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Isabel Micheel | European Institute for Participatory Media, Berlin
Public awareness and feedback –
Insights from the SmartH2O project
University of Bremen | Aalborg University Copenhagen | Hasso-Plattner Institute Potsdam
2	
  
Isabel Micheel | i.micheel@eipcm.org
Public awareness and feedback
Researcher in User-Centered Design
•  The problem
©	
  2013	
  Politecnico	
  di	
  Milano,	
  	
  
Piero	
  Fraternali	
  3	
  
UK_WATER SUPPLY UTILITY
15 million customers
2.6 Gl/day drinking water
3 billion $ revenue (2013-14)
Public awareness and feedback
Water demand management:
a case study
©	
  2013	
  Politecnico	
  di	
  Milano,	
  	
  
Piero	
  Fraternali	
  4	
  
DEMAND MANAGEMENT
CAPACITY EXPANSION
2010 2040
Gamification for water utilities
Water demand management:
a case study
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
5	
   Public awareness and feedback
Grant agreement no.: 619172
http://www.smarth2o-fp7.eu/
@smartH2Oproject
Raising awareness to induce behaviour
change in the SmartH2O project
7	
  
Data	
  acquisi*on	
  	
  
(smart	
  meter)	
  
Consump*on	
  data	
  
repository	
  
•  Privacy	
  
•  Security	
  
Engagement	
  	
  &	
  Behavior	
  Change	
  
•  RecommendaAons	
  
•  Goals,	
  Achievements,	
  Rewards	
  
Water	
  data	
  analy*cs	
  
•  End	
  use	
  disaggregaAon	
  
•  ConsumpAon	
  paJerns	
  detecAon	
  
User	
  modeling	
  
•  Household	
  features	
  
•  Clustering	
  
•  Demand	
  predicAon	
  and	
  simulaAon
•  Digital+real	
  
games	
  
•  Personalized	
  
Aps	
  
Consumer	
  Portal	
  
•  Awareness	
  
•  Feedback	
  
7	
   Public awareness and feedback
•  User	
  needs	
  &	
  requirements	
  were	
  elicited	
  following	
  an	
  iteraAve	
  
human-­‐centered	
  design	
  approach	
  [ISO	
  13497	
  (ISO	
  1999)]	
  
Requirements	
  
specificaAon	
  
User	
  pull	
  
Technology	
  
push	
  
Formulating requirements
based on user needs and
technical feasibility
Identification / Validation of
requirements with end-users
Mapping user needs on
SmartH2O innovations
Sessions	
  with	
  technical	
  
partners	
  
Requirements	
  workshops	
  with	
  
water	
  consumers	
  and	
  suppliers	
  
Mockups	
  and	
  user	
  stories	
  
explain	
  and	
  visualize	
  the	
  concept	
  
Tegna,	
  CH	
  
InteracAon	
  with	
  TWUL	
  in	
  Reading,	
  
UK	
  
Collecting user feedback to elicit requirements
Monitoring	
  
sustain	
  
behaviour	
  
AcAon	
  
change	
  
behaviour	
  
ContemplaAon	
  
	
  
form	
  opinion	
  
Pre-­‐
contemplaAon	
  
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 2015Public awareness and feedback
Water	
  consumpAon	
  feedback	
  
AcAonable	
  Aps	
   AcAonable	
  Aps	
  
Virtual,	
  social,	
  physical	
  rewards	
  
Self-­‐set	
  goals	
  
Hybrid	
  online	
  and	
  card	
  games	
  
Incentive model
Visualizing & gamifying water & energy consumption for behavior change FSEA 2015Public awareness and feedback
Monitoring	
  
sustain	
  
behaviour	
  
AcAon	
  
change	
  
behaviour	
  
ContemplaAon	
  
	
  
form	
  opinion	
  
Pre-­‐
contemplaAon	
  
unaware	
  
SmartH2O portal
11	
   Public awareness and feedback
•  Gamified	
  	
  
•  Water	
  
consumpAon	
  
feedback	
  &	
  goals	
  
•  AcAonable	
  Aps	
  
•  User	
  acAons	
  earn	
  
points,	
  badges	
  and	
  
rewards	
  
•  Household	
  Profile	
  
•  Leaderboard	
  
12	
   Public awareness and feedback
AcAonable	
  Aps	
  
Virtual,	
  social,	
  physical	
  rewards	
  
Self-­‐set	
  goals	
  Water	
  consumpAon	
  feedback	
  
First feedback & results from SmartH2O validation
13	
   Public awareness and feedback
Novak,	
  J.,	
  Melenhorst,	
  M.,	
  Micheel,	
  I.,	
  Pasini,	
  C.,	
  Fraternali,	
  P.,	
  Rizzoli,	
  A.-­‐E.,	
  2016.	
  Behaviour	
  change	
  and	
  
incenAve	
  modelling	
  for	
  water	
  saving:	
  first	
  results	
  from	
  the	
  SmartH2O	
  project,	
  Proc.	
  of	
  iEMSS	
  2016	
  –	
  8th	
  
InternaAonal	
  Congress	
  on	
  Environmental	
  Modelling	
  and	
  Sojware,	
  Toulouse.	
  Vol.	
  3,	
  pp.	
  776	
  
	
  
hJp://www.iemss.org/sites/iemss2016/vol3.php	
  
LOCARNO | CH
~400 smart water meters installed	
  
VALENCIA | ES
~490,000 smart water meters installed
Two	
  real-­‐world	
  deployments	
  of	
  the	
  SmartH2O	
  plaJorm	
  
•  Swiss	
  case	
  study	
  (Tegna):	
  small-­‐scale	
  valida*on	
  
•  tesAng	
  and	
  tuning	
  of	
  the	
  incenAve	
  model	
  and	
  gamificaAon	
  techniques	
  
•  tesAng	
  the	
  measurement	
  infrastructure,	
  system	
  and	
  user	
  acceptance	
  
•  Spanish	
  case	
  study	
  (Valencia):	
  large-­‐scale	
  valida*on	
  
•  full-­‐scale	
  operaAonal	
  roll-­‐out	
  of	
  a	
  new	
  EMIVASA	
  customer	
  service	
  
•  validaAon	
  of	
  SmartH2O	
  real-­‐world	
  impact	
  in	
  water	
  saving	
  	
  
	
  
Validation: two case studies
14	
   Public awareness and feedback
Behavioural	
  
intenAon	
  
Altudes	
  
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:	
  
OperaAonalizaAon	
  of	
  awareness:	
  
water	
  consumpAon	
  determinants	
  
(Theory	
  of	
  Planned	
  Behaviour)	
  
Comparison	
  of	
  smart	
  meter	
  
readings	
  against	
  baseline	
  
Validation: approach
15	
   Public awareness and feedback
Spanish case study:
First results
16	
   Public awareness and feedback
Performance	
  expectancy:	
  I	
  find	
  the	
  
SmartH2O	
  portal	
  useful	
  in	
  my	
  daily	
  life	
  
Altude	
  towards	
  technology:	
  Using	
  the	
  SmartH2O	
  
portal	
  makes	
  water	
  conservaAon	
  more	
  interesAng.	
  
Effort	
  expectancy:	
  Using	
  the	
  SmartH2O	
  portal	
  
makes	
  it	
  easier	
  to	
  learn	
  how	
  to	
  save	
  water.	
  
	
  
CollecAng	
  points	
  by	
  saving	
  water	
  
moAvates	
  me	
  to	
  use	
  the	
  portal	
  
Posi*ve	
  technology	
  	
  
acceptance	
  results	
  (UTAUT)	
  	
  
Posi*ve	
  towards	
  
gamifica*on	
  
–	
  344	
  users,	
  295	
  
awareness	
  baseline	
  
(87%	
  response	
  rate)	
  
	
  
–	
  204	
  control	
  group	
  
parAcipants	
  
	
  
	
  
–	
  Intermediate	
  online	
  
feedback	
  from	
  users:	
  
32	
  parAcipants	
  (9%	
  
response	
  rate)	
  
Spanish case study:
First results
17	
   Public awareness and feedback
Ac*vity	
  analysis	
  
(18.4.-­‐28.8.2016)	
  
21#
27#
9#
5#
39#
18#
27# 27#
22#
18#
13#
21#
18#
15#
28#
19#
8#
1# 1#
10# 10#
2# 2#
5#
1# 1#
0#
5#
10#
15#
20#
25#
30#
35#
40#
45#
<2000#2000,2999#3000,3999#4000,4999#5000,9999#
10000,14999#
15000,19999#
20000,24999#
25000,29999#
30000,34999#
35000,39999#
40000,44999#
45000,49999#
50000,54999#
55000,59999#
60000,64999#
65000,69999#
70000,74999#
75000,79999#
80000,99999#
100000,119999#
120000,139999#
140000,159999#
160000,179999#
180000,199999#
200000,220000#
No.$of$users$
No.$of$points$
Underachievers#(1000#p.#interval,#N=62,#16,85%)# AcDve#users,#eligible#for#Drop!#(5'000#p.#interval,#N=275,#74,73%)# Overachievers#(20'000#p.#interval,#N=31,#8,42%)#
5,66$
8,71$
3,05$ 3,01$
4,43$
8,21$
3,15$
9,03$
4,00$
12,93$
1,94$
0$
5$
10$
15$
20$
25$
30$
35$
40$
45$
50$
No.$of$logins$ Total$views$
cons.$chart$
(incl.$logins)$
Returning$to$
consumpEon$
chart$
Views$
overview$
visualizaEon$
Views$Tips$
Page$
Views$
Leaderboard$
Views$Profile$ Open$
GamificaEon$
Panel$
Views$
Rewards$Page$
No.$Of$Tips$
Read$
No.$Of$Videos$
Watched$
Average'portal'interac/ons'
Average'portal'interac/ons'p.'user'(368'users)'
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	
  reducAon	
  
Preliminary	
  results	
  in	
  water	
  consump*on	
  reduc*on	
  
First	
  results	
  of	
  portal	
  with	
  visualisaAons	
  and	
  Aps,	
  but	
  
without	
  gamificaAon	
  
Swiss case study:
First results
18	
   Public awareness and feedback
Average	
  reducAon	
  over	
  3	
  month	
  
period	
  (1	
  Nov	
  2015	
  to	
  6	
  Feb	
  2016)	
  
vs.	
  baseline	
  (readings	
  start	
  -­‐	
  Oct	
  31	
  
2015)	
  	
  
Conclusions:	
  
•  Gamified	
  incenAve	
  model	
  was	
  constructed	
  based	
  
on	
  behavioural	
  psychology	
  
•  User	
  feedback	
  is	
  being	
  collected	
  at	
  different	
  stages	
  
•  Awareness	
  and	
  behaviour	
  change	
  are	
  being	
  
measured	
  
•  IniAal	
  promising	
  findings	
  in	
  both	
  case	
  studies	
  
Next	
  steps:	
  
•  New	
  releases:	
  Mobile	
  app,	
  Neighbourhood	
  
comparison,	
  weekly	
  digest,	
  Social	
  sharing	
  features	
  
•  Final	
  large	
  scale	
  validaAon	
  in	
  Valencia,	
  supported	
  
by	
  new	
  	
  promoAon	
  campaigns	
  to	
  recruit	
  users	
  
•  Transfer	
  of	
  results	
  into	
  different	
  domains	
  and	
  
projects,	
  including	
  energy:	
  
–  POWER	
  project	
  
–  enCOMPASS	
  project	
  
Wrap-up
http://www.smarth2o-fp7.eu/
@smartH2Oproject
i.micheel@eipcm.org
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  liJle	
  help	
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  calendar	
  to	
  save	
  water.	
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  ACM,	
  2011.	
  
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  G.,	
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  Visualizing	
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  Gamifying	
  Water	
  &	
  Energy	
  ConsumpAon	
  for	
  Behavior	
  Change,	
  Proc.	
  Of	
  Workshop	
  on	
  Fostering	
  
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  Energy	
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  (FSEA)	
  2015	
  at	
  Interact	
  2015,	
  Bamberg,	
  Germany;	
  09/2015	
  
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  and	
  energy	
  vis.	
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  of	
  household	
  electricity	
  consumpAon.	
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  2010,	
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Public awareness and feedback – Insights from the SmartH2O project

  • 1. Isabel Micheel | European Institute for Participatory Media, Berlin Public awareness and feedback – Insights from the SmartH2O project
  • 2. University of Bremen | Aalborg University Copenhagen | Hasso-Plattner Institute Potsdam 2   Isabel Micheel | i.micheel@eipcm.org Public awareness and feedback Researcher in User-Centered Design
  • 3. •  The problem ©  2013  Politecnico  di  Milano,     Piero  Fraternali  3   UK_WATER SUPPLY UTILITY 15 million customers 2.6 Gl/day drinking water 3 billion $ revenue (2013-14) Public awareness and feedback Water demand management: a case study
  • 4. ©  2013  Politecnico  di  Milano,     Piero  Fraternali  4   DEMAND MANAGEMENT CAPACITY EXPANSION 2010 2040 Gamification for water utilities Water demand management: a case study
  • 5. 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 5   Public awareness and feedback
  • 6. Grant agreement no.: 619172 http://www.smarth2o-fp7.eu/ @smartH2Oproject Raising awareness to induce behaviour change in the SmartH2O project
  • 7. 7   Data  acquisi*on     (smart  meter)   Consump*on  data   repository   •  Privacy   •  Security   Engagement    &  Behavior  Change   •  RecommendaAons   •  Goals,  Achievements,  Rewards   Water  data  analy*cs   •  End  use  disaggregaAon   •  ConsumpAon  paJerns  detecAon   User  modeling   •  Household  features   •  Clustering   •  Demand  predicAon  and  simulaAon •  Digital+real   games   •  Personalized   Aps   Consumer  Portal   •  Awareness   •  Feedback   7   Public awareness and feedback
  • 8. •  User  needs  &  requirements  were  elicited  following  an  iteraAve   human-­‐centered  design  approach  [ISO  13497  (ISO  1999)]   Requirements   specificaAon   User  pull   Technology   push   Formulating requirements based on user needs and technical feasibility Identification / Validation of requirements with end-users Mapping user needs on SmartH2O innovations Sessions  with  technical   partners   Requirements  workshops  with   water  consumers  and  suppliers   Mockups  and  user  stories   explain  and  visualize  the  concept   Tegna,  CH   InteracAon  with  TWUL  in  Reading,   UK   Collecting user feedback to elicit requirements
  • 9. Monitoring   sustain   behaviour   AcAon   change   behaviour   ContemplaAon     form  opinion   Pre-­‐ contemplaAon   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 2015Public awareness and feedback
  • 10. Water  consumpAon  feedback   AcAonable  Aps   AcAonable  Aps   Virtual,  social,  physical  rewards   Self-­‐set  goals   Hybrid  online  and  card  games   Incentive model Visualizing & gamifying water & energy consumption for behavior change FSEA 2015Public awareness and feedback Monitoring   sustain   behaviour   AcAon   change   behaviour   ContemplaAon     form  opinion   Pre-­‐ contemplaAon   unaware  
  • 11. SmartH2O portal 11   Public awareness and feedback •  Gamified     •  Water   consumpAon   feedback  &  goals   •  AcAonable  Aps   •  User  acAons  earn   points,  badges  and   rewards   •  Household  Profile   •  Leaderboard  
  • 12. 12   Public awareness and feedback AcAonable  Aps   Virtual,  social,  physical  rewards   Self-­‐set  goals  Water  consumpAon  feedback  
  • 13. First feedback & results from SmartH2O validation 13   Public awareness and feedback Novak,  J.,  Melenhorst,  M.,  Micheel,  I.,  Pasini,  C.,  Fraternali,  P.,  Rizzoli,  A.-­‐E.,  2016.  Behaviour  change  and   incenAve  modelling  for  water  saving:  first  results  from  the  SmartH2O  project,  Proc.  of  iEMSS  2016  –  8th   InternaAonal  Congress  on  Environmental  Modelling  and  Sojware,  Toulouse.  Vol.  3,  pp.  776     hJp://www.iemss.org/sites/iemss2016/vol3.php  
  • 14. LOCARNO | CH ~400 smart water meters installed   VALENCIA | ES ~490,000 smart water meters installed Two  real-­‐world  deployments  of  the  SmartH2O  plaJorm   •  Swiss  case  study  (Tegna):  small-­‐scale  valida*on   •  tesAng  and  tuning  of  the  incenAve  model  and  gamificaAon  techniques   •  tesAng  the  measurement  infrastructure,  system  and  user  acceptance   •  Spanish  case  study  (Valencia):  large-­‐scale  valida*on   •  full-­‐scale  operaAonal  roll-­‐out  of  a  new  EMIVASA  customer  service   •  validaAon  of  SmartH2O  real-­‐world  impact  in  water  saving       Validation: two case studies 14   Public awareness and feedback
  • 15. Behavioural   intenAon   Altudes   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:   OperaAonalizaAon  of  awareness:   water  consumpAon  determinants   (Theory  of  Planned  Behaviour)   Comparison  of  smart  meter   readings  against  baseline   Validation: approach 15   Public awareness and feedback
  • 16. Spanish case study: First results 16   Public awareness and feedback Performance  expectancy:  I  find  the   SmartH2O  portal  useful  in  my  daily  life   Altude  towards  technology:  Using  the  SmartH2O   portal  makes  water  conservaAon  more  interesAng.   Effort  expectancy:  Using  the  SmartH2O  portal   makes  it  easier  to  learn  how  to  save  water.     CollecAng  points  by  saving  water   moAvates  me  to  use  the  portal   Posi*ve  technology     acceptance  results  (UTAUT)     Posi*ve  towards   gamifica*on   –  344  users,  295   awareness  baseline   (87%  response  rate)     –  204  control  group   parAcipants       –  Intermediate  online   feedback  from  users:   32  parAcipants  (9%   response  rate)  
  • 17. Spanish case study: First results 17   Public awareness and feedback Ac*vity  analysis   (18.4.-­‐28.8.2016)   21# 27# 9# 5# 39# 18# 27# 27# 22# 18# 13# 21# 18# 15# 28# 19# 8# 1# 1# 10# 10# 2# 2# 5# 1# 1# 0# 5# 10# 15# 20# 25# 30# 35# 40# 45# <2000#2000,2999#3000,3999#4000,4999#5000,9999# 10000,14999# 15000,19999# 20000,24999# 25000,29999# 30000,34999# 35000,39999# 40000,44999# 45000,49999# 50000,54999# 55000,59999# 60000,64999# 65000,69999# 70000,74999# 75000,79999# 80000,99999# 100000,119999# 120000,139999# 140000,159999# 160000,179999# 180000,199999# 200000,220000# No.$of$users$ No.$of$points$ Underachievers#(1000#p.#interval,#N=62,#16,85%)# AcDve#users,#eligible#for#Drop!#(5'000#p.#interval,#N=275,#74,73%)# Overachievers#(20'000#p.#interval,#N=31,#8,42%)# 5,66$ 8,71$ 3,05$ 3,01$ 4,43$ 8,21$ 3,15$ 9,03$ 4,00$ 12,93$ 1,94$ 0$ 5$ 10$ 15$ 20$ 25$ 30$ 35$ 40$ 45$ 50$ No.$of$logins$ Total$views$ cons.$chart$ (incl.$logins)$ Returning$to$ consumpEon$ chart$ Views$ overview$ visualizaEon$ Views$Tips$ Page$ Views$ Leaderboard$ Views$Profile$ Open$ GamificaEon$ Panel$ Views$ Rewards$Page$ No.$Of$Tips$ Read$ No.$Of$Videos$ Watched$ Average'portal'interac/ons' Average'portal'interac/ons'p.'user'(368'users)'
  • 18. 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  reducAon   Preliminary  results  in  water  consump*on  reduc*on   First  results  of  portal  with  visualisaAons  and  Aps,  but   without  gamificaAon   Swiss case study: First results 18   Public awareness and feedback Average  reducAon  over  3  month   period  (1  Nov  2015  to  6  Feb  2016)   vs.  baseline  (readings  start  -­‐  Oct  31   2015)    
  • 19. Conclusions:   •  Gamified  incenAve  model  was  constructed  based   on  behavioural  psychology   •  User  feedback  is  being  collected  at  different  stages   •  Awareness  and  behaviour  change  are  being   measured   •  IniAal  promising  findings  in  both  case  studies   Next  steps:   •  New  releases:  Mobile  app,  Neighbourhood   comparison,  weekly  digest,  Social  sharing  features   •  Final  large  scale  validaAon  in  Valencia,  supported   by  new    promoAon  campaigns  to  recruit  users   •  Transfer  of  results  into  different  domains  and   projects,  including  energy:   –  POWER  project   –  enCOMPASS  project   Wrap-up http://www.smarth2o-fp7.eu/ @smartH2Oproject i.micheel@eipcm.org
  • 20. References André,  A.,  Bühling,  R.,  et  al.  EvaluaAng  the  effecAveness  of  visualizaAons  for  comparing  energy  usage  data.  In  FSEA  2014,  pp.  9–14.   Darby,  D.  The  effecAveness  of  feedback  on  energy  consumpAon.  Report.  Env.  Change  Inst.,  Univ.  of  Oxford,  2006.   De  Luca,  V.  and  Castri,  R.  The  social  power  game:  A  smart  applicaAon  for  sharing  energy-­‐saving  behaviours  in  the  city.  In  FSEA  2014,  pp.  27–30.   Deterding,  S.,  Sicart,  M.,  Nacke,  L.,  O'Hara,  K.,  &  Dixon,  D.  (2011,  May).  GamificaAon.  using  game-­‐design  elements  in  non-­‐gaming  contexts.  In  CHI'11  Extended  Abstracts  on  Human   Factors  in  CompuAng  Systems  (pp.  2425-­‐2428).  ACM.   Ferro,  L.  S.,  et  al.  Towards  personalised,  gamified  systems:  an  invesAgaAon  into  game  design,  personality  and  player  typologies.  In  Proc.  IE2013.  ACM.   Foster,  D.,  Lawson,  S.,  et  al.  WaJsup?  MoAvaAng  reducAons  in  domesAc  energy  consumpAon  using  social  networks.  NordiCHI  2010,  ACM,  2010.   Froehlich  J.,  Findlater  L.,  et  al.  The  design  and  evaluaAon  of  prototype  eco-­‐feedback  displays  for  fixture-­‐level  water  usage  data.  In  CHI  2012,  pp.  2367.   Galli,  L.,  Fraternali,  P.  “Achievement  Systems  Explained“  SGSC2012,  Singapore   Gamberini,  L.,  Corradi,  N.,  et  al.  Saving  is  fun:  designing  a  persuasive  game  for  power  conservaAon.  In  Proc.  ACE  2011..  ACM,  2011,  pp.  16.   Gustafsson,  A.  Power  explorer:  a  casual  game  style  for  encouraging  long-­‐term  behavior  change  among  teenagers.  Proc.  ACE  2009,  pp.  182–189.     J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  GamificaAon  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  GamificaAon,"  2014  47th  Hawaii  Interna*onal  Conference  on  System  Sciences,   Waikoloa,  HI,  2014,  pp.  3025-­‐3034.   Jacucci,  G.,  Spagnolli,  A.,  et  al.  Designing  effecAve  feedback  of  electricity  consumpAon  for  mobile  user  interfaces.  PsychNology  J.  7(3):  265–89,  2009.   Kappel,  K.  and  Grechenig,  T.  "show-­‐me":  water  consumpAon  at  a  glance  to  promote  water  conservaAon  in  the  shower.  In  PERSUASIVE  2009,  pp.  26:1.   Laschke,  M.,  Hassenzahl,  M.,  et  al.  With  a  liJle  help  from  a  friend:  a  shower  calendar  to  save  water.  In  CHI'11  Ext.  Abstracts.  ACM,  2011.   Micheel,  I.,  Novak,  J.,  Fraternali,  P.,  Baroffio,  G.,  Castellel,  A.,  Rizzoli,  A.E.,  Visualizing  &  Gamifying  Water  &  Energy  ConsumpAon  for  Behavior  Change,  Proc.  Of  Workshop  on  Fostering   Smart  Energy  ApplicaAons  (FSEA)  2015  at  Interact  2015,  Bamberg,  Germany;  09/2015   Monigal,  P.,  et  al.  Power  and  energy  vis.  for  the  micro-­‐management  of  household  electricity  consumpAon.  In  Proc.  AVI  2010,  pp.  325–28.   Novak,  J.,  Melenhorst,  M.,  Micheel,  I.,  Pasini,  C.,  Fraternali,  P.,  Rizzoli,  A.-­‐E.,  2016.  Behaviour  change  and  incen*ve  modelling  for  water  saving:  first  results  from  the  SmartH2O   project,  Proc.  of  iEMSS  2016  –  8th  Interna*onal  Congress  on  Environmental  Modelling  and  Sodware,  Toulouse.   Peham,  M.,  Breixuss,  G.,  Michalczuk,  R.  The  ‘ecoGator’  app:  gamificaAon  for  enhanced  energy  efficiency  in  Europe.  In  Proc.  TEEM  ’14.  ACM,  2014.   Rist,  T.  Towards  a  more  responsible  use  of  energy  through  visualizaAon  of  energy  data.  In  FSEA  2014,  pp.  9–14.   Rizzoli,  A.E.,  et  al.,  The  SmartH2O  project  and  the  role  of  social  compuAng  in  promoAng  efficient  residenAal  water  use:  a  first  analysis.  In  iEMSs  2014.  SmartH2O  project.  EU  FP7,  No.   619172,  2014-­‐17.  hJp://smarth2o-­‐fp7.eu/     Valkanova,  N.,  et  al.  Reveal-­‐it!  The  impact  of  a  social  visualizaAon  projecAon  on  public  awareness  and  discourse.  In  CHI  2013.  ACM,  pp.  3461.   Werbach,  K.  &  Hunter,  D.  For  the  Win:  How  Game  Thinking  Can  RevoluAonize  Your  Business,  Wharton  Digital  Press,  2012   20