gamification for water utilities
TRANSCRIPT
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Isabel Micheel, Jasminko Novak | European Institute for Participatory Media, Berlin Piero Fraternali | Politecnico di Milano
Gamification for water utilities
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University of Bremen | Aalborg University Copenhagen | Hasso-Plattner Institute Potsdam
2"
Isabel Micheel | [email protected]
Gamification for water utilities
Researcher in User-Centered Design
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Agenda
• Gamification and how it works
• Gamification as a strategy for water demand management
• Example SmartH2O project:
– Overview of applied incentive model
– First results
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Gamification & how it works
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“The use of game design techniques and game mechanics to enhance non-game contexts”
S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. Dixon, “Gamification. Using game-design elements in non-gaming contexts”
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Gamification
• Game-like elements should trigger specific behaviour (motivation to complete tasks)
• Motivation and feedback mechanisms are integrated into “serious contexts“
• Related concepts: Persuasive Games, Serious Games, Gameful Interaction Design, Games with a purpose (GWAPs)
Points" Leaderboards"
Achievements"and"badges"
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Examples of gamification
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Source: LinkedIn
Source: Nike+ Source: Khane Academy Source: Foursquare
Source: Duolingo
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Points or Player Scores are a numerical value that represents a measure of the skill of a user.
• Immediate and lasting feedback• External display of progression• May determine the win state• Connection between progress in the application and rewards
Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore
Werbach,)K.)&)Hunter,)D.)For)the)Win:)How)Game)Thinking)Can)Revolu@onize)Your)Business,)Wharton)Digital)Press,)2012)
Game-like elements
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Source: Treehouse Source: Researchgate
Points" Leaderboards" Achievements"and"badges"
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A Leaderboard is an ordered list of players based on the scores they have obtained in a specific game or system.
• Relates the performance of a player to the others• Fosters competition and participation• Risky: May be demotivating
Game-like elements
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Source: Stackoverflow Source: SAP Success factors
Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore
Werbach,)K.)&)Hunter,)D.)For)the)Win:)How)Game)Thinking)Can)Revolu@onize)Your)Business,)Wharton)Digital)Press,)2012)
Points" Leaderboards" Achievements"and"badges"
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An Achievement is a set of tasks, defined by a designer, for the user to fulfill so to achieve a milestone and track the progress in a system. A Badge is an artifact associated to the completion of an achievement and given to a player after its completion, or, in gaming terms, after “unlocking the achievement”.
• Define goals• Onboarding tool• Visual markers for reputation, • Provide lasting rewards
Game-like elements
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Source: Foursquare Source: Duolingo
Galli, L., Fraternali, P. “Achievement Systems Explained“ SGSC2012, Singapore
Points" Leaderboards" Achievements"and"badges"
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Source:"Gartner"
Gamification market
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Samsung(Na*on(
Purposes:(
Samsung"NaCon,"a"social"loyalty"program"that"lets"users"earn"badges"for"acCviCes"as"wriCng"reviews,"watching"videos"and"compete"for"rewards."
Results:(
• 500%"increase"in"customers"product"reviews"
• 66%"increase"in"site"visitors"• 30%"increase"in"comments"• reduced"markeCng"costs"• reduced"product"support"
costs"
Is it working? Case Study – Samsung Nation
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Is it working? Case Study – Gamification in the SAP Community Network (SCN)
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• SCN started in 2003 as an SAP developers network
• At first typical online community problems occured
• 2004 – Integration of a points system for the participation in forums (knowledge exchange, support for other members)
• 2006 introduction of a „top contributors“ list (leaderboard)
• 2009 Implementation of a mentor program
• 2011 update of existing elements
! Points and levels have significantly attributed to fostering participation and knowledge exchange
! Unexpected result: Status (reputation) in the SCN wasn‘t just used inside SAP but also externally (CV, LinkedIn) and for other organisations
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Case Study – Gamification in the SAP Community Network (SCN)
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Source: Lusher, C. (2013): Case Study: Gamification at SAP Community Network
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Results SAP Community Network
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Source: Lusher, C. (2013): Case Study: Gamification at SAP Community Network
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Is it working? Gamification in literature
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• Literature review by by Hamari et al., 2014:
"
The(majority(of(the(reviewed(studies(did(yield(posi*ve(effects/results(
from(gamifica*on.(
The"studies"bring"forth"two"main"aspects"to"be"considered:""
1) the"role"of"the"context"being"gamified,"and"the""
2) qualiCes"of"the"users
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• Short term effects
• Not every process or every activity is equally suitable for gamification
• Sometimes processes may have to be restructured to be gamified
• Gamification alone is often not efficient enough
• Little attention has been paid to the gamification process (incl. selection of suitable game dynamics and mechanics)
• Marketing Hype
• Pointsification
Criticism of gamification
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Gamification as a strategy for water demand management
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• The problem
©"2013"Politecnico"di"Milano,""Piero"Fraternali"18"
UK_WATER SUPPLY UTILITY 15 million customers 2.6 Gl/day drinking water 3 billion $ revenue (2013-14)
Gamification for water utilities
Water demand management: a case study
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©"2013"Politecnico"di"Milano,""Piero"Fraternali"19"
DEMAND MANAGEMENT
CAPACITY EXPANSION
2010 2040
Gamification for water utilities
Water demand management: a case study
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Two main challenges
• How to present consumption information and convey its meaning to users?
increase awareness
• How to enable and motivate consumers to change their consumption?
induce & sustain behavior change
Visualizing & gamifying water & energy consumption for behavior change FSEA 2015
visualization
actionable tips gamification
disaggregation comparison
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Playful appliance-based water consumption feedback
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Displays attached to water appliances, assuming that feedback is most effective when delivered close to the cause of the consumption (Kappel & Grechenig, 2009):
• Waterbot displaying water consumption to at the tap in the kitchen (Arroyo et al., 2005)
• Shower Calendar showing the water consumption of household members on a calendar display in the shower (Laschke et al., 2011)
• Amphiro on-shower device combines in-shower visualisation with reports viewable on web-based and mobile apps (Tiefenback et al., 2014)
Gamification for water utilities
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Commercial SaS products like WaterSmart: customer engagement and data analytics platform
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• Personalized WaterScore every billing period
• Social norm-based, comparison of water use with similar households
• Data insights to improve understanding of water use
• Customized, water-saving recommendations
• Targeted communications and utility messages
Gamification for water utilities
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• WATERNOMICS project • Integration of personalized feedback on water consumption• Data from sensors and fault detection algorithms• Interactive water information services: Enabling visual
dashboards, Decision support systems for water saving, Games and interactive learning applications
(Clifford et al., 2014)
• WISDOM project • Aims at behavioural change in water consumption • Near real-time consumption feedback on an in- home
display • Virtual game (Terlet et al., 2016)
• SmartH2O project
Gamification for water utilities
ICT4 water cluster: EU projects on sustainable water demand management
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Gamification in the SmartH2O project
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Grant agreement no.: 619172
http://www.smarth2o-fp7.eu/ @smartH2Oproject
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SmartH2O: An ICT platform to leverage social computing for the efficient management of water consumption
• High-resolution water consumption data
• Interaction with customers for human-centered design, awareness campaigns & socio-psychographic data gathering
• Innovative water demand management strategies: customized feedback and rewards
• Gamification and visualization
Gamification for water utilities
SmartH2O(project(goes"beyond"social"comparison"and"rebates"by"combining"visualisaCon"and"saving"Cps"with"personal,"social,"virtual"&"physical"rewards
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consortium
Gamification for water utilities
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Data(acquisi*on((
(smart"meter)"
Consump*on(data(
repository(
• Privacy"• Security"
Engagement((&(Behavior(Change(
• RecommendaCons"• Goals,"Achievements,"Rewards"
Water(data(analy*cs(
• End"use"disaggregaCon"• ConsumpCon"paZerns"detecCon"
User(modeling(
• Household"features"• Clustering"• Demand"predicCon"and"simulaCon"
• Digital+real(
games(
• Personalized"Cps"
Consumer(Portal(
• Awareness"• Feedback"
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Monitoring"sustain(
behaviour(
AcCon"change(
behaviour(
ContemplaCon"(
form(opinion(
Pre^contemplaCon"
unaware(
Changing(water(consump*on(behaviour(is(perceived(as(a(mul*stage(process(
Different(stages,(different(needs,(different(incen*ves(
(
Transtheore@cal)model)of)behavioural)change)(Prochaska)&)Di)Declemente,)1992))
Changing household water behaviour
Visualizing & gamifying water & energy consumption for behavior change FSEA 2015Gamification for water utilities
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Water"consumpCon"feedback"
AcConable"Cps" AcConable"Cps"
Virtual,"social,"physical"rewards"
Self^set"goals"
Hybrid"online"and"card"games"
Incentive model
Visualizing & gamifying water & energy consumption for behavior change FSEA 2015Gamification for water utilities
Monitoring"sustain(
behaviour(
AcCon"change(
behaviour(
ContemplaCon"(
form(opinion(
Pre^contemplaCon"
unaware(
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Prototyping & user feedback
• SmartH2O"objecCves:"Reduce"water"consumpCon,"raise"awareness"
• ApplicaCon"for"water"uClity"customers"
• 2"case"studies:"
30" Visualizing & gamifying water & energy consumption for behavior change FSEA 2015
Requirements"specificaCon"
User"pull"Technology"push"
water"consumers"and"uCliCes""
LOCARNO | CH ~400 smart water meters installed"
VALENCIA | ES ~490,000 smart water meters installed
Gamification for water utilities
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Raising awareness through gamifying consumption
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• Prototype"was"discussed"in"a"workshop"session"with"30"local"residents"in"a"Swiss"municipality""� More"pragmaCc"users"should"be"considered"
First"visual"prototype"of"the"gamified(portal(
• Gamified"applicaCon"connected"to"a"user’s"smart"meter""
• User"acCons"earn"points,"badges"and"rewards"
• Leaderboard,"neighborhood"map,"teams"
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Differentiating pragmatic and hedonic scenarios and users
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Basic(portal:((
consumpCon"visualizaCon"and"pracCcal"water"consumpCon"alerts"and"Cps""
Gamified(portal((opt^in):"+"gamificaCon"and"social"features""
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Designing actionable consumption visualizations
• InteracCve"layered"visualizaCon"at"different"levels"of"detail"• Addressing"data"&"Cme"granularity,"different"consumpCon"
comparison"and"measurement"units""
• Embedded"acConable"Cps"• Water(pipe(metaphor:"self^comparison,"goal^comparison""
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Case study differences in incentive model
• Reward"market"place"
34" Visualizing & gamifying water & energy consumption for behavior change FSEA 2015
• Different"reward"types:"– Onboarding"– CompeCCon^based"
Swiss case study (400 households) Spanish case study (400’000 households)
Gamification for water utilities
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SmartH2O portal
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Drop! The Question mobile game
• Water"trivia"quizz"app"• Users"earn"points"for"correct"
quesCons"
• Syncs"with"SmartH2O"portal"• Can"be"played"as"stand^alone"
app"or"with"Drop!"card"game:"– Lily"and"the"water"waster"
monster"– QR"code"on"monster"cards"
– Scanning"and"responding"correctly:"bonus"points"
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https://play.google.com/store/apps/details?id=it.polimi.sh2o.drop
Gamification for water utilities
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First results from the SmartH2O validation
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Novak,"J.,"Melenhorst,"M.,"Micheel,"I.,"Pasini,"C.,"Fraternali,"P.,"Rizzoli,"A.^E.,"2016."Behaviour"change"and"incenCve"modelling"for"water"saving:"first"results"from"the"SmartH2O"project,"Proc."of"iEMSS"2016"–"8th"InternaConal"Congress"on"Environmental"Modelling"and"Somware,"Toulouse."Vol."3,"pp."776"
"
hZp://www.iemss.org/sites/iemss2016/vol3.php"
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LOCARNO | CH ~400 smart water meters installed"
VALENCIA | ES ~490,000 smart water meters installed
Two(realQworld(deployments(of(the(SmartH2O(plaRorm(
• Swiss(case(study((Tegna):(smallQscale(valida*on(• tesCng"and"tuning"of"the"incenCve"model"and"gamificaCon"techniques"• tesCng"the"measurement"infrastructure,"system"and"user"acceptance(
• Spanish(case(study((Valencia):(largeQscale(valida*on(• full^scale"operaConal"roll^out"of"a"new"EMIVASA"customer"service"• validaCon"of"SmartH2O"real^world"impact"in"water"saving""
"
Validation: two case studies
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Behavioural"intenCon"
Aotudes"
Social"norm"
Confidence"in"own"capability"
Social(awareness(app( Awareness( Behaviour(
• Technology"acceptance"on""portal"level"and"use^case"level"
• Behaviour"on"the"portal"
Beliefs"
Measurements:( Measurements:( Measurements:(
OperaConalizaCon"of"awareness:"water"consumpCon"determinants"(Theory)of)Planned)Behaviour))
Comparison"of"smart"meter"readings"against"baseline"
Validation: approach
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Consump*on(class(No.(of(
users(
Average(
reduc*on(
Low" 10" 41.2%"
Medium^low" 22" 26.9%"
Medium^high" 10" 41.2%"
High"" 1" 21.2%"
Overall( 43( 33.8%(
Seasonal"influences"account"for""25^30%"of"the"reducCon"
Preliminary(results(in(water(consump*on(reduc*on(
First"results"of"portal"with"visualisaCons"and"Cps,"but"without"gamificaCon(
Swiss case study: First results
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Average"reducCon"over"3"month"period"(1"Nov"2015"to"6"Feb"2016)"vs."baseline"(readings"start"^"Oct"31"2015)""
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Status:((• 49"registered"users"• 46"for"the"Drop!"Game"
Posi*ve(technology((
acceptance(results((• Performance"expectancy""• Effort"expectancy"• Aotude"towards""
technology""
(UTAUT,"Venkatesh"et"al.,""2003)""
SmartH2O – Validation Methodology D7.2 Version 1.0
of 15 did indicate that the portal increased their chances of achieving things that are important to them (Figure 35).
Figure 33. Effort expectancy (ease of use).
Figure 34. Attitude towards using technology.
Technology)acceptance)results)for)visualisa@ons)and)water)saving)@ps,)not)for)gamifica@on)(yet))
Swiss case study: First results
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Data(show(promising(lead(user(ac*vity(on(the(plaRorm,(including((
interac*on(with(gamifica*on,(already(a\er(short(*me"
• Peak"acCvity"amer"iniCal"incenCves"and"rewards"• AcCvity"level"remains"constant"amer"iniCal"peak"• Users"interact"with"gamificaCon"elements"(e.g."badges,"rewards)(
6"
1"
2"
3"
4"
5"
0"
Swiss case study: Preliminary gamification results
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Current(recruitment(results(
• SmartH2O(users:(
• PromoCon"via"e^mail"and"paper"bill"• 344"users""• 295"(87%)"filled"out"baseline"awareness"quesConnaires"
• Control(group:(• Call"center"• 204"answered"to"baseline"awareness"quesConnaire""
• ConCnuous"promoCon"campaign"for"scale^up"
Spanish case study: First results
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Conclusion(• Behavioural"psychology"was"used"to"construct"a"gamified"incenCve""
model"for"a"real^world"applicaCon"to"save"water,"offering"support""to"users"across"the"behavioural"change"process.""
• IniCal"promising"findings"were"found"in"a"small^scale"pilot""Future(work(• Large^scale"validaCon"in"Valencia"with"potenCally"~500k""
households,"featuring:""• experimental"comparison"of"SmartH2O"vs."a"control"group"• the"currently"presented"system,"extended"with"social"sharing"
features"• supported"by"promoCon"campaigns"to"recruit"users"
"
Conclusion and next steps…
Novak,"J.,"Melenhorst,"M.,"Micheel,"I.,"Pasini,"C.,"Fraternali,"P.,"Rizzoli,"A.^E.,"2016."Behaviour"change"and"incenCve"modelling"for"water"saving:"first"results"from"the"SmartH2O"project,"Proc."of"iEMSS"2016"–"8th"InternaConal"Congress"on"Environmental"Modelling"and"Somware,"Toulouse."
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• New"release"will"include:"– Mobile"app"– Weekly"digest"
– Social"sharing"features:"• Facebook"• TwiZer"• E^Mail"
– Neighbourhood"comparison"
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Conclusion and next steps…
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Thank you.
• Gamification and how it works• Gamification for demand management• Main Challenges:
– How to increase awareness– How to induce & sustain behavior change
• Experiences from the SmartH2O project & demo• First results from the SmartH2O project
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http://www.smarth2o-fp7.eu/ @smartH2Oproject
Gamification for water utilities
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References
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