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West London from Richmond Park - Trellick Tower in the centre

How much of designing an environment is consciously about influencing how people use it? And how much of that influence is down to users learning what the environment affords them, and acting accordingly?

The first question’s central what this blog’s been about over the last four years (with ‘products’, ‘systems’, ‘interfaces’ and so on variously standing in for ‘environment’), but many of the examples I’ve used, from anti-sit features to bathrooms and cafés designed to speed up user throughput, only reveal the architect’s (presumed) behaviour-influencing intent in hindsight, i.e. by reviewing them and trying to understand, if it isn’t obvious, what the motivation is behind a particular design feature. While there are examples where the intent is explicitly acknowledged, such as crime prevention through environmental design, and traffic management, it can still cause surprise when a behaviour-influencing agenda is revealed.

Investigating what environmental and ecological psychology have to say about this, a few months ago I came across The Organization of Spatial Stimuli, an article by Raymond G. Studer, published in 1970 [1] – it’s one of the few explicit calls for a theory of designing environments to influence user behaviour, and it raises some interesting issues:

“The nature of the environmental designer’s problem is this: A behavioral system has been specified (within the constraints imposed by the particular human participants and by the goals of the organization of which they are members.) The participants are not presently emitting the specified behaviors, otherwise there would be no problem. It is necessary that they do emit these behaviors if their individual and collective goals are to be realized. The problem then is to bring about the acquisition or modification of behaviors towards the specified states (without in any way jeopardizing their general well-being in the process). Such a change in state we call learning. Designed environments are basically learning systems, arranged to bring about and maintain specified behavioral topologies. Viewed as such, stimulus organization becomes a more clearly directed task. The question then becomes not how can stimuli be arranged to stimulate, but how can stimuli be arranged to bring about a requisite state of behavioral affairs.

[E]vents which have traditionally been regarded as the ends in the design process, e.g. pleasant, exciting, stimulating, comfortable, the participant’s likes and dislikes, should be reclassified. They are not ends at all, but valuable means which should be skilfully ordered to direct a more appropriate over-all behavioral texture. They are members of a class of (designed environmental) reinforcers. These aspects must be identified before behavioral effects of the designed environment can be fully understood.”

Now, I think it’s probably rare nowadays for architects or designers to talk of design features as ‘stimuli’, even if they are intended to influence behaviour. Operant conditioning and B.F. Skinner’s behaviourism are less fashionable than they once were. But the “designed environments are learning systems” point Studer makes can well be applied beyond simply ‘reinforcing’ particular behaviours.

Think how powerful social norms and even framing can be at influencing our behaviour in environments – the sober environment of a law court gives (most of) us a different range of perceived affordances to our own living room (social norms, mediated by architecture) – and that’s surely something we learn. Frank Lloyd Wright intentionally designed dark, narrow corridors leading to large, bright open rooms (e.g. in the Yamamura House) so that the contrast – and people’s experience – was heightened (framing, of a sort) – but this effect would probably be lessened by repeated exposure. It still influenced user behaviour though, even if only the first few times, but the memory of the effect that such a room had those first few times probably lasted a lifetime. Clearly, the process of forming a mental model about how to use a product, or how to behave in an environment, or how to behave socially, is about learning, and the design of the systems around us does educate us, in one way or another.

Stewart Brand’s classic How Buildings Learn (watch the series too) perhaps suggests (among other insights) an extension of the concept: if, when we learn what our environment affords us, this no longer suits our needs, the best architecture may be that which we can adapt, rather than being constrained by the behavioural assumptions designed into our environments by history.

I’m not an architect, though, or a planner, and – as I’ve mentioned a few times on the blog – it would be very interesting to know, from people who are: to what extent are notions of influencing behaviour taught as part of architectural training? This series of discussion board posts suggests that the issue is definitely there for architecture students, but is it framed as a conscious, positive process (e.g. “funnel pedestrians past the shops”), a reactionary one (e.g. “use pebbled paving to make it painful for hippies to congregate“), one of educating users through architectural features (as in Studer’s suggestion), or as something else entirely?

[1] Studer, R.G. ‘The Organization of Spatial Stimuli.’ In Pastalan, L.A. and Carson, D.H. (eds.), Spatial Behavior of Older People. Ann Arbor: University of Michigan, 1970.

Dan Lockton

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Thermostat with friendCentral heating systems have interfaces, and many of us interact with them every day, even if only by experiencing their effects.

But there’s a lot of room for improvement. They’re systems where (unlike, say, a car) we don’t generally get instantaneous feedback on the changes we make to settings or the interactions we have with the interface. It’s a slow feedback loop. We don’t necessarily have correct mental models of how they work, yet the systems cost us (a lot of) money. How effectively do we use them? Around 60% of UK domestic energy use goes on space heating, and 24% on water heating. (See this Building Research Establishment report [PDF] for more detailed breakdowns.) That 84% cost me and my girlfriend £430 last year. It’s worth thinking about from a financial point of view, regardless of the environmental aspects.

Frankie Roberto and colleagues at Rattle Research have carried out a brilliant exercise in exploratory design thinking about central heating*:

Heating systems are something we all interact with, especially in the depths of winter where we depend on them, and yet there seems to have been very little evolution in the design of their interfaces. What’s more, with an ever increasing focus on energy efficiency, both from an environmental and economic standpoint, there’s a need for heating systems and their interfaces to be smarter, more efficient and transparent.


Design Monday #1 – Central Heating (short version) from Rattle on Vimeo.

Read the full post.

The Rattle team think through existing systems and consider a number of possible revisions to improve the way that information is presented to users, and the level of control that it might be useful for users to have. This is a great piece of work, impressive and very thorough, and it’s interesting to see how their thinking evolved: I get the impression that (as service designers) they’re a lot more focused on users’ needs than the designers of many heating systems are. It’s also an exciting thing for a design company to be able to take time to address problems outside their immediate sphere, since they’re bringing a whole new level of domain expertise to it.

The ‘I’m working’ indicator is a really good idea – it reminds me of some higher-end car tyre air pumps at petrol stations where you can just set the pressure you want to achieve, and the pump cuts out (and alerts you) when it reaches it. But the idea of doing away with the ‘desired temperature’ setting and just having warmer/colder is also interesting – “forc[ing] people to always make decisions based upon how they’re feeling right now”.

Equally the ‘shift to service’ approach of having an API and making clever use of it has a big potential to help in energy saving (and cost saving for the user), especially if the usage data were (anonymised or otherwise) available for analysis. Just being able to tell users “it’s costing you £X more to heat your home than it does for a similar family in a similar house down the road – if you insulated better you could save £X every month” would be an interesting mechanism for persuasion. As with so many things, it relies on having that API or other interface available in the first place…

Folk theory of thermostats

The ‘folk theory of thermostats’ which Frankie mentions, popularised in Don Norman’s The Psychology / Design of Everday Things, has long intrigued me:

There are two commonly held folk theories about thermostats: the timer theory and the valve theory. The timer theory proposes that the thermostat simply controls the relative proportion of time that the device stays on. Set the thermostat midway, and the device is on about half the time; set it all the way up and the device is on all the time. Hence, to heat or cool something most quickly, set the thermostat so that the device is on all the time. The valve theory proposes that the thermostat controls how much heat (or cold) comes out of the device. Turn the thermostat all the way up, and you get the maximum heating or cooling. The correct story is that the thermostat is just an on-off switch. Setting the thermostat at one extreme cannot affect how long it takes to reach the desired temperature.

People’s mental models of heating systems are often stereotyped or played with (as we’ve discussed before here), but as Willett Kempton found out in a classic study, there are some nuanced versions of the theories, which, in practice, are perhaps not as silly as Norman suggests. People satisfice.

Say you come in from outdoors, and are cold. Because of the delay in your exposed skin warming up to room temperature, it surely does warm you more quickly if you stand near something that’s hotter than you actually want to be, e.g. a log fire / stove. So the heuristic of ‘turning up the heat to more than you need, in order to feel warmer more quickly’ is pretty understandable, especially when the temperature controlling the thermostat is the temperature of the thermocouple/probe/whatever and not actually the body temperature of the users themselves. (That would be a good innovation in itself, of course!) Am I wrong?

Given that a lot of people do try to control heating systems as if they worked on the valve model, would it be sensible to develop one which did? Do they already exist?

*Rattle’s second ‘Design Monday’ session, on ‘Lunch’, is also well worth a look.

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Most things are unnecessary. Most products, most consumption, most politics, most writing, most research, most jobs, most beliefs even, just aren’t useful, for some scope of ‘useful’.

I’m sure I’m not the first person to point this out, but most of our civilisation seems to rely on the idea that “someone else will sort it out”, whether that’s providing us with food or energy or money or justice or a sense of pride or a world for our grandchildren to live in. We pay the politicians who are best at lying to us because we don’t want to have to think about problems. We bail out banks in one enormous spasm of cognitive dissonance. We pay ‘those scientists’ to solve things for us and them hate them when they tell us we need to change what we’re doing. We pay for new things because we can’t fix the old ones and then our children pay for the waste.

Economically, ecologically, ethically, we have mortgaged the planet. We’ve mortgaged our future in order to get what we have now, but the debt doesn’t die with us. On this model, the future is one vast pyramid scheme stretching out of sight. We’ve outsourced functions we don’t even realise we don’t need to people and organisations of whom we have no understanding. Worse, we’ve outsourced the functions we do need too, and we can’t tell the difference.

Maybe that’s just being human. But so is learning and tool-making. We must be able to do better than we are. John R. Ehrenfeld’s Sustainability by Design, which I’m reading at present, explores the idea that reducing unsustainability will not create sustainability, which ought to be pretty fundamental to how we think about these issues: going more slowly towards the cliff edge does not mean changing direction.

I’m especially inspired by Tim O’Reilly’s “Work on stuff that matters” advice. If we go back to the ‘most things are unnecessary’ idea, the plan must be to work on things that are really useful, that will really advance things. There is little excuse for not trying to do something useful. It sounds ruthless, and it does have the risk of immediately putting us on the defensive (“I am doing something that matters…”).

The idea I can’t get out of my head is that if we took more responsibility for things (i.e. progressively stopped outsourcing everything to others as in paragraphs 2 and 3 above, and actively learned how to do them ourselves), this would make a massive difference in the long run. We’d be independent from those future generations we’re currently recruiting into our pyramid scheme before they even know about it. We’d all of us be empowered to understand and participate and create and make and generate a world where we have perspicacity, where we can perceive the affordances that different options will give us in future and make useful decisions based on an appreciation of the longer term impacts.

An large part of it is being able to understand consequences and implications of our actions and how we are affected, and in turn affect, the situations we’re in – people around us, the environment, the wider world. Where does this water I’m wasting come from? Where does it go? How much does Google know about me? Why? How does a bank make its money? How can I influence a new law? What do all those civil servants do? How was my food produced? Why is public transport so expensive? Would I be able to survive if X or Y happened? Why not? What things that I do everyday are wasteful of my time and money? How much is the purchase of item Z going to cost me over the next year? What will happen when it breaks? Can I fix it? Why not? And so on.

You might think we need more transparency of the power structures and infrastructures around us – and we do – but I prefer to think of the solution as being tooling us up in parallel: we need to have the ability to understand what we can see inside, and focus on what’s actually useful/necessary and what isn’t. Our attention is valuable and we mustn’t waste it.

How can all that be taught?

I remember writing down as a teenager, in some lesson or other, “What we need is a school subject called How and why things are, and how they operate.” Now, that’s broad enough that probably all existing academic subjects would lay claim to part of it. So maybe I’m really calling for a higher overall standard of education.

But the devices and systems we encounter in everyday life, the structures around us, can also help, by being designed to show us (and each other) what they’re doing, whether that’s ‘good’ or ‘bad’ (or perhaps ‘useful’ or not), and what we can do to improve their performance. And by influencing the way we use them, whether nudging, persuading or preventing us getting it wrong in the first place, we can learn as we use. Everyday life can be a constructionist learning process.

This all feeds into the idea of ‘Design for Independence’:

Reducing society’s resource dependence
Reducing vulnerable users’ dependence on other people
Reducing users’ dependence on ‘experts’ to understand and modify the technology they own.

One day I’ll develop this further as an idea – it’s along the lines of Victor Papanek and Buckminster Fuller – but there’s a lot of other work to do first. I hope it’s stuff that matters.

Dan Lockton

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Greengaged skip

Design CouncilThe London Design Festival always throws up some interesting events, especially involving clever people trying new things in design and sharing their experiences and expertise.

This year, the Design Council are running Greengaged, a “sustainability hub… developed and organised by [re]design, thomas.matthews and Kingston University with Arup and Three Trees Don’t Make A Forest”. It’s a series of talks and workshops about ecodesign and sustainable issues in design.

On Tuesday I went, along with Alex Plant, for the ‘Behaviour Change’ talks, part of the ‘Gauging the Green’ day, where Unchained‘s Lea Simpson, More AssociatesLuke Nicholson, IDEO London‘s Andrea Koerselman and Fiona Bennie from Forum for the Future all talked about their work on using design to change behaviour.

[Apologies: YouTube have since removed the clip due to an infringement claim from Candid Camera, Inc. So here's an alternative link - it may not last either, though, but if you search for "candid camera" elevator I'm sure you'll be able to find it]

Lea Simpson started with this great Candid Camera clip from 196x demonstrating how easily social proof can be used to influence behaviour. Lea argued three important points relevant to behaviour change (many thanks to Christian McLening for taking better notes than I did):

1. Behaviour change requires behaviour (i.e. the behaviour of others: social effects are critical, as we respond to others’ behaviour which in turn affects our own; targeting the ‘right’ people allows behaviour to spread)

2. Behaviour and motivation are two different things: To change behaviour, you need to understand and work with people’s motivations – which may be very different for different people.

3. Desire is not enough: lots of people desire to behave differently, but it needs to be very easy for them to do it before it actually happens.

Luke Nicholson: Photo by Kate Andrews
Luke Nicholson’s presentation: photo by the indefatigable Kate Andrews.

Luke Nicholson talked about More‘s work on enabling the public to understand energy use and carbon footprints via home monitoring systems – as he put it, there are “some invisible forces going round your home, and this is a lens onto them”. More’s ‘energy lens’ – which can be positioned on a window, hence linking energy consumption and climate/the weather in users’ minds, and making it as easy to check “what the energy’s like today” as “what the weather’s like today” – has recently been spun out as Onzo – who look to be employing a couple of very talented Brunel Design graduates.

More Associates: Energy Literacy

Luke also talked about More’s research with energy literacy – can we create a vernacular for better public understanding of energy, carbon, current, and so on? The above slide showed the idea of ‘pips’ and ‘blocks’ as some kind of accounting unit for energy and carbon, respectively, easily comparable to pounds (sterling) for cost; there was also an interesting series of diagrams using different shapes and sizes to explain simply, visually, the difference between high-current-drawing appliances and those which draw lower currents. Changing consumer demand for new products was also addressed with the idea of a ‘Kept’ sticker which could be affixed to products such as phones, to announce “I’m keeping this”.

A lot of this really does seem to be about framing – and joining up the agendas of different groups (consumers, the electricity industry, manufacturers, governments) to provide a new resultant pointing in the desired direction. As Luke said, “We’re playing into cultures that don’t exist yet.”

Andrea Koerselman, IDEO

Andrea Koerselman and Fiona Bennie introduced their ‘i-team – local innovation on climate change’ project, a service design collaboration between IDEO and Forum for the Future, working with councils and local authorities to inspire behaviour change on issues such as driving to work, reducing electricity usage, and so on. This involves a lot of user observation – an IDEO speciality, of course – and an Inspiration-Insight-Ideation-Implementation process, as in the slide above. Talking to Fiona afterwards, she mentioned that it’s quite a novel experience for many councils to be involved in generating ideas without explicit returns-on-investment or outcomes defined, and so the ‘Ideation’ stage was going to be especially interesting.

Overall, this was a very interesting and worthwhile programme of talks – and this is just a snapshot of the many taking place this week and next in London. Tomorrow, I’m off to some of System Reload’s workshops, and on Monday, back at the Design Council, Tracy Bhamra and Emma Dewberry, among others, will be talking about sustainable design education. I’ll let you know how it all goes.

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Design | Behaviour: Making it Happen, mentioned a few days ago, now has a full agenda available [PDF] (thanks Debra) – here are the abstracts:

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Design | Behaviour: Making it happen

Debra Lilley, who runs the very useful Design-Behaviour website, sends details of an interesting forthcoming seminar at Loughborough University:

Design | Behaviour: Making it Happen!

The 13th Sustainable Design Network Seminar Design | Behaviour: Making it Happen! will be held on the 17th October 2008 at the Engineering Centre for Excellence in Teaching and Learning (engCETL), Loughborough University. This special one-day event – featuring presentations, design activities and discussion – will explore methodologies for designing behavioural change and the ethical implications of designing products to encourage more sustainable use. Cost £60 (£20 concession) including lunch and refreshments. To find out more and book a place at this event please visit: http://www.lboro.ac.uk/research/susdesign/SDN/seminars/meetings.htm

I’ll be doing a presentation in the morning – here’s the abstract, and I’ll try and put a version online too afterwards:

Design for Sustainable Behaviour: Easier Efficiency by Influencing Interaction

Dan Lockton, School of Engineering & Design, Brunel University

The idea of using design strategically to influence users’ behaviour – Design with Intent – recurs across many fields, in diverse contexts, and a set of patterns can be identified, linking target behaviours to particular design techniques, physical, psychological and technical. Applying these techniques to environmental problems where user behaviour is a significant factor offers the prospect of Design for Sustainable Behaviour – helping people use everyday products and systems more efficiently.

The agenda isn’t online yet, but I’m guessing there’ll be some really insightful talks from people working on the intersection of design, sustainability and user behaviour – along with Debra, Loughborough’s Tracy Bhamra, Vicky Lofthouse and Tang Tang have all done some great work in this field. If you’re in the UK and interested in this sort of stuff, this seminar sounds very worthwhile.

engCETL, Loughborough

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