firefly the smart game blanket a conceptual captology design by nicole cheslock, melissa cheung,...

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FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create an interactive technology that persuades people to use less electricity in their home . Time limit: 180 minutes/team member

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Page 1: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

FIREFLYThe smart game blanket

A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong

Design Challenge

To create an interactive technology that persuades people to use less electricity in their

home .

Time limit: 180 minutes/team member

Page 2: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

FireflyPersuasive PurposeTo inspire children (ages 4-8) to use alternative sources of energy (solar and

human body heat) in order to reduce commercial energy consumption.

Industrial Design• Various sizes and colors• Glow-in-the-dark patterns• Embedded energy conversion

sensors • Plug-in energy adapters • Energy meter• Storytelling mechanism

Page 3: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

User Description

• Urban American kids 4-8 years old and their parents• Middle class and affluent families (HHI $50,000+)• Kids who are afraid of the dark• Kids who like stories at night• Kids who play video games or watch television• Homes that do not always turn off the lights in unoccupied rooms• Homes that do not lower the temperature at night

Page 4: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Body heat and the Firefly Blanket

Mary and her mom have bought several blankets to use around the home. They attached their new Playstation to it. Firefly gives its friendly reminder to turn off the lights.

As Mary plays, she notices that the screen dims, so she calls her friends over to play with her. The kids in her apartment building are saving energy from their homes by all playing in the same place.

Mary and her mom have noticed their energy bill has skyrocketed over the last six months. Mary and her mom like to keep the apartment at a toasty 72 degrees. They like it warm

At night, as Mary climbs into bed, Firefly senses Mary’s body heat. It reminds them, “Lower the

house temperature. I’ll keep you warm tonight .

Mary urges her mom to lower the temperature. Once she does, Firefly sense it and rewards

them with a bedtime story .

As the kids play, Firefly rewards them when they win with a Firefly Salute, blinking lights on the blanket. When they lose, it re-enforces their behavior by telling them how much money they saved.

Page 5: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Prototype of Firefly

Plug in adapters for electronic games

Light sensor to monitor electricity use

Story telling selection box

Plush fabric that converts body heat and solar energy to electricity

Changing

glow-in-the-dark patterns

Page 6: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Features and Functionality

• Firefly provides an alternative light source which motivates kids to

turn off lights and use the blanket as a nightlight.

• Firefly urges kids to minimize use of commercial electricity by

providing outlets for electronic games and charging areas for

batteries.

• Firefly reminds kids to reduce home temperature through sensors

imbedded in the blanket. The user may hear a verbal alert and can

view an energy meter.

• Firefly rewards kids for using less energy in their home by telling

them how much they have saved.

• Firefly contains a storytelling mechanism that persuades kids to

save energy and at the same time provide hours of entertainment.

Page 7: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Theoretical Justifications

• Reward: Kids will receive positive re-enforcement while playing Playstation

• Alerts and Triggers: Kids will be reminded at “critical moments” to adjust temperature or turn of lights.

• Motivation: Kids will be motivated to play collaboratively, since they will get more “power”.

• Attachment: Kids will repeatedly use the blanket as source of energy because stories and entertainment create attachment.

• Education: Kids will learn about wasting energy and may be motivated to take additional steps in conservation.

Page 8: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Results of User Testing

• No product testing at this stage.

• Initial conversation with elementary school teacher suggest that

product will be most attractive to 4-6 year olds.

Page 9: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Shortcomings of Design

• Provides power for limited number of devices

• Depends on many people for effective conservation

• Promotes emotional attachment (e.g. Linus).

• Requires inconvenient charging

• Requires advanced material and technology

• Becomes potential fire hazard

• Promote laziness and/or neglect outdoor activities.

Page 10: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Expansion - What else is possible?Other features

• Built-in LCD display for energy meter• Option for powering other popular electronic items.• Area for drawing, painting, or doodling• Solar energy capture• eBook reader to allow kids to read• Photo slots to personalize blanket

Other interactions• Generate focused light to act as flashlight• Use as emergency power supply for the car• Use as outdoor generator

Page 11: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Expansion - What else is possible?Other form factors/industrial design possibilities• A sofa or a table that is commonly found in the living room.• A pillow or stuffed animal that is commonly hugged by a child.• A backpack or sweater so that it could be used outdoors.• Allergen and dust free for people with asthma/allergies.• Adapters for different electronic games/devices.• Different colors, sizes, designs and voices.• Senses if all family members are under the blanket it will lower the

energy consumption throughout the house.• Builds competition among kids on who has the most energy.

Page 12: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Next Steps in Design Process

• Generate ideas for games and stories• User test the games and stories for learning and appeal• Create a prototype of the blanket and user test• Iterate• Research new contexts and ideas that harness Galvani’s energy

saving technology.

Page 13: FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create

Stanford University, Spring 2001Ed 225x “Persuasive Technology & Education”www.edu-tech.org, www.captology.org

Firefly - the smart game blanket

• Provides an alternative energy source - human and solar- for residential use

• Senses electricity use to help you lower energy costs

• Kids have fun while learning about energy consumption