Ergebnisse aus dem SmartH2O Projekt: Kundensensibilisierung mit spielerischen Smartmeter-Anwendungen
1. Ergebnisse aus dem SmartH2O Projekt:
Kundensensibilisierung mit spielerischen
Smartmeter-Anwendungen
Prof. Dr. Jasminko Novak
Isabel Micheel
European Institute for Participatory Media, Berlin
University of Applied Sciences Stralsund
Bundesverband der Energie- und Wasserwirtscha5, Projektgruppe Digitalisierung der Wassewirtscha5 Berlin, 13.02.2017
2. 2
SmartH2O: Gamified ApplicaLons for
Water Consumer SensibilisaLon
• High-resolution water consumption data
• User-centered design (interaction with
consumers), communication campaigns
for system promotion
• Innovative water demand management
strategies: customized feedback &
rewards
• Engaging visualisation and saving tips
with gamified incentives (personal, social,
virtual & physical rewards)
Gamifica'on
• game-like elements & mechanisms in non-game
contexts
• goal-oriented, meaningful actions associated with
different types of rewards
http://www.smarth2o-fp7.eu/
@smartH2Oproject
Partners:
4. 4
User-centered, parLcipatory design process
System design informed by user and stakeholder needs following a user-
centered design approach combining “user pull” & “project/technology push”
Requirements
User pull
Project/tech.
push
Identifying requirements based
on proj. goals, stakeholder
needs and technical feasibility
Identification / Validation of
requirements with end-users
Mapping stakeholder
needs wrt project goals
Sessions with technical
partners
Requirements workshops with
stakeholders
Mockups and user stories
explain and visualize the concept
8. 8
Drop! The QuesLon mobile game
• Water trivia quizz app
• Users earn points for correct
quesLons
• 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
https://play.google.com/store/apps/details?id=it.polimi.sh2o.drop
Video (school demo):
hTps://www.youtube.com/watch?v=BxfIsM-ME-4&feature=youtu.be
9. 9
How did it work? Real-world pilots
TEGNA | CH
~400 smart water meters installed
VALENCIA | ES
~490,000 smart water meters installed
• Swiss case study (Tegna): small-scale test bed
• tesLng the metering infrastructure, system and user acceptance
• 110 users
• Spanish case study (Valencia): larger scale valida'on
• roll-out of smartH2O as a new EMIVASA customer service
• validaLon of SmartH2O real-world impact in water saving
• 550+ users
11. 11
Spanish case: consumpLon data
-50%
-40%
-30%
-20%
-10%
0%
10%
20%
30%
40%
50%
0.00 0.10 0.20 0.30 0.40 0.50 0.60 0.70 0.80
For 66% of users,
consump'on has decreased.
Uptake aUer 8 months of usage (Apr-Dec 2016): N=468 registered users
• First glance at the data (data cleaning ongoing)
• Can rule out any significant seasonal influences due to trial period involving all seasons
(and a full summer period)
Avg. reduc'on = 6.5%
but s'll very widely spread
(N= 373 a5er removing outliers;
e.g. long absences, missing readings)
15. 15
User feedback to the incenLve model
Motivational effect of gamification elements
Collect points through portal actions Collect points by saving water
Receiving badges by collecting points Receiving suggestions for portal actions
Mo'va'onal effect of gamifica'on elements…
• …all elements of the implemented incenLve model posiLvely rated
• …points, badges,Lps, rewards, goals, leaderboard, consumpLon visualisaLon
• ...high usefuleness of visualisaLon, consumpLon alerts and goals
Receiving badges by collecting points Receiving suggestions for portal actions
Comparison against others on the leaderboard Receiving rewards for winning against others
Usefulness of visual consump'on alerts Usefulness of consump'on goals
16. 16
User acLvity in first 5 months
134$
12$ 11$
2$ 5$ 3$ 2$ 0$ 1$ 0$ 0$ 2$
0$
20$
40$
60$
80$
100$
120$
140$
<10$ 10+19$ 20+29$ 30+39$ 40+49$ 50+59$ 60+69$ 70+79$ 80+89$ 90+99$ 100+199$ 200+220$
No.$of$users$
No.$of$logins$
No.$of$logins$by$ac2ve$users$(>1$logins)$
36% occasional users
10% regular users
0 0.5 1 1.5 2 2.5 3 3.5 4 4.5
SmartH2O ac've
SmartH2O all
Online bill
Paper bill
Avg. Logins
3% of reg. users only
100% of reg. users
50% of reg. users
17. 17
User acLvity
• 85% filled out the (extensive) household profile secLon
• 51% of all users viewed water saving Lps (100% of acLve users)
• 44% users repeatedly saved water >5% on weekly/monthly basis
7"
265"
48"
155"
30"
1"
111"
49"
1" 0"
0"
50"
100"
150"
200"
250"
300"
Beginner"
Profiler"
Advanced"
Profiler"
Super"Profiler" Smart"Saver" Expert"Saver" Guru"Saver" Beginner"
Water"Saver"
Advanced"
Water"Saver"
Super"Water"
Saver"
ParDcipaDon"
badges"
No.$of$users$
Badge$distribu1on$among$users$
Profiling" Water"saving"insights" Water"saving" ParDcipaDon"
On-boarding badges
(87%)
Tips & videos
(51%) Water saving
(44%)
Func. not
implemented
22. 22
The case for water demand mgmt
22
DEMAND MANAGEMENT
CAPACITY EXPANSION
2010 2040
Gamification for water utilities
23. 23
ValidaLon Lmeline
System deployment in the pilots
• Swiss case study
• Spanish case study
Apr 2016 Sept2016 Dec2016 Mar2017
Gamified Interim eval. Mobile app Final eval.
portal v1
QuesLonnaire Treatment vs.
Water consump. control group
July 2015 Sept 2015 Oct 2015 Dec 2015 Mar 2016
Basic Interim eval.1 Basic v2 Gamified Interim eval.2
portal v1 QuesLonnaire portal v1 portal v1 Log analysis
Water cons.