mphil mid-candidature
DESCRIPTION
The deck for my MPhil Mid-Can milestone at The University of QueenslandTRANSCRIPT
Beyond Keywords: Ethnographic Methods to Inform the Design of a Gamified System for Domestic
Electricity Conservation
Andrew HarveyMid CandidatureJuly 2013
Background
Research Questions
Data Collection
Fieldwork
Analysis
Preliminary Findings
Limitations
Future Work
Outline
Electricity in the Home
Background
Behaviour Modification
Antecedent
Intervention
• Goal Setting
• Modelling
• Commitment
• Information
ActionConsequence
Intervention
• Feedback
• Rewards
Background
Domestic Electricity Feedback
Direct feedback causes between 9.2% and 12% saving. (Ehrhardt-Martinez 2010)
Background
provided after consumption provided in (nearly) real-time
Indirect Feedback
Direct Feedback
“any interactive computing system designed to change people’s attitudes or behaviours”(Fogg, 2003, p. 1)
Persuasive Technology
In Home Device Gaming Social
Background
Background
Behaviour Modification
Game Elements
Persuasive Technology
Gamification
Persuasive Technology
“the use of game design elements in non-game contexts”(Deterding, 2011, p. 9)
Points Levels Leaderboards Badges
Background
Gamification“the use of game design elements in non-game contexts”(Deterding, 2011, p. 9)
Gamification
Background
• System Focus– Objectives– Metrics– Integration with Technology
• Player Focus– Player Types– Player Stories– Stages of Mastery
• Activity focus– Mechanics
• Elements– Points– Levels– Leaderboards– Badges
– Dynamics– Activity Loops
• Engagement loop• Progression Loop
– Win Conditions
FrameworkOverarching lens and focus
ArchitectureActs as a system blueprint
Solo Community Competitive
External Social Loyalty Community Expert Competitive Pyramid
Internal Gentle Guide Company Collaborator Company Challenge
Designing Technology
• User Requirements• Product Development• Iterative Design
Design Ethnography
Background
Designing Technology
Background
1. What gamification architecture elements can be derived from telephone data?2. What additional gamification architecture elements can be derived from in-home data?3. How does the telephone method compare to the in-home method?
1. How do the methods of collection compare?2. How does the quality of data compare?
Research Questions
Overall Research ProblemHow can ethnographic methods inform the design of a gamified system for domestic energy conservation?
Phase 1: Telephone
• Standardised interview
Phase 2: In-Home
• Standardised interview
• Walk around observation
Data Collection
• 10 Qualitative telephone interviews • 44 Scripted questions
• 10 Demographic• 11 Technology use• 23 Energy Use
• 20-30 mins - average length• Record Interviews• Transcribe Interviews
Field Work
Phase 1: Telephone
Leximancer content analysis
– Uncertainty of energy themes
Manual Line-By-Line
– Money as an accounting mechanism
Analysis
Phase 1: Telephone
Uncertainty
Preliminary Findings
Phase 1: Telephone
Uncertainty
Preliminary Findings
(Transcript 2 Lines 133-136)
Andrew: yep ok um how much energy does your refrigerator useJen: I’m not too sure but I’d say it would be probably towards the higher end
cause it’s got umm one of the water machines in it as well how you can get the fresh cold water and ice and things
(Transcript 4 Lines 111-115)
Andrew: that’s alright do you still do you still have the energy rating stickers on your appliances or have you removed them
Phil: umm I’ll do a quick lap washing machine yesAndrew: yepPhil: umm fridge no
Phase 1: Telephone
Money as an Accounting Mechanism
Preliminary Findings
Transcript 2 (Line 111-113)Jen: um I prefer having the pre-paid electricity cause you sort of know you’re
paying it in advance so you can sort of look at it and go ooh wow I’ve used you know ten dollars really quickly
Transcript 3 (Lines 109-112)Andrew: oh why do you think it’s highJake: why do I think its high umm because of the bill it costs an astronomical
amount of money to run this household for some reason I do have a lot of stuff running all the time my fridge I believe consumes a lot of energy
Transcript 8 (Lines 126 - 127 )Bec: its more at a glance I just see how many you know cents per hour
whatever it is it tells me
Transcript 7 (Lines 57-58)Andrew: ok why do you think it’s lowMax: umm I dunno our bills are all about two hundred bucks
Phase 1: Telephone
Architecture
• System Focus– Objectives– Metrics– Integration with Technology
• Player Focus– Player Types– Player Stories– Stages of Mastery
• Activity focus– Mechanics
• Elements– Points– Levels– Leaderboards– Badges
– Dynamics– Activity Loops
• Engagement loop• Progression Loop
– Win Conditions
Preliminary Findings
Money as an accounting mechanism
Uncertainty
Phase 1: Telephone
Personas“Hypothetical archetypes of actual users” (Cooper 2004, p124)
Preliminary Findings
James Smith• 33 Years old• Marketing Officer for Commonwealth Bank• Rents a house with his partner Laura• Always on - Busy Lifestyle• Casual gamer who likes to be challenged• Unfamiliar with scientific units of energy use• Constantly relates his energy use to money• Motivated to save energy, just not sure how• Thinks that education would help him save energy
Phase 1: Telephone
Summary
Telephone interviews have:
• Produced some focused themes
• Provided data to ground architecture choices
• Informed a significant portion of the gamification process
Preliminary Findings
Phase 1: Telephone
Limitations
• Sample is a small non-representitaveconvenience sample.
– Time constraints
– Resource constraints
• New area of research – comparatively little published on the topic of gamification
• Many different areas of research to combine
Phase 1: Telephone
Field Work• 5 In-home Visits• Video record interview• In Home room-by-room walk around (inventory)
(Spradley’s framework to guide)
Analysis• Audio
– Leximancer content analysis– Manual Line-By-Line
• Visual– Spradely’s Framework to guide observation and analysis
Future Work
Phase 2: In-Home
Now: Milestone
August - September: in-home data collection and initial analysis
October - November: complete analysis and writing
Submit: end November
Future Work
Timeline
Spradley’s Framework
Spradley, J. P. (1980) and Robson, C. (2002)
SPACE - layout of the physical setting; rooms, outdoor spaces, etc.ACTORS - the names and relevant details of the people involvedACTIVITIES - the various activities of the actorsOBJECTS - physical elements: furniture etc.ACTS - specific individual actionsEVENTS - particular occasions, e.g. meetingsTIME - the sequence of eventsGOALS - what actors are attempting to accomplishFEELINGS - emotions in particular contexts