpackning, som rymmer cigarettfimpar, kan se ut. Det undersöks även hur en cigarettförpacknings konstruktion kan uppmana konsumenter att inte slänga fimpar på marken, vilket i stort kan ha en positiv effekt på miljön. Den målgrupp som är relevant att undersöka är alltså alla rökare i Sverige. En digital enkät skickades inledningsvis ut för att ta reda på folks vanor och åsikter kring rökning. Detta resulterade i en bekräftelse av forskningsfrågorna där respondenterna önskade en smidig lösning som minskade antalet fimpar på marken, varpå några föreslog att en cigarettförpackning hade en funktion liknande snusdosans dubbla lock. Representanter från kartongproducenter kontaktades för att få information om material och dess möjligheter. Designprocessen inleddes med en konceptgenerering med hjälp av mindmapping och brainstorming. Ur detta föddes tio idéer som sedan reducerades till tre koncept genom en pugh-chart. LoFi-prototyper skapades av dessa och presenterades för åtta deltagare under semistrukturerade intervjuer. Intervjuerna resulterade i att två koncept föredrogs, men författarna tog beslutet att utveckla ett av dem. En slutgiltig prototyp skapades, vilken var konstruerad som en vanlig cigarettförpackning med flip top lock, men var knappt två centimeter längre. Detta gav utrymme i förpackningens botten att ha en separat plats för använda fimpar. Värderingen av den slutgiltiga prototypen skedde genom ytterligare en digital enkät som skickades ut till samtliga deltagare från den tidigare semistrukturerade intervjun. Genom att de besvarade påståenden samt beskrev prototypen fritt kunde det konstateras att alla deltagare inte är lika positivt inställda till denna förpacknings utformning, men att majoriteten ändå skulle använda en cigarettförpackning som denna till att förvara fimpar när inget bättre alternativ finns. Dessutom uppgav respondenterna att förpackningen skulle motivera dem personligen att slänga färre fimpar på marken, samt att förpackningen skulle minska antalet fimpar i naturen generellt. Därmed kan det konstateras att en alternativ cigarettförpackning troligtvis skulle minska antalet fimpar på marken och ge en positiv effekt på miljön i stort.
Smoking is a bad habit whose traces can be seen widely on the streets. The cigarette butts pose an environmental threat that seldom is given attention. Although there are public ashtrays, cigarette butts often end up on the ground and become a risk for animals and nature. This study aims to produce a design suggestion for a reconstructed cigarette packaging that can hold used cigarette butts. It will also be examined how a cigarette packaging’s construction can invite consumers to avoid tossing cigarette butts on the ground, which at large can have a positive impact on the environment. The relevant target group that will be analysed is all smokers in Sweden. A survey was distributed in order to examine the smoking habits of persons and their opinions about smoking and cigarettes. The result showed that the respondents wanted a handy solution that would reduce the amount of cigarette butts on the ground, whereupon some proposed that the cigarette packaging could utilize a feature like the double lid on the packaging of swedish snus. Representatives from large carton board producers were also contacted in order to retrieve information concerning material and their possibilities. The design process started by generating concepts with mind mapping and brainstorming. This resulted in ten ideas that later was reduced to three concepts via a Pugh-chart. LoFi-prototypes of the three concepts were created, which were presented to eight participants in semi structured interviews. The interviews led to two concepts being prefered by the respondents, where the writers chose to develop one of them. A final prototype was developed and produced. This was constructed as a general cigarette packaging with a flip top lid, but was barely two centimeters longer. This created a space in the bottom of the packaging to contain used cigarette butts. The valuation of the finished prototype was done by an additional survey that was distributed to the same participants that partook in the semi-structured interview. By having them answer statements and describe the prototype freely, it was clear that every respondent didn’t have a positive attitude towards the prototype’s construction. However, a majority of the participants claimed that they would use a cigarette packaging like this to hold the cigarette butts when no better option was available. Additionally, the respondents stated that the cigarette packaging would personally motivate them to discard fewer cigarette butts on the ground, and also that the cigarette packaging would decrease the amount of cigarette butts in the environment generally. Consequently, an alternative cigarette packaging would possibly reduce the amount of cigarette butts on the streets and therefore positively affect the environment.
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Eichaker, Lauren R. "Injury Mechanisms and Outcomes in Lead Vehicle Stopped, Near Side, and Lane Change-Related Impacts: Implications for Autonomous Vehicle Behavior Design." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1500330466825096.

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46

Donegan, Josh. "Design and Implementation of a Ferrocement Improved Cookstove in Rural Panama." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7138.

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Household air pollution contributes to the premature death of more than 4 million people annually. Improved cookstoves are one technological intervention that can potentially reduce exposure to household air pollution. However, improved cookstove implementation programs need to consider measures to increase sustainability and promote long-term adoption. The objectives of this research were 1) to develop and implement a new ferrocement cookstove for Peña Blanca, a rural indigenous community in the Ngäbe-Bugle region of Panama, 2) to evaluate its potential sustainability in comparison to the most common cooking technologies observed in the community, 3) to prepare a construction manual for the stove to promote future development, and 4) to provide guidelines for applying a holistic approach to improved cookstove projects. A bottom-up, community-driven approach to development focused on integration and capacity building was used to design and implement a ferrocement improved cookstove. A survey was administered to 26 households to understand the familial and environmental health of the community as well as knowledge, opinions, and needs related to cooking practices and improved stoves. Finally, the ferrocement stove developed for this study, along with the three stone fire, the ecojusta stove model, and a gas stove were evaluated both quantitatively and qualitatively using a sustainability assessment framework developed specifically for improved cookstoves. The results of this study suggest that design and implementation of an improved cookstove in the field that incorporates community feedback and provides educational opportunities may produce solutions that are more likely to be sustainable and meet users’ needs. The process allows for design flexibility to reduce smoke and fuel use while incorporating community preferences such as simplicity and ease of use, ability to control heat, stove features and size. Results from conducting household surveys emphasize the importance of a community-based development process that focuses on meeting community-specific challenges and needs. Conditions such as extreme poverty and lack of support structures pose significant challenges and shape community opinions regarding cooking technology and practices. In fact, the community’s desires in this study differ greatly from that found in the established literature. Specifically, 84% of rural Panamanians from this study felt that reducing smoke indoors was important to them. Sustainability evaluations of improved cookstove implementation programs in Panama highlighted common strengths in the needs assessment and implementation project life stages. These programs excelled at involving the community in identifying project needs and participating in the construction of stoves. On the other hand, the post-implementation and follow-up life stages were assessed to be weaker as these programs generally do not perform evaluation and monitoring of stove use and adoption after the implementation stage or continue user education. Additional qualitative analysis from this study suggest that the traditional stove may be the most sustainable and appropriate stove technology at this time for the community if combined with improving education related to family health, the environment, and stove use that results in behavior change. This approach may have the potential to fulfill the goals of improved cookstove programs globally through education and behavior change as an alternative approach to implementing an inappropriate technology. Moreover, an improved stove that is developed in the community that uses local materials and provides educational opportunities that focus on caring for resources and improving stove operator skill is more likely to be sustainable than other options. General guidelines and lessons learned for applying a holistic approach to improved cookstove development in the field include enhancing community understanding through involvement of local leaders, empowering the community in the decision-making process, providing educational opportunities or facilitating the implementation of a technology that is affordable, effective, and that meets users’ diverse needs, or both. As well as evaluating sustainability likelihood by utilizing comprehensive tools such as surveys, stove testing, program assessment frameworks, life cycle assessments, and incorporating results from post-project monitoring and evaluation iteratively until needs are met and exposure to household air pollution and deforestation rates are reduced. The implications of this work are that 1) technology implementation may not be the best solution, similar investments made in education and behavior change may result in equal or greater sustainability early on, 2) the design and implementation of an improved cookstove in the field with high standards for technical design, that reduce emissions, and with flexibility for elements that do not affect performance can result in meeting users’ needs better with higher adoption rates, and 3) a more holistic approach to development using available tools is suspected to result in improved cookstove programs that improve human and environmental health while meeting users’ needs for the long-term.
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Bremer, Christina. "Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour : An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden." Thesis, Uppsala universitet, Institutionen för informatik och media, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-360382.

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As waste is separated at the source, the success of the Swedish recycling system largely depends on an active participation of households. However, especially young people were found to not consistently follow their local recycling schemes. A recent and promising approach to tackle such suboptimal household recycling behaviour (HRB) is the use of persuasive technology. To understand and further its context-specific potential, this research aims to explore the key elements of persuasive technology which aspires to promote sustainable household recycling behaviour among adults in Sweden. The chosen methodology is research through design. Based on the results of a literature review and online survey among target users (N=50), a mobile phone application was designed in an iterative manner. Through these activities, the following key elements were established: (1) easy access to information about optimal household recycling behaviour, (2) employment of several motivational strategies, (3) recognition of differences between local recycling schemes, (4) regard of users as equals and (5) use of a readily accessible technology channel. The impact of these elements depends on the users’ ability to carry out the target behaviour and therefore on a well-functioning recycling system. The technological format of persuasive technology interventions was found to spark the target users’ curiosity. Using this as a ‘carrot’, a well-designed content is argued to encourage repeated use and a reflection process to help break unsustainable household recycling habits.
Eftersom avfall separeras vid dess källa, beror Sveriges återvinningssystems framgång i stor utsträckning på aktivt deltagande hushåll. Studier har visat att särskilt unga inte följer lokala återvinningsrutiner på ett konsekvent sätt. Ett nytt och lovande tillvägagångssätt för att hantera detta suboptimala hushållsåtervinningsbeteende (English: household recycling behaviour (HRB)) är användningen av övertygande teknik. Syftet med denna studie är att utforska de viktigaste delarna av övertygande teknik som strävar till att främja ett hållbart hushållsåtervinningsbeteende hos vuxna i Sverige. Den valda metodiken är forskningsdriven design. Baserat på resultat från en litteraturstudie samt en online enkätundersökning fokuserad på målgruppen unga (N=50), designades en mobilapplikation genom ett iterativt tillvägagångssätt. Studien identifierade följande nyckelelement för en övertygande design i domänen: (1) Lättillgänglig information angående optimalt hushållsåtervinningsbeteende, (2) Användning av flera motivationsstrategier, (3) Identifiering av skillnader mellan lokala återvinningsrutiner, (4) Betrakta användare som jämställda och (5) Användning av lättillgänglig teknikkanal. Effekterna av dessa element är beroende av att användarna även har möjlighet att utföra den önskade sopsorteringen, och därför på ett välfungerande återvinningssystem. Designlösningen att använda sig av övertygande teknik i form av en app visade sig väcka målanvändarnas nyfikenhet. Studien visar att en väldesignad app kan fungera som en 'morot' för att uppmuntra användning över en längre tid, och skapa en reflektionsprocess som kan bryta ohållbara återvinningsvanor.
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48

Karppinen, P. (Pasi). "Studying user experience of health behavior change support systems:a qualitative approach to individuals’ perceptions of web-based interventions." Doctoral thesis, Oulun yliopisto, 2016. http://urn.fi/urn:isbn:9789526214450.

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Abstract Behavior change support systems (BCSSs) help people to achieve personal goals that they cannot necessarily achieve on their own. Typical BCSSs include health-related systems and applications. Significant policy and research attention has been aimed at information technologies that enable behavior change in regard to individuals’ health and wellbeing activities. The aim of this dissertation is to build a comprehensive view of health BCSSs, ranging from technology adoption to engagement, persuasion, and habit formation. As its main research question, the present thesis asks: What can user experiences of health BCSS reveal about behavior change? In addition, it proposes a framework for different approaches, which can help developers solve ethical issues in their BCSS design. This dissertation comprises four qualitative studies and one conceptual study. Hermeneutics has been the most influential research method in conducting these studies. Ontologically, hermeneutics leans toward socially constructed reality. The primary conceptual lenses for interpreting the data are the BCSS framework and Persuasive Systems Design model. This thesis extends prior research on eHealth, including non-adoption, flow esperience, use adherence, habit formation, and ethics. The results emphasize that persuasive systems design can affect user experience in different stages of system adoption and learning a new, healthier lifestyle. The presented work addresses health behavior change as a complex issue. Many individuals regard system usefulness in terms of perceived value for themselves rather than in terms of the system’s instrumental value. People are less likely to use the systems if they do not fit into their daily routines. Flow experience appears not to play as fundamental part in the BCSS use experience as is expected. The results suggest that self-monitoring, reminders and tunneling can help users to achieve better outcomes. These persuasive features can help increasing subject’s compliance and commitment, which in turn can help individuals to achieve better habits. Additionally this thesis presents a framework where different ethical approaches are divided to three distinct categories
Tiivistelmä Käyttäytymismuutosta tukevat tietojärjestelmät auttavat ihmisiä saavuttamaan henkilökohtaiset tavoitteensa, joita he eivät välttämättä yksin saavuttaisi. Tyypillisesti tällaiset järjestelmät ja applikaatiot liittyvät terveyteen. Sekä tutkimuksessa että julkishallinnossa on kiinnitetty huomiota, kuinka yksilöiden terveyttä ja hyvinvointia voidaan edistää informaatioteknologian avulla. Tämän väitöskirjan tarkoituksena on rakentaa kokonaisvaltainen näkemys terveyttä edistävistä käyttäytymismuutosta tukevista tietojärjestelmistä lähtien järjestelmän käytöstä ja osallistavuudesta, suostuttelevuuteen ja tapojen muodostumiseen. Väitöskirjan keskeisin tutkimuskysymys on: mitä käyttäjien kokemukset terveyttä edistävistä käyttäytymismuutosta tukevista tietojärjestelmistä paljastavat mitattavasta käyttäytymismuutoksesta? Lisäksi tämä väitöskirja tarjoaa viitekehyksen, joka voi auttaa suunnittelijoita ratkaisemaan eettisiä ongelmakohtia, kun he suunnittelevat käyttäytymismuutosta tukevia tietojärjestelmiä. Väitöskirja pitää sisällään neljä kvalitatiivista osajulkaisua ja yhden konseptuaalisen osajulkaisun. Hermeneutiikka on osajulkaisujen kannalta keskeisin tutkimusmenetelmä. Ontologisesti hermeneutiikka nojaa sosiaalisesti konstruoituun todellisuuteen. Aineiston tulkitsemisen kannalta keskeisimmät konseptuaaliset viitekehykset ovat olleet BCSS framework ja Persuasive Systems Design model. Väitöskirja laajentaa aiempaa tutkimuksellista näkökulmaa eHealth-teemasta pitäen sisällään näkökulmat järjestelmän hylkäämisestä, flow-kokemuksesta, järjestelmän käyttöön sitoutumisesta, elintapojen muodostumisesta ja eettisyydestä. Väitöskirjan tulokset korostavat, että suostuttelevien järjestelmien suunnittelumenetelmät voivat vaikuttaa käyttäjäkokemukseen eri vaiheissa järjestelmän käyttöönotosta uuden terveellisemmän elintavan omaksumiseen. Väitöskirjassa esitellyt osajulkaisut osoittavat, että terveyttä edistävä käyttäytymismuutos on monimutkainen kokonaisuus. Moni haastatelluista koki järjestelmän hyödyllisyyden liittyvän enemmän itsensä kehittämiseen kuin välineelliseen hyötyyyn. Ihmiset olivat vastentahtoisia käyttämään järjestelmää, jos se ei sopinut heidän arkielämäänsä. Väitöskirjan tulokset antavat ymmärtää, että itsemonitorointi, muistutukset ja tunnelointi auttavat käyttäytymismuutosta tukevien tietojärjestelmien käyttäjiä saavuttamaan parempia lopputuloksia. Nämä suostuttelevat elementit voivat helpottaa käyttäjiä noudattamaan ohjeita ja sitoutumaan muutosprosessiin kohti terveellisempiä elämäntapoja. Väitöskirja tarjoaa lisäksi viitekehyksen, jossa erilaiset eettiset lähestymistavat on jaotelty kolmeen eriteltävään kategoriaan
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49

Chesson, Dani. "Design Thinker Profile: Creating and Validating a Scale for Measuring Design Thinking Capabilities." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1508246732653715.

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50

Deshpande, Chetana. "A Virtual Step towards Ecological Sustainability : Nudging people to reflect on their everyday actions through VR experiences." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168480.

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With an attempt to connect ecological sustainability to users in a fun and interactive way that can nudge them into reflection of their everyday actions, this design research project tries to answer the main research question: How might we use immersive experiences in virtual environments to nudge participants into reflection; specifically, on climate change and sustainable behaviour? The available context, both in terms of climate change and the opportunity that exists in the communication of it; along with the design tools and good practices available were studied. Different design methodologies were reviewed to formulate a personalised yet well-grounded method, that was followed in this project. Through the use of these methodologies, a concept and two versions of the prototype were developed using Unity. These versions were tested with participants for the impact, and the quantitative and qualitative data that was gathered from the testing were analysed using statistical and thematic methods, respectively. From the analysis of the data, it became clear that this was just one little step that opens up more extensive research in this area. It can be concluded that VR can be thought of as an empathy generator due to its almost-unreal ability to transport users into any virtual space and make it feel like they are there. This ability of VR must be exploited to raise public empathy by taking abstract environmental concepts and make them more visible and relatable to everybody.
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