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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	
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:
3	
SmartH2O	in	a	nutshell	
Data	acquisi'on		
(smart	meter)	
Consump'on	data	
repository	
•  Privacy	
•  Security	
Engagement		&	Behavior	Change	
•  Feedback,	RecommendaLons	
•  Goals,	Achievements,	Rewards	
Water	data	analy'cs	
•  End	use	disaggregaLon	
•  ConsumpLon	paTerns	detecLon	
User	modeling	
•  Household	clustering	
•  Demand	predicLon	
and	simulaLon	
•  Digital+real	
games	
Consumer	Portal	
•  Awareness	
•  Feedback
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
5	
SmartH2O	in	acLon	
hTps://www.youtube.com/watch?v=YLrTW9MVUjk&feature=youtu.be	(video)
6	
Water	consumpLonn	
		
Impact	of	water	
saving	
Rewarding	water	
saving	behaviour	
Easily	
understandable		
visualisaLon		
Comparison	w/	
past	behavior	
Rewarding	
goal	sehng	
Key	contributors:	Isabel	Micheel	(EIPCM)
7	
External	rewards		
•  Reward	market	place	
•  Achievement-based	
collectables	
•  Different	reward	types:	
–  Onboarding	(achievement-based)	
–  CompeLLon-based	
Swiss pilot reach: 400 households Spanish case reach: 400’000 households
Mechanisms	for	external	rewards	adaptable	to	different	scales	of	deployment
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	
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
10	
Preliminary	results	from	the	Spanish	case	study	
10	
Spanish	case	study	
VALENCIA | ES
~490,000 smart water meters installed
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)
12	
Spanish	case:	consumpLon	data	
Distribu'on	of	consump'on	reduc'ons	
Outliers,	double-checking	for	errors	in	readings,	absences
13	
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	
When	baseline	consump'on	>	300	liters	a	day,		
nearly	all	SmartH2O	users	reduced	consump'on	
Water	
saving	
For	33%	of	the	users,	consumpLon	increased.			
Probable	explanaLon:		
half	of	reg.	users	were	inacLve	on	the	portal
14	
Interim	user	evaluaLon:	acceptance	
Interim	evalua'on	aUer	first	5	months: 		
Technology	
acceptance	
results	 I	like	using	the	SmartH2O	portal	 Using	the	SmartH2O	portal	is	fun	
...makes	water	conserva'on	more	interes'ng	Using	the	SmartH2O	portal	is	a	good	idea	
N=	33	(respondents)
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	
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	
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
18	
Summary	and	next	steps	
•  Customer	sensi'za'on	for	water	
topics	through	gamifica'on	
Effec've	–	but	different	typologies	of	
customers	require	different	incen'ves	
Uptake	needs	to	be	supported	with	targeted	
&	ongoing	communicaLon	campaigns	
ATenLon	triggering	is	key	
	
	
hTp://www.encompass-project.eu/		
Personalized	recommendaLons	for	
energy	saving	à	enCOMPASS	project	
•  Ahen'on	triggering	&	
personaliza'on	
New	system	version	with	personalized	
weekly	reminders	(Email)	
Mobile	app	version	launched																						
à	situated	use	in	everyday	life	
à	push	noLficaLons	as	reminders	
•  Transfer	to	the	energy	domain
19	
Thank	you	for	your	aTenLon!	
	
http://www.smarth2o-fp7.eu/
twitter: @smartH2Oproject
http://eipcm.org
http://iacs.fh-stralsund.de
20	
BACKUP	SLIDES
21	
Why	are	uLliLes	and	municipaliLes	
interested	in	water	saving?	
	The case for water demand management:
21	
UK_WATER SUPPLY UTILITY
15 million customers
2.6 Gl/day drinking water
3 billion $ revenue (2013-14)
22	
The case for water demand mgmt	
22	
DEMAND MANAGEMENT
CAPACITY EXPANSION
2010 2040
Gamification for water utilities
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.

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