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<channel>
	<title>Design with Intent &#187; User Psychology</title>
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	<link>http://architectures.danlockton.co.uk</link>
	<description>Using design to influence behaviour</description>
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		<title>User-centred design for energy efficiency in buildings: TSB competition</title>
		<link>http://architectures.danlockton.co.uk/2009/12/10/user-centred-design-for-energy-efficiency-in-buildings-tsb-competition/</link>
		<comments>http://architectures.danlockton.co.uk/2009/12/10/user-centred-design-for-energy-efficiency-in-buildings-tsb-competition/#comments</comments>
		<pubDate>Thu, 10 Dec 2009 18:29:56 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture]]></category>
		<category><![CDATA[Asides]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Technology policy]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1366</guid>
		<description><![CDATA[The deadline&#8217;s fast approaching (mid-day 17th Dec) for the UK Technology Strategy Board&#8217;s &#8216;User-centred design for energy efficiency in buildings&#8217; competition [PDF] &#8211; there&#8217;s an introduction from Fionnuala Costello here. 
This is an exciting initiative which aims to bring together (in a 5-day &#8217;sandpit&#8217;) people from different disciplines and different sectors to address the problems [...]]]></description>
			<content:encoded><![CDATA[<p>The deadline&#8217;s fast approaching (mid-day 17th Dec) for the UK <a href="http://www.innovateuk.org/">Technology Strategy Board</a>&#8217;s <a href="https://www.technologyprogramme.org.uk/extranet/competitions/autumn08/Documents/misc/UserCentredDesign/User-CentredDesignCompetition.pdf">&#8216;User-centred design for energy efficiency in buildings&#8217; competition</a> [PDF] &#8211; there&#8217;s an <a href="http://peopleinbuildings.ning.com/profiles/blogs/new-competition-for-funding-in">introduction from Fionnuala Costello here</a>. </p>
<p>This is an exciting initiative which aims to bring together (in a 5-day &#8217;sandpit&#8217;) people from different disciplines and different sectors to address the problems of influencing user behaviour to improve the energy efficiency of offices and other non-domestic buildings, and generate commercially viable collaborative solutions to develop, some of which will then be part-funded by the TSB. Fionnuala&#8217;s blog, <a href="http://peopleinbuildings.ning.com/"><strong>People in Buildings</strong></a> has some great posts and discussions exploring aspects of how <a href="http://peopleinbuildings.ning.com/profiles/blogs/taking-away-peoples-power">human</a> <a href="http://peopleinbuildings.ning.com/profiles/blogs/case-study-retail-chain-uses">factors</a> and <a href="http://peopleinbuildings.ning.com/profiles/blogs/temperature-sensors-attached">technology</a> together might be used to help people use energy more effectively. If you or your organisation are interested in these kinds of issues &#8211; and using design to address them &#8211; it&#8217;d be well worth getting an application in over the next few days.</p>
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		<title>Thoughts on the &#8216;fun theory&#8217;</title>
		<link>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/</link>
		<comments>http://architectures.danlockton.co.uk/2009/11/03/thoughts-on-the-fun-theory/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 15:57:16 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Urban]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>
		<category><![CDATA[advertising]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1263</guid>
		<description><![CDATA[
The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s thefuntheory.com
The Fun Theory (Rolighetsteorin), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by DDB Stockholm &#8211; has been getting a lot of attention in the last couple of weeks from both design-related people and other commentators with an interest in influencing behaviour: it presents a series of [...]]]></description>
			<content:encoded><![CDATA[<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.youtube.com/v/2lXh2n0aPyw&#038;color1=0xb1b1b1&#038;color2=0xcfcfcf&#038;feature=player_embedded&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="425" height="344"></embed></object><br />
<em>The &#8216;Piano Staircase&#8217; from Volkswagen&#8217;s <a href="http://www.thefuntheory.com/?q=expriment/pianotrappan">thefuntheory.com</a></em></p>
<p>The <a href="http://www.thefuntheory.com/">Fun Theory</a> (<a href="http://www.rolighetsteorin.se/">Rolighetsteorin</a>), a competition / campaign / initiative from Volkswagen Sweden &#8211; created by <a href="http://www.campaignlive.co.uk/theWork/news/945705">DDB Stockholm</a> &#8211; has been getting a lot of attention in the last couple of weeks from <a href="http://kimberleycrofts.wordpress.com/2009/10/16/behaviour-change-through-fun-theory/">both</a> <a href="http://nataliehanson.wordpress.com/2009/10/14/delightful-steps/">design-related</a> people and <a href="http://derrenbrown.co.uk/blog/2009/10/bottle-bank-arcade-small-rewards-change-behaviour/">other commentators with an interest in influencing behaviour</a>: it presents a series of clever &#8216;design interventions&#8217; aimed at influencing behaviour through making things &#8220;fun to do&#8221; &#8211; <a href="http://www.youtube.com/watch?v=2lXh2n0aPyw">taking the stairs instead of the escalator</a>, <a href="http://www.youtube.com/watch?v=zSiHjMU-MUo">recycling glass via a bottle bank</a> and <a href="http://www.youtube.com/watch?v=cbEKAwCoCKw">using a litter bin</a>. The stairs are turned into a giant piano keyboard, with audio accompaniment; the bottle bank is turned into an arcade game, with sound effects and scores prominently displayed; and the litter bin has a &#8220;deep pit&#8221; effect created through sound effects played as items are dropped into it. It&#8217;s exciting to see that exploring design for behaviour change is being so enthusiastically pursued and explored, especially by ad agencies, since &#8211; if we&#8217;re honest &#8211; advertisers have long been the most successful at influencing human behaviour effectively (in the contexts intended). There&#8217;s an awful lot designers can learn from this, but I digress&#8230; </p>
<p>As a provocation and inspiration to enter the <a href="http://www.thefuntheory.com/?q=rolighetsstipendiet">competition</a>, these are great projects. The competition itself is interesting because it encourages entrants to &#8220;find [their] own <em>evidence</em> for the theory that fun is best way to change behaviour for the better&#8221;, suggesting that entries with some kind of demonstrated / tested element are preferred over purely conceptual submissions (however clever they might be) which have often been a hallmark of creative design competitions in the past. While the examples created and tested for the campaign are by no means &#8220;controlled experiments&#8221; (e.g. the stats in the videos about the extra amount of rubbish or glass deposited give little context about the background levels of waste deposition in that area, whether people have gone out of their way to use the &#8217;special&#8217; bins, and so on), they do demonstrate very well the (perhaps obvious) effect that making something fun, or engaging, is a way to get people interested in using it. </p>
<p><a href="http://www.youtube.com/watch?v=zSiHjMU-MUo"><img src="http://danlockton.co.uk/research/images/bottlebank.jpg" alt="Bottle bank arcade" /></a><a href="http://www.youtube.com/watch?v=cbEKAwCoCKw"><img src="http://danlockton.co.uk/research/images/deepestbin.jpg" alt="World's deepest bin" /></a></p>
<p><strong>Triggers</strong></p>
<p>Going a bit deeper, though, into what &#8220;the theory of fun&#8221; might really mean, it&#8217;s clear there are a few different effects going on here. To use concepts from <a href="http://www.behaviormodel.org/">B J Fogg&#8217;s <strong>Behaviour Model</strong></a>, assuming the <em>ability</em> to use the stairs, bottle bank or bin is already there, the remaining factors are <em>motivation</em> and <em>triggers</em>. Motivation is, on some level, presumably also present in each case, in the sense that someone carrying bottles to be recycled already wants to get rid of them, someone standing at the bottom of the stairs or escalator wants to get to the top, and someone with a piece of litter in her hand wants to discard it somehow (even if that&#8217;s just on the ground).</p>
<p>(But note that if, for example, people start picking up litter from elsewhere in order to use the bin because they&#8217;re excited by it, or if &#8211; as in the video &#8211; kids run up and down the stairs to enjoy the effect, this is something slightly different: the motivation has changed from &#8220;I&#8217;m motivated to get rid of the litter in my hand&#8221; to &#8220;I&#8217;m motivated to keep playing with this thing.&#8221; While no doubt useful results, these are slightly different target behaviours to the ones expressed at the start of the videos. &#8220;Can we get more people to take the stairs over the escalator by making it fun to do?&#8221; is not quite the same as &#8220;Can we get people so interested in running up and down the stairs that they want to do it repeatedly?&#8221;)</p>
<p>So the <em>triggers</em> are what the interventions are really about redesigning: adding some feature or cue which causes people who already have the ability and the motivation to choose this particular way of getting out of the railway station to the street above, or disposing of litter, or recycling glass. All three examples deliberately, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominently</a>, attract the interest of passers-by (&#8220;World&#8217;s deepest bin&#8221; graphics, otherwise incongruous black steps, illuminated 7-segment displays above the bottle bank) quite apart from the effect of seeing lots of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">other people</a> gathered around, or using something in an unusual way. </p>
<p>And once they&#8217;ve triggered someone to get involved, to use them, there are different elements that come into play in each example. For example, the bottle bank &#8211; by using a game <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#metaphors">metaphor</a> &#8211; effectively <a href="http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/">challenges the user into continuing</a> (perhaps even entering a <a href="http://austega.com/education/articles/flow.htm">flow state</a>, though this is surely more likely with the stairs) and gives <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">feedback</a> on how well you&#8217;re doing as well as a kind of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">reward</a>. The reward element is present in all three examples, in fact.</p>
<p>Perhaps the most relevant pattern in all these examples, and the &#8220;fun theory&#8221; concept itself, is that of <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">emotional or affective engagement</a>. The user experience of each is designed to evoke an emotional response, to motivate engagement through enjoyment or delight &#8211; and this is an area of design where a lot of great (and commercially applicable) research work has been done, by people such as <a href="http://studiolab.io.tudelft.nl/desmet">Pieter Desmet</a> (whose <a href="http://studiolab.io.tudelft.nl/desmet/dissertation">doctoral dissertation</a> is a model for this kind of design research), <a href="http://www.patrickwjordan.com/">Pat Jordan</a>, <a href="http://www.design-emotion.com/marco-van-hout/">Marco van Hout</a>, <a href="http://www.affectivedesign.org/">Trevor van Gorp</a>, <a href="http://www.jnd.org/books.html#42">Don Norman</a> and <a href="http://affect.media.mit.edu/">MIT&#8217;s Affective Computing group</a>. Taking a slightly different slant, David Gargiulo&#8217;s work on <a href="http://www.coda.ac.nz/unitec_design_di/4/">creating drama through interaction design</a> (found via <a href="http://www.90percentofeverything.com/">Harry Brignull</a>&#8217;s <a href="http://twitter.com/harrybr">Twitter</a>) is also pertinent here, as is <a href="http://www.danpink.com/archives/category/emotionally-intelligent-signage">Daniel Pink&#8217;s collection of &#8216;emotionally intelligent signage&#8217;</a> (thanks to Larry Cheng for bringing this to my attention).</p>
<p><strong>What sort of behaviour change, though?</strong></p>
<p>I suppose the biggest and most obvious criticism of projects such as the Rolighetsteorin examples is that they are merely one-time gimmicks, that a novelty effect is the most (maybe <em>only</em>) significant thing at work here. It&#8217;s not possible to say whether this is true or not without carrying out a <a href="http://en.wikipedia.org/wiki/Longitudinal_study">longitudinal study</a> of the members of the public involved over a period of time, or of the actual installations themselves. Does having fun using the stairs once (when they&#8217;re a giant piano) translate into taking the (boring) normal stairs in preference to an escalator on other occasions? (i.e. does it lead to attitude or preference change?) Or does the effect go away when the fun stairs do? </p>
<p>It may be, of course, that interventions with explicitly pro-social <a href="http://www.bogost.com/books/persuasive_games.shtml">rhetoric</a> embedded in them (such as the bottle bank) have an effect which bleeds over into other areas of people&#8217;s lives: do they think more about the environment, or being less wasteful, in other contexts? Have attitudes been changed beyond simply the specific context of recycling glass bottles using this particular bottle bank?</p>
<p><img src="http://danlockton.co.uk/research/images/intillestairs1.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /><img src="http://danlockton.co.uk/research/images/intillestairs2.jpg" alt="Project by Stephen Intille &#038; House_n, MIT" /></p>
<p><strong>How others have done it</strong> </p>
<p>This campaign isn&#8217;t the first to have tried to address these problems through design, of course. Without researching too thoroughly, a few pieces of work spring to mind, and I&#8217;m sure there are many more. Stephen Intille, Ron MacNeil, Jason Nawyn and Jacob Hyman in <a href="http://architecture.mit.edu/house_n/projects.html#stairs">MIT&#8217;s House_n group</a> have done work using a sign with the &#8216;<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">just-in-time</a>&#8216; message &#8220;Your heart needs exercise &#8211; here&#8217;s your chance&#8221; (<strong>shown above</strong>) positioned over the stairs in a subway, flashing in people&#8217;s line-of-sight as they approach the decision point (between taking stairs or escalator) linked to a system which can record the effects in terms of people actually making one choice or the other, and hence compare the effect the intervention actually has. As cited in <a href="http://web.media.mit.edu/~intille/papers-files/Intille03Ubihealth.pdf">this paper</a> [PDF], <a href="http://ajp.psychiatryonline.org/cgi/content/abstract/137/12/1540">previous research by K D Brownell, A J Stunkard, and J M Albaum</a>, using the same message, in a similar situation, but statically displayed for three weeks before being removed, demonstrated that some effect remains on people&#8217;s choice of the stairs for the next couple of months. (That is, the effect <em>didn&#8217;t</em> go away immediately when the sign did &#8211; though we can&#8217;t say whether that&#8217;s necessarily applicable to the piano stairs too.)</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/dekort.png" alt="Persuasive Trash Cans by de Kort et al"/>Last year I mentioned Finland&#8217;s <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/">&#8220;Kiitos, Tack, Thank you&#8221; bins</a>, and in the comments (which are well worth reading), Kaleberg mentioned <a href="http://architectures.danlockton.co.uk/2008/07/12/thanks-for-the-rubbish/#comment-214669">Parisian litter bins with SVP (s&#8217;il vous plaît) on them</a>; most notable here is the work of Yvonne de Kort, Teddy McCalley and Cees Midden at Eindhoven on &#8216;<a href="http://www.yvonnedekort.nl/pdfs/0013916507311035v1.pdf">persuasive trash cans</a>&#8216; [PDF], looking at the effects of different kinds of norms on littering behaviour, expressed through the design or messages used on litter bins (shown to the left here). </p>
<p>Work on the design of recycling bins is, I think, worthy of a post of its own, since it starts to touch more on perceived affordances (the shape of different kinds of slots, and so on) so I&#8217;ll get round to that at some point.</p>
<p><em>Many thanks to everyone who sent me the Fun Theory links, including <a href="http://www.kimberleycrofts.com/">Kimberley Crofts</a>, <a href="http://www.onlinesocialmarketing.com/">Brian Cugelman</a> and <a href="http://www.sociotechnicsolutions.com/">Dan Jenkins</a> (apologies if I&#8217;ve missed anyone out).</em> </p>
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		<title>Some interesting projects (Part 1)</title>
		<link>http://architectures.danlockton.co.uk/2009/08/19/some-interesting-projects-part-1/</link>
		<comments>http://architectures.danlockton.co.uk/2009/08/19/some-interesting-projects-part-1/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 12:57:21 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Everyware]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Pervasive computing]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[Wayfinding]]></category>
		<category><![CDATA[semiotics]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1198</guid>
		<description><![CDATA[I&#8217;ve come across some interesting student projects at various shows and exhibitions this summer, some of which address the relationship between design and people&#8217;s behaviour in different situations, and some of which explicitly aim to influence what people do and think. Here&#8217;s a selection (Part 2 and Part 3 will follow).

Jasmine Cox&#8217;s Displacement Engine (Dundee) [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve come across some interesting student projects at various shows and exhibitions this summer, some of which address the relationship between design and people&#8217;s behaviour in different situations, and some of which explicitly aim to influence what people do and think. Here&#8217;s a selection (<a href="http://architectures.danlockton.co.uk/?p=1216">Part 2</a> and Part 3 will follow).</p>
<p><img src="http://danlockton.co.uk/research/images/jasminecoxdisplacementengine1.jpg" alt="Displacement Engine by Jasmine Cox" /><img src="http://danlockton.co.uk/research/images/jasminecoxdisplacementengine2.jpg" alt="Displacement Engine by Jasmine Cox" /></p>
<p><a href="http://www.jasminecox.co.uk/">Jasmine Cox</a>&#8217;s <a href="http://www.jasminecox.co.uk/image.html"><strong>Displacement Engine</strong></a> (Dundee) is &#8220;a navigational compass which gives you a little extra push to break away from routine, to wander the unexplored route&#8230; By pulling the slider closer and pushing it further away, the user learns to relax the need to be heading in an absolute direction. It allows the experience of a place and an outdoor space to absorb and distract them.&#8221; The variability of the GPS signal means that the device perhaps won&#8217;t always be &#8216;reliable&#8217; &#8211; again, leading the user to explore and think for him or herself rather than being able to trust the device entirely. As Jasmine says <a href="http://jasminecoxipd.blogspot.com/2009/04/meeting-with-chris-speed.html">here</a>, it&#8217;s somewhere between a sat-nav and <a href="http://www.bopsecrets.org/SI/2.derive.htm"><em>dérive</em></a>.</p>
<p>The question of how much <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#possibilitytrees">the paths and routes we take</a> (physically and in whatever metaphorical way you can think of) are controlled, or at least influenced, by what maps, devices, signs, etc are telling us is something that I&#8217;ve touched a few times with this blog over the years (e.g. <a href="http://architectures.danlockton.co.uk/2007/08/03/pier-pressure/">here</a>). Practical semiotics as wayfinding decision-making heuristics, maybe. As someone who grew up obsessively poring over maps and atlases, memorising road networks and coastlines, trying to visualise these unknown places (and drawing plenty of my own), I&#8217;m fascinated by the possibilities of sat-navs and navigational devices which structure our choices for us (as<a href="http://speedbird.wordpress.com/2009/07/02/interactions-interview"> Adam Greenfield notes</a>, perhaps even removing routes we &#8216;don&#8217;t want to be walking down&#8217;), even though (in practice) I very much dislike using them, and it horrifies me to become reliant on them. I&#8217;ve had the &#8220;ROAD ENDS 800 FEET&#8221; sign looming at me out of the night after following a calm voice&#8217;s directions down a canyon track somewhere off Mulholland Drive. I&#8217;ve also spent happy afternoons driving across the Fens with a scruffy, annotated Philip&#8217;s Navigator on my lap and no purpose in mind other than seeing interesting places, and I know which I prefer. Jasmine&#8217;s project helps bridge that divide a bit, or at least twist it in a new and intriguing direction.</p>
<p>Jasmine&#8217;s <a href="http://jasminecoxipd.blogspot.com/">blog chronicling the development process</a> is interesting, too: it&#8217;s a great insight into the thought processes of how a project like this actually gets done, the decisions made at different stages, and how contingent the result is on conditions, insights and ideas earlier on. I expect something like this helps quite a lot with writing up a major project, though I know I always wrote the development story for my projects right at the end, when the various dead-ends and mistakes could be woven and re-ordered into something that sounded more professional, or so I hoped.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/olivercraigsource2.jpg" alt="Source by Oliver Craig" /><img src="http://danlockton.co.uk/research/images/olivercraigsource1.jpg" alt="Source by Oliver Craig" /></p>
<p>Intended to encourage people to drink more water while out shopping or walking, without buying bottled water (and throwing away the bottle each time) <strong><a href="http://www.coroflot.com/public/individual_set.asp?from_url=true&#038;set_id=342421&#038;individual_id=145785">Source</a></strong> by <a href="http://www.olivercraigdesign.co.uk/">Oliver Craig</a> (Loughborough) is essentially a modern take on the public water fountain (which has disappeared in many areas of the UK &#8211; how many new shopping centres include them?), combining it with the convenience of bottled water: using special bottles filled via a valve in the base, pedestrians could get free filtered tap water from a network of fountains, positioned at the entrances to participating stores who would also sell the bottles. Re-using the bottles earns the user points which can be spent in the participating stores.</p>
<p>From one point of view, free fountains which don&#8217;t require a special bottle (i.e. no <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/#specialisedaffordances">format lock-in</a>) would be preferable (<a href="http://news.bbc.co.uk/1/hi/health/8155616.stm">as so often in the UK, the concern is about &#8220;value for money&#8221; and vandalism rather than public need</a>), but something like Source, with special bottles, the sale of which funds the scheme, could be a step in the right direction.</p>
<p>Ravensbourne&#8217;s <a href="http://www.keiwada-design.com/">Kei Wada</a>&#8217;s <strong>How Long? <a href="http://www.keiwada-design.com/projects/Door%20knob.html">Door Knob</a> and <a href="http://www.keiwada-design.com/projects/Door%20Tag.html">Tag</a></strong>, along with his <strong><a href="http://www.keiwada-design.com/projects/Whos%20Turn.html">Whose Turn? Bottle Opener</a></strong> address behaviours in a shared environment such as a student house, applying design to &#8216;bad habits&#8217;. The Bottle Opener (right, below) &#8220;is a playful bottle opener that can be spun to help make decisions&#8221; such as who has to take the rubbish out, or buy milk, in the format of an object associated with parties and fun (whether this would increase or decrease the likelihood that housemates adhere to the &#8216;decision&#8217;, I don&#8217;t know!). </p>
<p>The Door Knob and Tag (left and middle, below) are timers for bathroom or shower doors &#8211; the knob is a replacement knob / lock for the door itself, while the tag can be hooked over the handle without actually enforcing a &#8216;lock&#8217;. But the principle is the same: &#8220;inspired by the annoying occurrence of never knowing how long flatmate will take in the shower. The person who takes the shower sets the timer when he/she locks the door, so the other housemates do not have to knock on the door and disturb their ablutions. When time is up, it rings to let the housemates know the room is vacant.&#8221; I particularly like Kei&#8217;s statement that &#8220;the act of setting the timer now becomes an extension of the motions involved in locking the door&#8221; &#8211; whether or not this kind of action (which requires prior thought in terms of deciding how long to set it for) could become an unconscious habit or not would be interesting to study. </p>
<p>Aside from annoying your housemates less, the timers could also work to reduce water and energy usage, in terms of time spent in the shower: if the alarm ringing sound were annoying or loud enough to make it socially unacceptable to spend too long in there, then this is a kind of socially enforced <a href="http://www.nigelsecostore.com/acatalog/Shower_Coach.html">shower timer</a>. </p>
<p><img src="http://danlockton.co.uk/research/images/keiwada1.jpg" alt="Kei Wada" /><img src="http://danlockton.co.uk/research/images/keiwada2.jpg" alt="Kei Wada" /><img src="http://danlockton.co.uk/research/images/keiwada3.jpg" alt="Kei Wada" /></p>
<p>More projects coming up in Parts <a href="http://architectures.danlockton.co.uk/?p=1216">2</a> and 3&#8230;</p>
<p><em>Images from the graduates&#8217; websites linked.</em></p>
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		<title>Cialdini on the Beach</title>
		<link>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/10/cialdini-on-the-beach/#comments</comments>
		<pubDate>Fri, 10 Jul 2009 11:03:04 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Affective]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Hidden persuaders]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Marketing]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[US]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1179</guid>
		<description><![CDATA[Self-monitoring is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with feedforward, i.e. &#8216;What would happen if I did this?&#8217; information, and so [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">Self-monitoring</a> is one of the most common persuasive techniques used in interface design: basically, giving people feedback on what they&#8217;re doing and what they&#8217;ve done. There are lots of issues about which kinds of feedback work best, in what circumstances, pairing it with <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">feedforward</a>, i.e. &#8216;What would happen if I did this?&#8217; information, and so on. My recent long post about <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/">smart energy meters</a> looks at some of the ideas within a particular application.</p>
<p>But sometimes it takes an example that&#8217;s not at first sight a &#8216;user interface&#8217; or a &#8216;product&#8217; to highlight how much difference certain design techniques can make.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_1.jpg" alt="Encouraging donations, Santa Barbara" />This unattended layout of things on the beach at Santa Barbara, California, soliciting donations, is an interface, too. It&#8217;s been designed, cleverly, both to invite passers-by to participate (by throwing coins from an adjacent walkway) and <em>to give them feedback</em> on their throwing ability.</p>
<p>That <strong>target</strong> &#8211; the bright red Folger&#8217;s tub on the bright red square of fabric in the middle of the white sheet &#8211; is a crucial way of engaging people and getting them to contribute. Who, throwing a coin, isn&#8217;t going to try and get it in the tub? (Unless you&#8217;re trying to knock over the vases or the little surfers.) And when you miss, you&#8217;re going to try again. And again. (I know I did.) You get entertainment and a challenge which seems like it&#8217;s worth pursuing, and you can see your track record.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_2.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>It mustn&#8217;t be <em>too</em> difficult. It&#8217;s <a href="http://austega.com/education/articles/flow.htm">Csíkszentmihályi&#8217;s <em>flow</em></a>, it&#8217;s fairground games theory applied to the simplest of begging sitations, but it works, in terms of getting people to contribute.  </p>
<p>What it shows me from a design point of view is that explicitly using <em>targets</em> ought to be included as a <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent technique / pattern</a> in addition to related ones such as self-monitoring, in future versions of the toolkit. The target effect &#8211; and other game-related techniques &#8211; are sufficiently distinct to inspire plenty of design ideas on their own. </p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/targets_3.jpg" alt="Encouraging donations, Santa Barbara" /></p>
<p>Of course this particular setup also uses a number of other techniques &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a> with the &#8216;Just Plain Hungry&#8217; card, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#reciprocation">reciprocation</a> with the &#8216;Make a Wish&#8217; offer, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#colour">colour &#038; contrast</a> and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-visual/#prominence">prominence &#038; visibility</a> with the way the arrangement draws the eye, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#operant">operant conditioning</a> in terms of a &#8216;reward&#8217; when you succeed (the wish, or a sense of satisfaction) and <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> in the way that everyone can see that others have thrown coins (and even a note), and that <em>everyone can see you contributing when you throw your coins</em> (or if you decide not to) &#8211; a kind of peer <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-security/#surveillance">surveillance</a>. The plate of sand is an additional affective touch which also works well. </p>
<p>It&#8217;s almost like <a href="http://www.influenceatwork.com/CialdiniBiography.html">Robert</a> <a href="http://en.wikipedia.org/wiki/Robert_Cialdini">Cialdini</a> put the whole thing together.</p>
<p>It also makes me think it would be worth cataloguing the design techniques employed in the design of charity collecting boxes and games which offer donors (often children) something exciting or engaging in return for their money. I used to love <a href="http://www.spiralwishingwells.com/">spiral wishing wells</a> and, in general, <em>ones that did something</em> (like <a href="http://www.flickr.com/photos/64196730@N00/3200025946/in/set-72157612614176520/">this wonderful RSPCA example</a>, though from before my time). There have to be lessons there for other designers interested in engaging users and motivating them to contribute, or behave in a particular way.</p>
<p>I hope whoever set all that up on that beach in Santa Barbara made some money that day. It would have been well deserved.</p>
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		<title>Modelling users: Pinballs, shortcuts and thoughtfulness</title>
		<link>http://architectures.danlockton.co.uk/2009/07/02/modelling-users-pinballs-shortcuts-and-thoughtfulness/</link>
		<comments>http://architectures.danlockton.co.uk/2009/07/02/modelling-users-pinballs-shortcuts-and-thoughtfulness/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 16:08:11 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design attitudes]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1159</guid>
		<description><![CDATA[The different approaches to influencing people&#8217;s behaviour outlined in the Design with Intent toolkit are pretty diverse. Working out how to apply them to your design problem, and when they might be useful, probably requires you, as a designer, to think of &#8220;the user&#8221; or &#8220;users&#8221; in a number of different ways in relation to [...]]]></description>
			<content:encoded><![CDATA[<p>The different approaches to influencing people&#8217;s behaviour outlined in the <a href="http://designwithintent.co.uk">Design with Intent toolkit</a> are pretty diverse. Working out how to apply them to your design problem, and when they might be useful, probably requires you, as a designer, to think of &#8220;the user&#8221; or &#8220;users&#8221; in a number of different ways in relation to the behaviour you&#8217;re trying to influence. I&#8217;ve thought about this a bit, and reckon there are maybe three main ways of thinking about <em>users</em> &#8211; models, if you like &#8211; that are relevant here. (These are distinct from the <a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/">enabling / motivating / constraining</a> idea.)</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/pinball_ktpupp.jpg"/><a name="pinball"></a><strong>The &#8216;Pinball&#8217; User</strong></p>
<p>In this case, you think of users as, pretty much, very simple components of your system, to be shunted and pushed and pulled around by what you design, whether it&#8217;s physical or digital architecture. This view basically doesn&#8217;t assume that the user thinks at all, beyond basic reflex responses: the user&#8217;s a pinball (maybe a slightly spongey one) pushed and pulled this way and that, but with no requirement for understanding coming from within [1,2].</p>
<p>While things like <a href="http://architectures.danlockton.co.uk/category/benches/">deliberately uncomfortable benches</a> or <a href="http://architectures.danlockton.co.uk/2008/02/13/mosquito-controversy-goes-high-profile/">the Mosquito</a> act against the Pinball User &#8211; effectively treating users like animals &#8211; this view need not <em>always</em> take such a negative approach &#8211; lots of safety systems, even down to making sure <a href="http://mmpp.wikispaces.com/EX5-3">different shape connectors</a> are used on medical equipment to prevent mistaken connections, don&#8217;t mind whether the user understands what&#8217;s going on or not: it&#8217;s in everyone&#8217;s interests to influence behaviour on the most basic level possible, without requiring thought.</p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/shortcut_alanstanton.jpg"/><a name="shortcut"></a><strong>The &#8216;Shortcut&#8217; User</strong></p>
<p>Here, you think of users as being primarily interested in getting things done in the easiest way possible, with the least effort. So you assume that they&#8217;ll take shortcuts [3], or make decisions based on intuitive judgements (Is this like something I&#8217;ve used before? How does everyone else use this? I expect this does what it looks like it does), habits, and recognising simple patterns that influence how they behave. </p>
<p>The Shortcut User is assumed not to want to think too much about what&#8217;s going on behind the scenes, beyond getting things done. He or she&#8217;s not always thinking about the <em>best</em> way of doing things, but a way that seems to work [4]. If systems are designed well to accommodate this, they can feel very easy to use, intuitively usable, and influence user behaviour through these kinds of shortcut mechanisms rather than anything deeper [5]. But there&#8217;s clearly potential for manipulation, or leading users into behaviour they wouldn&#8217;t choose for themselves if they weren&#8217;t taking the shortcuts.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/thoughtful_esthr.jpg"/><a name="thoughtful"></a><strong>The &#8216;Thoughtful&#8217; User</strong></p>
<p>Thoughtful Users are assumed to think about what they are doing, and why, analytically: open to being persuaded through reasoned arguments [6] about why some behaviours are better than others, maybe motivating them to change their attitudes about a subject as a precursor to changing their behaviour mindfully. If you think of your users as being Thoughtful, you will probably be presenting them with <a href="http://infosthetics.com/">information</a> and feedback which allows them to explore the implications of what they&#8217;re doing, and understand the world around them better.</p>
<p>Most of us like to model ourselves as Thoughtful Users, even though we know we don&#8217;t always fit the model. It&#8217;s probably the same with most people: so knowing when it&#8217;s appropriate to assume that users are being mindful of their behaviour, and when they&#8217;re not, will be important for the &#8217;success&#8217; of a design.</p>
<p>_______________________________________</p>
<p>Of course there are many other ways you can model the user. But these seem like they might be useful ways of thinking, and of classifying the actual <a href="http://bura.brunel.ac.uk/bitstream/2438/3258/1/DwI_Toolkit_v09_linked_eBook_with_indiv_pages.pdf">design techniques for influencing behaviour</a> [PDF] according to what assumptions they make about users. I will try to test their validity / usefulness as part of my trials.</p>
<p>See <a href="http://architectures.danlockton.co.uk/2009/07/02/sort-some-cards-and-win-a-copy-of-the-hidden-dimension/">the next post</a> for how you can get involved with that&#8230;</p>
<p><h7><strong>Note:</strong><br />
From an academic psychology (or behavioural economics) point of view, the boundaries between these models of the user are maybe too blurry. Shortcut User is assumed to be pretty much like a <a href="http://www.scientificamerican.com/article.cfm?id=of-two-minds-when-making">System 1 thinker</a>, while Thoughtful User is System 2. Straying inadvisedly into areas I know little about, Pinball User may well be assumed to be a user only using the <a href="http://en.wikipedia.org/wiki/Reptilian_complex">R-complex</a>, though I&#8217;m not sure this fits especially well. But if the distinctions are useful to designers, in the context of actually developing products and services, that (to be honest) is what matters from my point of view.</h7></p>
<p><h7>To develop the three models described above, I was inspired by <a href="http://mags.acm.org/interactions/20090102/?pg=71">this <em>Interactions</em> article</a> (also <a href="http://www.dubberly.com/articles/what-is-interaction.html">here</a>) by <a href="http://www.dubberly.com/about">Hugh Dubberly</a>, <a href="http://pangaro.com/">Paul Pangaro</a> and <a href="http://haque.co.uk/">Usman Haque</a>, which draws on some of Kenneth Boulding&#8217;s <a href="http://iscepublishing.com/ECO/ECO_other/Issue_6_1-2_18_CP.pdf">General Systems Theory [PDF]</a> to characterise a range of ordered system &#8216;combinations&#8217; in which the user can be a part. The Pinball User corresponds pretty much to the &#8216;Reacting&#8217; system; the Thoughtful User is a &#8216;Learning&#8217; system; the Shortcut User is perhaps a special case of a &#8216;Regulating&#8217; system (self-regulating negative feedback to damp variation, to minimise effort, boundedly rational).</h7></p>
<p><h7>I haven&#8217;t yet explored applying Leonard Talmy&#8217;s <a href="http://en.wikipedia.org/wiki/Force_Dynamics">Force Dynamics</a>, as <a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/#comment-371926">suggested</a> by <a href="http://infontology.typepad.com/">Simon Winter</a> to these aspects of modelling the user / interaction. I will do, in due course.</h7>    </p>
<p>[1] Perhaps analogous to <a href="http://www.socialtext.net/codev2/index.cgi?what_things_regulate">Lawrence Lessig&#8217;s &#8216;pathetic dot&#8217;</a><br />
[2] I&#8217;m grateful to <a href="http://www.slideshare.net/dings">Sebastian Deterding</a> for the explicit concept of user-as-pinball<br />
[3] <a href="http://www.acceleratingfuture.com/michael/works/heuristicsandbiases.htm">Heuristics &#038; biases</a> (Kahneman &#038; Tversky)<br />
[4] <a href="http://www.interaction-design.org/encyclopedia/satisficing.html">Satisficing</a> (Simon)<br />
[5] <a href="http://www.psychologyandsociety.com/routestopersuasion.html">Peripheral route persuasion</a> (Petty &#038; Cacioppo)<br />
[6] <a href="http://en.wikipedia.org/wiki/Elaboration_likelihood_model">Central route persuasion</a> (Petty &#038; Cacioppo)</p>
<p><em>Pinball photo by <a href="http://www.flickr.com/photos/ktpupp/485265735/">ktpupp on Flickr</a>, CC-licensed. Shortcut photo (desire path) by <a href="http://www.flickr.com/photos/alanstanton/3414968485/">Alan Stanton on Flickr</a>, CC-licensed. Thoughtful photo by <a href="http://www.flickr.com/photos/edyson/87566058/">Esther Dyson on Flickr</a>, CC-licensed.</em> </p>
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		<title>&#8216;Smart meters&#8217;: some thoughts from a design point of view</title>
		<link>http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/</link>
		<comments>http://architectures.danlockton.co.uk/2009/06/18/smart-meters-some-thoughts-from-a-design-point-of-view/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 20:09:33 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Britain]]></category>
		<category><![CDATA[Consumer rights]]></category>
		<category><![CDATA[Control]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design engineering]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Embedding code]]></category>
		<category><![CDATA[Engineering design]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[External Control]]></category>
		<category><![CDATA[Future]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Intrusive technology]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Pervasive computing]]></category>
		<category><![CDATA[Political design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Propaganda]]></category>
		<category><![CDATA[Public money]]></category>
		<category><![CDATA[Restriction]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Surveillance]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Technology policy]]></category>
		<category><![CDATA[Technology underclass]]></category>
		<category><![CDATA[Ubiquitous computing]]></category>
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		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1117</guid>
		<description><![CDATA[Here&#8217;s my (rather verbose) response to the three most design-related questions in DECC&#8217;s smart meter consultation that I mentioned earlier today. Please do get involved in the discussion that Jamie Young&#8217;s started on the Design &#038; Behaviour group and on his blog at the RSA. 
Q12 Do you agree with the Government&#8217;s position that a [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s my (rather verbose) response to the three most design-related questions in <a href="http://www.decc.gov.uk/en/content/cms/consultations/smart_metering/smart_metering.aspx">DECC&#8217;s smart meter consultation</a> that I mentioned <a href="http://architectures.danlockton.co.uk/2009/06/18/smart-meter-design-consultation-chance-to-get-involved/">earlier today</a>. Please do get involved in the discussion that Jamie Young&#8217;s started on the <a href="http://groups.google.com/group/design-and-behaviour/browse_thread/thread/e959e9b5350c9b68">Design &#038; Behaviour group</a> and on <a href="http://designandbehaviour.rsablogs.org.uk/2009/05/12/calling-interaction-designers/">his blog at the RSA</a>. </p>
<p><strong>Q12 Do you agree with the Government&#8217;s position that a standalone display should be provided with a smart meter?</strong></p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/meter.jpg"" alt="Meter in the cupboard" /></p>
<p>Free-standing displays (presumably wirelessly connected to the meter itself, as proposed in <a href="#ref7">[7, p.16]</a>) could be an effective way of bringing the meter &#8216;<strong>out of the cupboard</strong>&#8216;, making an information flow visible which was previously hidden. As Donella Meadows put it when comparing electricity meter placements <a href="#ref1">[1, pp. 14-15]</a> this provides a new feedback loop, &#8220;delivering information to a place where it wasn’t going before&#8221; and thus allowing consumers to modify their behaviour in response.</p>
<p>“An accessible display device connected to the meter” <a href="#ref2">[2, p.8]</a> or “series of modules connected to a meter” <a href="#ref3">[3, p. 28]</a> would be preferable to something where an extra step has to be taken for a consumer to access the data, such as only having a TV or internet interface for the information, but as noted <a href="#ref3">[3, p.31]</a> &#8220;flexibility for information to be provided through other formats (for example through the internet, TV) in addition to the provision of a display&#8221; via an open API, publicly documented, would be the ideal situation. Interesting &#8216;energy dashboard&#8217; TV interfaces have been trialled in projects such as <a href="http://livework.co.uk/">live|work</a>&#8217;s <a href="http://www.livework.co.uk/our-work/low-carb-lane">Low Carb Lane</a> <a href="#ref6">[6]</a>, and offer the potential for interactivity and extra information display supported by the digital television platform, but it would be a mistake to rely on this solely (even if simply because it will necessarily interfere with the primary reason that people have a television).</p>
<p>The question suggests that a single display unit would be provided with each meter, presumably with the householder free to position it wherever he or she likes (perhaps a unit with interchangeable provision for a support stand, a magnet to allow positioning on a refrigerator, a sucker for use on a window and hook to allow hanging up on the wall would be ideal &#8211; the location of the display could be important, as noted <a href="#ref4">[4, p. 49]</a>) but the ability to connect multiple display units would certainly afford more possibilities for consumer engagement with the information displayed as well as reducing the likelihood of a display unit being mislaid. For example, in shared accommodation where there are multiple residents all of whom are expected to contribute to a communal electricity bill, each person being aware of others&#8217; energy use (as in, for example, the <a href="http://www.jordanfischer.com/energy_awareness.htm">Watt Watchers</a> project <a href="#ref5">[5]</a>) could have an important social proof effect among peers.</p>
<p>Open APIs and data standards would permit ranges of aftermarket energy displays to be produced, ranging from simple readouts (or even pager-style alerters) to devices and kits which could allow consumers to perform more complex analysis of their data (along the lines of the user-led innovative uses of the <a href="http://www.currentcost.com/">Current Cost</a>, for example <a href="#ref8">[8]</a>) &#8211; another route to having multiple displays per household.</p>
<p><strong>Q13 Do you have any comments on what sort of data should be provided to consumers as a minimum to help them best act to save energy (e.g. information on energy use, money, CO2 etc)? </strong></p>
<p><em>Low targets?</em><br />
This really is the central question of the whole project, since the fundamental assumption throughout is that provision of this information will “empower consumers” and thereby “change our energy habits” <a href="#ref3">[3, p.13]</a>. It is assumed that feedback, including real-time feedback, on electricity usage will lead to behaviour change: “Smart metering will provide consumers with tools with which to manage their energy consumption, enabling them to take greater personal responsibility for the environmental impacts of their own behaviour” <a href="#ref4">[4, p.46]</a>; “Access to the consumption data in real time provided by smart meters will provide consumers with the information they need to take informed action to save energy and carbon” <a href="#ref3">[3, p.31]</a>.</p>
<p>Nevertheless, with “the predicted energy saving to consumers&#8230; as low as 2.8%” <a href="#ref4">[4, p.18]</a>, the actual effects of the information on consumer behaviour are clearly not considered likely to be especially significant (this figure is more conservative than the 5-15% range identified by Sarah Darby <a href="#ref9">[9]</a>). It would, of course, be interesting to know whether certain types of data or feedback, if provided in the context of a well-designed interface could improve on this rather low figure: given the scale of the proposed roll-out of these meters (every household in the country) and the cost commitment involved, it would seem incredibly short-sighted not to take this opportunity to design and test better feedback displays which can, perhaps, improve significantly on the 2.8% figure.</p>
<p>(Part of the problem with a suggested figure as low as 2.8% is that it makes it much more difficult to defend the claim that the meters will offer consumers “important benefits” <a href="#ref3">[3, p.27]</a>. The benefits to electricity suppliers are clearer, but ‘selling’ the idea of smart meters to the public is, I would suggest, going to be difficult when the supposed benefits are so meagre.)</p>
<p>If we consider the use context of the smart meter from a consumer’s point of view, it should allow us to identify better which aspects are most important. What is a consumer going to do with the information received? How does the feedback loop actually occur in practice? How would this differ with different kinds of information?</p>
<p><em>Levels of display</em><br />
Even aside from the actual &#8216;units&#8217; debate (money / energy / CO2), there are many possible types and combinations of information that the display could show consumers, but for the purposes of this discussion, I’ll divide them into three levels:</p>
<p><strong>(1) Simple feedback on current (&#038; cumulative) energy use / cost (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>)<br />
(2) Social / normative feedback on others’ energy use and costs (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a> + <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>)<br />
(3) Feedforward, giving information about the future impacts of behavioural decisions (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">simulation &#038; feedforward</a> + <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">kairos</a> + <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>)</strong> </p>
<p>These are by no means mutually exclusive and I’d assume that any system providing (3) would also include (1), for example. </p>
<p>Nevertheless, it is likely that (1) would be the cheapest, lowest-common-denominator system to roll out to millions of homes, without (2) or (3) included – so if thought isn’t given to these other levels, it may be that (1) is all consumers get. </p>
<p>I&#8217;ve done mock-ups of the <em>sort</em> of thing each level might display (of course these are just ideas, and I&#8217;m aware that a) I&#8217;m not especially skilled in interface design, despite being very interested in it; and b) there&#8217;s no real research behind these) in order to have something to visualise / refer to when discussing them.</p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no1_600px.jpg" alt="Simple feedback on current (&#038; cumulative) energy use, cost" /><br />
<em>(1) Simple feedback on current (&#038; cumulative) energy use and cost</em></p>
<p>I’ve tried to express some of the concerns I have over a very simple, cheap implementation of (1) in a scenario, which I’m not claiming to be representative of what will actually happen – but the narrative is intended to address some of the ways this kind of display might be useful (or not) in practice:</p>
<blockquote><p>Jenny has just had a ‘smart meter’ installed by someone working on behalf of her electricity supplier. It comes with a little display unit that looks a bit like a digital alarm clock. There’s a button to change the display mode to ‘cumulative’ or ‘historic’ but at present it’s set on ‘realtime’: that’s the default setting. </p>
<p>Jenny attaches it to her kitchen fridge with the magnet on the back. It’s 4pm and it’s showing a fairly steady value of 0.5 kW, 6 pence per hour. She opens the fridge to check how much milk is left, and when she closes the door again Jenny notices the figure’s gone up to 0.7 kW but drops again soon after the door’s closed, first to 0.6 kW but then back down to 0.5 kW again after a few minutes. Then her two teenage children, Kim and Laurie arrive home from school – they switch on the TV in the living room and the meter reading shoots up to 0.8 kW, then 1.1 kW suddenly. What’s happened? Jenny’s not sure why it’s changed so much. She walks into the living room and Kim tells her that Laurie’s gone upstairs to play on his computer. So it must be the computer, monitor, etc.</p>
<p>Two hours later, while the family’s sitting down eating dinner (with the TV on in the background), Jenny glances across at the display and sees that it’s still reading 1.1 kW, 13 pence per hour. </p>
<p>“Is your PC still switched on, Laurie?” she asks.<br />
“Yeah, Mum,” he replies<br />
“You should switch it off when you’re not using it; it’s costing us money.”<br />
“But it needs to be on, it’s downloading stuff.”</p>
<p>Jenny’s not quite sure how to respond. She can’t argue with Laurie: he knows a lot more than her about computers. The phone rings and Kim puts the TV on standby to reduce the noise while talking. Jenny notices the display reading has gone down slightly to 1.0 kW, 12 pence per hour. She walks over and switches the TV off fully, and sees the reading go down to 0.8 kW.</p>
<p>Later, as it gets dark and lights are switched on all over the house, along with the TV being switched on again, and Kim using a hairdryer after washing her hair, with her stereo on in the background and Laurie back at his computer, Jenny notices (as she loads the tumble dryer) that the display has shot up to 6.5 kW, 78 pence per hour. When the tumble dryer’s switched on, that goes up even further to 8.5 kW, £1.02 per hour. The sight of the £ sign shocks her slightly – can they really be using that much electricity? It seems like the kids are costing her even more than she thought! </p>
<p>But what can she really do about it? She switches off the TV and sees the display go down to 8.2 kW, 98 pence per hour, but the difference seems so slight that she switches it on again – it seems worth 4 pence per hour. She decides to have a cup of tea and boils the kettle that she filled earlier in the day. The display shoots up to 10.5 kW, £1.26 pence per hour. Jenny glances at the display with a pained expression, and settles down to watch TV with her tea. She needs a rest: paying attention to the display has stressed her out quite a lot, and she doesn’t seem to have been able to do anything obvious to save money. </p>
<p>Six months later, although Jenny’s replaced some light bulbs with compact fluorescents that were being given away at the supermarket, and Laurie’s new laptop has replaced the desktop PC, a new plasma TV has more than cancelled out the reductions. The display is still there on the fridge door, but when the batteries powering the display run out, and it goes blank, no-one notices.</p></blockquote>
<p>The main point I&#8217;m trying to get across there is that with a very simple display, the possible feedback loop is very weak. It relies on the consumer experimenting with switching items on and off and seeing the effect it has on the readings, which &#8211; while it will initially have a certain degree of investigatory, exploratory interest &#8211; may well quickly pall when everyday life gets in the way. Now, without the kind of evidence that’s likely to come out of research programmes such as the <a href="http://business.kingston.ac.uk/charm">CHARM project</a> <a href="#ref10">[10]</a>, it’s not possible to say whether levels (2) or (3) would fare any better, but giving a display the <em>ability</em> to provide more detailed levels of information &#8211; particularly if it can be updated remotely &#8211; massively increases the potential for effective use of the display to help consumers decide what to do, or even to think about what they&#8217;re doing in the first place, over the longer term.</p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no2_600px.jpg" alt="Social / normative feedback on others’ energy use and costs" /></p>
<p><em><strong>(2) Social / normative feedback on others’ energy use and costs</strong></em></p>
<p>A level (2) display would (in a much less cluttered form than what I&#8217;ve drawn above!) combine information about &#8216;what we&#8217;re doing&#8217; (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring</a>) with a reference, a <em>norm</em> &#8211; what other people are doing (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#socialproof">social proof</a>), either people in the same neighbourhood (to facilitate community discussion), or a more representative comparison such as &#8216;other families like us&#8217;, e.g. people with the same number of children of roughly the same age, living in similar size houses. There are studies going back to the 1970s (e.g. <a href="#ref11">[11</a>, <a href="#ref12">12]</a>) showing dramatic (2 × or 3 ×) differences in the amount of energy used by similar families living in identical homes, suggesting that the behavioural component of energy use can be significant. A display allowing this kind of comparison could help make consumers aware of their own standing in this context. </p>
<p>However, as Wesley Schultz et al <a href="#ref13">[13]</a> showed in California, this kind of feedback can lead to a &#8216;boomerang effect&#8217;, where people who are told they&#8217;re doing better than average then start to care <em>less</em> about their energy use, leading to it increasing back up to the norm. It&#8217;s important, then, that any display using this kind of feedback treats a norm as a goal to achieve <em>only on the way down</em>. Schultz et al went on to show that by using a smiley face to demonstrate social approval of what people had done &#8211; <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-cognitive/#affective">affective engagement</a> &#8211; the boomerang effect can be mitigated.</p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no3_600px.jpg" alt="Feedforward, giving information about the future impacts of behavioural decisions" /></p>
<p><em><strong>(3) Feedforward, giving information about the future impacts of behavioural decisions</strong></em></p>
<p>A level (3) display would give consumers <em>feedforward</em> [14] &#8211; effectively, <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">simulation</a> of <a href="http://architectures.danlockton.co.uk/2009/05/13/what-is-demand-really/">what the impact of their behaviour would be</a> (switching on this device now rather than at a time when there&#8217;s a lower tariff &#8211; Economy 7 or a successor), and tips about how to use things more efficiently at the right moment (<a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#kairos">kairos</a>), and in the right kind of environment, for them to be useful. Whereas &#8216;Tips of the Day&#8217; in software <a href="http://discuss.joelonsoftware.com/default.asp?biz.5.372471.10">frequently annoy users</a> <a href="#ref15">[15]</a> because they get in the way of a user&#8217;s immediate task, with something relatively passive such as a smart meter display, this could be a more useful application for them. The networked capability of the smart meter means that the display could be updated frequently with new sets of tips, perhaps based on seasonal or weather conditions (&#8220;It&#8217;s going to be especially cold tonight &#8211; make sure you close all the curtains before you go to bed, and save 20p on heating&#8221;) or even special tariff changes for particular periods of high demand (&#8220;<em>Everyone&#8217;s</em> going to be putting the kettle on during the next ad break in [major event on TV]. If you&#8217;re making tea, do it now instead of in 10 minutes; time, and get a 50p discount on your next bill&#8221;).</p>
<p><em>Disaggregated data: identifying devices</em><br />
This level (3) display doesn&#8217;t require any ability to know what devices a consumer has, or to be able to disaggregate electricity use by device. It can make general suggestions that, if not relevant, a consumer can ignore.</p>
<p>But what about actually disaggregating the data for particular devices? Surely this must be an aim for a really &#8217;smart&#8217; meter display. Since <a href="#ref4">[4, p.52]</a> notes &#8211; in the context of discussing privacy &#8211; that “information from smart meters could&#8230; make it possible&#8230;to determine&#8230;to a degree, the types of technology that were being used in a property,” this information should clearly be offered to consumers themselves, if the electricity suppliers are going to do the analysis (I&#8217;ve done a bit of a possible mockup, using a more analogue dashboard style). </p>
<p><img src="http://danlockton.co.uk/research/images/smartmeteroptions_no4_600px.jpg" alt="Disaggregated data dashboard" /></p>
<p>Whether the data are processed in the meter itself, or upstream at the supplier and then sent back down to individual displays, and whether the devices are identified from some kind of signature in their energy use patterns, or individual tags or extra plugs of some kind, are interesting technology questions, but from a consumer&#8217;s point of view (so long as privacy is respected), the mechanism perhaps doesn&#8217;t matter so much. Having the ability to see what device is using what amount of electricity, from a single display, would be very useful indeed. It removes the guesswork element.</p>
<p>Now, <a href="http://www.sentec.co.uk/page/our_products/7/">Sentec&#8217;s Coracle technology</a> <a href="#ref16">[16]</a> is presumably ready for mainstream use, with <a href="http://www.sentec.co.uk/content.php?news_id=6">an agreement signed with Onzo</a> <a href="#ref17">[17]</a>, and <a href="http://www.ise-oxford.com/">ISE&#8217;s signal-processing algorithms can identify devices down to the level of makes and models</a> <a href="#ref18">[18]</a>, so it&#8217;s quite likely that this kind of technology will be available for smart meters for consumers fairly soon. But the question is whether it will be something that <em>all</em> customers get &#8211; i.e. as a recommendation of the outcome of the DECC consultation &#8211; or an expensive &#8216;upgrade&#8217;. The fact that the consultation doesn&#8217;t mention disaggregation very much worries me slightly.</p>
<p>If disaggregated data by device were to be available for the mass-distributed displays, clearly this would significantly affect the interface design used: combining this with, say a level (2) type social proof display could &#8211; even if via a website rather than on the display itself &#8211; let a consumer compare how efficient particular models of electrical goods are in use, by using the information from other customers of the supplier.</p>
<p>In summary, for Q13 &#8211; and I&#8217;m aware I haven&#8217;t addressed the &#8220;energy use, money, CO2 etc&#8221; aspect directly &#8211; there are people much better qualified to do that &#8211; I feel that the more ability any display has to provide information of different kinds to consumers, the more opportunities there will be to do interesting and useful things with that information (and the data format and API must be open enough to allow this). In the absence of more definitive information about what kind of feedback has the most behaviour-influencing effect on what kind of consumer, in what context, and so on, it&#8217;s important that the display be as adaptable as possible.</p>
<p><strong>Q14 Do you have comments regarding the accessibility of meters/display units for particular consumers (e.g. vulnerable consumers such as the disabled, partially sighted/blind)?</strong></p>
<p>The inclusive design aspects of the meters and displays could be addressed through an exclusion audit, applying something such as the <a href="http://www-edc.eng.cam.ac.uk/betterdesign/downloads/exclusioncalc.html">University of Cambridge&#8217;s Exclusion Calculator</a> <a href="#ref19">[19]</a> to any proposed designs. Many solutions which would benefit particular consumers with special needs would also potentially be useful for the population as a whole &#8211; e.g. a buzzer or alarm signalling that a device has been left on overnight which isn&#8217;t normally, or (with disaggregation capability) notifying the consumer that, say, the fridge has been left open, would be pretty useful for everyone, not just the visually impaired or people with poor memory. </p>
<p>It seems clear that having open data formats and interfaces for any device will allow a wider range of things to be done with the data, many of which could be very useful for vulnerable users. Still, fundamental physical design questions about the device &#8211; how long the batteries last for, how easy they are to replace for someone with poor eyesight or arthritis, how heavy the unit is, whether it will break if dropped from hand height &#8211; will all have an impact on its overall accessibility (and usefulness).</p>
<p>Thinking of &#8216;particular consumers&#8217; more generally, as the question asks, suggests a few other issues which need to be addressed:</p>
<p>- A website-only version of the display data (as suggested at points in the consultation document) would exclude a lot of consumers who are without internet access, without computer understanding, with only dial-up (metered) internet, or simply not motivated or interested enough to check &#8211; i.e., it would be significantly exclusionary.</p>
<p>- Time-of-Use (ToU) pricing will rely heavily on consumers actually understanding it, and what the implications are, and changing their behaviour in accordance. Simply charging consumers more automatically, without them having good enough feedback to understand what&#8217;s going on, only benefits electricity suppliers. If demand- or ToU-related pricing is introduced – “the potential for customer confusion&#8230; as a result of the greater range of energy tariffs and energy related information” [4, p. 49] is going to be significant. The design of the interface, and how the pricing structure works, is going to be extremely important here, and even so may still exclude a great many consumers who do not or cannot understand the structure.</p>
<p>- The ability to disable supply remotely <a href="#ref4">[4, p. 12, p.20]</a> will no doubt provoke significant reaction from consumers, quite apart from the terrible impact it will have on the most vulnerable consumers (the elderly, the very poor, and people for whom a reliable electricity supply is essential for medical reasons), regardless of whether they are at fault (i.e. non-payment) or not. There WILL inevitably be errors: there is no reason to suppose that they will not occur. Imagine the newspaper headlines when an elderly person dies from hypothermia. Disconnection may only occur in “certain well-defined circumstances” <a href="#ref3">[3, p. 28]</a> but these will need to be made very explicit. </p>
<p>- “Smart metering potentially offers scope for remote intervention&#8230; [which] could involve direct supplier or distribution company interface with equipment, such as refrigerators, within a property, overriding the control of the householder” <a href="#ref4">[4, p. 52]</a> &#8211; this simply offers further fuel for consumer distrust of the meter programme (rightly so, to be honest). As Darby <a href="#ref9">[9]</a> notes, &#8220;the prospect of ceding control over consumption does not appeal to all customers&#8221;. Again, this remote intervention, however well-regulated it might be supposed to be if actually implemented, will not be free from error. “Creating consumer confidence and awareness will be a key element of successfully delivering smart meters” <a href="#ref4">[4, p.50]</a> does not sit well with the realities of installing this kind of channel for remote disconnection or manipulation in consumers&#8217; homes, and attempting to bury these issues by presenting the whole thing as entirely beneficial for consumers will be seen through by intelligent people very quickly indeed.</p>
<p>- Many consumers will simply not trust such new meters with any extra remote disconnection ability – it completely removes the human, the compassion, the potential to reason with a real person. Especially if the predicted energy saving to consumers is as low as 2.8% <a href="#ref4">[4, p.18]</a>, many consumers will (perhaps rightly) conclude that the smart meter is being installed primarily for the benefit of the electricity company, and simply refuse to allow the contractors into their homes. Whether this will lead to a niche for a supplier which does <em>not</em> mandate installation of a meter &#8211; and whether this would be legal &#8211; are interesting questions.</p>
<p><em>Dan Lockton, Researcher, Design for Sustainable Behaviour<br />
Cleaner Electronics Research Group, Brunel Design, Brunel University, London, June 2009</em></p>
<p>    <a name="ref1">[1]</a> Meadows, D. Leverage Points: <a href="http://www.sustainabilityinstitute.org/pubs/Leverage_Points.pdf" title="PDF">Places to Intervene in a System</a>. Sustainability Institute, 1999. </p>
<p>    <a name="ref2">[2]</a> DECC. <a href="http://decc.gov.uk/Media/viewfile.ashx?FilePath=Consultations\Smart%20Metering%20for%20Electricity%20and%20Gas\1_20090508152843_e_@@_smartmeterianondomestic.pdf&#038;filetype=4" title="PDF">Impact Assessment of smart / advanced meters roll out to small and medium businesses</a>, May 2009.</p>
<p>    <a name="ref3">[3]</a> DECC. <a href="http://decc.gov.uk/Media/viewfile.ashx?FilePath=Consultations\Smart%20Metering%20for%20Electricity%20and%20Gas\1_20090508163551_e_@@_smartmetercondoc.pdf&#038;filetype=4" title="PDF">A Consultation on Smart Metering for Electricity and Gas</a>, May 2009.</p>
<p>    <a name="ref4">[4]</a> DECC. <a href="http://decc.gov.uk/Media/viewfile.ashx?FilePath=Consultations\Smart%20Metering%20for%20Electricity%20and%20Gas\1_20090508152831_e_@@_smartmeteriadomestic.pdf&#038;filetype=4" title="PDF">Impact Assessment of a GB-wide smart meter roll out for the domestic sector</a>, May 2009.</p>
<p>    <a name="ref5">[5]</a> Fischer, J. and Kestner, J. <a href="http://jordanfischer.com/pdfs/Fischer_Kestner_4625-WattWatchers.pdf" title = PDF">&#8216;Watt Watchers&#8217;</a>, 2008.</p>
<p>    <a name="ref6">[6]</a> DOTT / live|work studio. <a href="http://www.dott07.com/go/lowcarblane">&#8216;Low Carb Lane&#8217;</a>, 2007. </p>
<p>    <a name="ref7">[7]</a> BERR. <a href="http://www.berr.gov.uk/files/file45794.pdf" title="PDF">Impact Assessment of Smart Metering Roll Out for Domestic Consumers and for Small Businesses</a>, April 2008.</p>
<p>    <a name="ref8">[8]</a> O&#8217;Leary, N. and Reynolds, R. <a href="http://rooreynolds.com/2008/07/06/current-cost-presentation-at-open-tech-2008/">&#8216;Current Cost: Observations and Thoughts from Interested Hackers&#8217;</a>. Presentation at OpenTech 2008, London. July 2008. </p>
<p>   <a name="ref9">[9]</a> Darby S. <a href="http://www.eci.ox.ac.uk/research/energy/downloads/smart-metering-report.pdf" title="PDF">The effectiveness of feedback on energy consumption. A review for DEFRA of the literature on metering, billing and direct displays</a>. Environmental Change Institute, University of Oxford. April 2006.</p>
<p>   <a name="ref10">[10]</a> Kingston University, <a href="http://business.kingston.ac.uk/charm">CHARM Project</a>. 2009</p>
<p>   <a name="ref11">[11]</a> Socolow, R.H. <em>Saving Energy in the Home: Princeton&#8217;s Experiments at Twin Rivers</em>. Ballinger Publishing, Cambridge MA, 1978</p>
<p>   <a name="ref12">[12]</a> Winett, R.A., Neale, M.S., Williams, K.R., Yokley, J. and Kauder, H., 1979 &#8216;The effects of individual and group feedback on residential electricity consumption: three replications&#8217;. <em>Journal of Environmental Systems</em>, 8, p. 217-233.</p>
<p>   <a name="ref13">[13]</a> Schultz, P.W., Nolan, J.M., Cialdini, R.B., Goldstein, N.J. and Griskevicius, V., 2007.<br />
   <a href="http://www.csom.umn.edu/assets/118375.pdf" title="PDF">&#8216;The Constructive, Destructive and Reconstructive Power of Social Norms&#8217;</a>. <em>Psychological Science</em>, 18 (5), p. 429-434.</p>
<p>   <a name="ref14">[14]</a> Djajadiningrat, T., Overbeeke, K. and Wensveen, S., 2002. <a href="http://www.cs.chalmers.se/idc/ituniv/kurser/07/uc/papers/p285-djajadiningrat.pdf" title="PDF">&#8216;But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback&#8217;</a>. Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques. ACM Press, New York, p. 285-291.</p>
<p>   <a name="ref15">[15]</a> Business of Software discussion community (part of &#8216;Joel on Software&#8217;), <a href="http://discuss.joelonsoftware.com/default.asp?biz.5.372471.10">&#8216;&#8221;Tip of the Day&#8221; on startup, value to the customer&#8217;</a>, August 2006</p>
<p>   <a name="ref16">[16]</a> Sentec. <a href="http://www.sentec.co.uk/page/our_products/7/">&#8216;Coracle: a new level of information on energy consumption&#8217;</a>, undated.</p>
<p>   <a name="ref17">[17]</a> Sentec. <a href="http://www.sentec.co.uk/content.php?news_id=6">&#8216;Sentec and Onzo agree UK deal for home energy displays&#8217;</a>, 28th April 2008</p>
<p>   <a name="ref18">[18]</a> ISE Intelligent Sustainable Energy, <a href="http://www.ise-oxford.com/technology">&#8216;Technology&#8217;</a>, undated</p>
<p>    <a name="ref19">[19]</a> Engineering Design Centre, University of Cambridge. <a href="http://www-edc.eng.cam.ac.uk/betterdesign/downloads/exclusioncalc.html">Inclusive Design Toolkit: Exclusion Calculator</a>, 2007-8</p>
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		<title>frog design on Design with Intent</title>
		<link>http://architectures.danlockton.co.uk/2009/06/14/frog-design-on-design-with-intent/</link>
		<comments>http://architectures.danlockton.co.uk/2009/06/14/frog-design-on-design-with-intent/#comments</comments>
		<pubDate>Sun, 14 Jun 2009 14:04:55 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Choice Architecture]]></category>
		<category><![CDATA[Democracy of innovation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design attitudes]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Future]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Trimtab]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1091</guid>
		<description><![CDATA[Robert Fabricant of frog design – with whom I had a great discussion a couple of weeks ago in London – has an insightful new article up at frog’s Design Mind, titled, oddly enough, ‘Design with Intent: how designers can influence behaviour’ – which tackles the question of how, and whether, designers can and should [...]]]></description>
			<content:encoded><![CDATA[<p>Robert Fabricant of <a href="http://www.frogdesign.com/">frog design</a> – with whom I had a great discussion a couple of weeks ago in London – has an insightful new article up at frog’s <a href="http://designmind.frogdesign.com/">Design Mind</a>, titled, oddly enough, ‘<a href="http://designmind.frogdesign.com/articles/power/design-with-intent.html">Design with Intent: how designers can influence behaviour</a>’ – which tackles the question of how, and whether, designers can and should see their work as being directed towards behaviour change, and the power that design can have in this kind of application. </p>
<p>It builds on a trend evident in frog’s own work in this field, most notably the <a href="http://www.frogdesign.com/services/project-masiluleke.html#/images/project-m-gallery_1.jpg">Project Masiluleke</a> initiative (which seems to have been incredibly successful in behaviour change terms), as well as a theme Robert’s identified talking to a range of practitioners as well as young designers: “We’re experiencing a sea change in the way designers engage with the world. Instead of aspiring to influence user behaviour from a distance, we increasingly want the products we design to have more immediate impact through direct social engagement.”</p>
<p>The recognition of this nascent trend echoes some of the themes of <a href="http://www.designcouncil.info/mt/RED/transformationdesign/">transformation design</a> – a manifesto developed by <a href="http://www.hilarycottam.com/html/whatIdo.htm">Hilary Cottam</a>’s former RED team at the Design Council – and also fits well into what’s increasingly called <em>social design</em>, or <em>socially conscious design</em> – a broad, diverse movement of designers from many disciplines, from service design to architecture, who are applying their expertise to social problems from healthcare to environment to education to communication. With the mantra that ‘<a href="http://socialdesignsite.com/">we cannot not change the world</a>’, groups such as <a href="http://www.design21sdn.com/">Design21</a> and <a href="http://www.projecthdesign.com/">Project H Design</a>, along with alert chroniclers such as <a href="http://kateandrews.wordpress.com/">Kate Andrews</a>, are inspiring designers to see the potential that there is for &#8216;impact through direct social engagement&#8217;: taking on the mantle of Victor Papanek and Buckminster Fuller, motivated by the realisation that design can be more than <a href="http://www.xs4all.nl/~maxb/ftf1964.htm">&#8216;the high pitched scream of consumer selling</a>&#8216;, more than simply reactive. Nevertheless, Robert&#8217;s focus on influencing people&#8217;s behaviour (much as I&#8217;ve tried to make clear with <a href="http://architectures.danlockton.co.uk/what-is-design-with-intent/">my own work on Design with Intent over the last few years</a>), is an explicit emerging theme in itself, and catching the interest of forward-looking organisations such as <a href="http://designandbehaviour.rsablogs.org.uk/">the RSA</a>.</p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/people.jpg" alt="People" /></p>
<p><strong>User centred design, constraint and reality</strong></p>
<p>One of the issues Robert discusses is a question I’ve put to the audience in a number of presentations recently – fundamentally, is it still ‘User-Centred Design’ when the designer’s aim is to change users’ behaviour rather than accommodating it? As he puts it, “we influence behaviour and social practice from a distance through the products and services that we create based on our research and understanding of behaviour. We place users at the centre and develop products and services to support them. With UCD, designers are encouraged not to impose their own values on the experience.” Thus, “committing to <em>direct behaviour design</em> [my italics] would mean stepping outside the traditional frame of user-centred design (UCD), which provides the basis of most professional design today.”</p>
<p>Now, ‘direct behaviour design’ as a concept is redolent of <a href="http://en.wikipedia.org/wiki/Architectural_determinism">determinism</a> in architecture, or the more extreme end of <a href="http://www.simplypsychology.pwp.blueyonder.co.uk/behaviourism.html">behaviourism</a>, where people (users / inhabitants / subjects) are seen as, effectively, components in a designed system which will respond to their environment / products / conditioning in a known, predictable way, and can thus be directed to behave in particular ways by changing the design of the system. It privileges the architect, the designer, the planner, the hidden persuader, the controller as a kind of director of behaviour, <a href="http://www.ballardian.com/biblio-high-rise">standing on the top floor</a> observing what he’s wrought down below. </p>
<p>I’ll acknowledge that, in a less extreme form, this is often the intent (if not necessarily the result) behind much design for behaviour change (hence my definition for <a href="http://architectures.danlockton.co.uk/what-is-design-with-intent/">Design with Intent: ‘design that’s intended to influence, or result in, certain user behaviour’</a>). But in practice, people don’t, most of the time, behave as predictably as this. Our behaviour – as Kurt Lewin, James Gibson, Albert Bandura, Don Norman, Herbert Simon, Daniel Kahneman, Amos Tversky and a whole line of psychologists from different fields have made clear – is a (vector) function of our physical environment (and how we perceive and understand it), our social environment (and how we perceive and understand it) and our cognitive decision processes about what to do in response to our perceptions and understanding, working within a bounded rationality that (most of the time) works pretty well. If we perceive that a design is trying to get us to behave in a way we don’t want, we display <a href="http://www.intropsych.com/ch09_motivation/psychological_reactance.html">reactance</a> to it. This is going to happen when you constrain people against pursuing a goal: even the concept of ‘direct behaviour design’ itself is likely to provoke some reactance from you, the reader. Go on: you felt slightly irritated by it, didn’t you?*</p>
<p><img class="floatright" src="http://danlockton.co.uk/research/images/simcard.jpg" alt="SIM Card poka-yoke"/></p>
<p>In some fields, of course, design’s aim really is to <a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/">constrain</a> and direct behaviour absolutely – e.g. &#8220;safety critical systems, like air traffic control or medical monitors, where the cost of failure [due to user behaviour] is never acceptable&#8221; (from <a href="http://www.cup.es/uk/catalogue/catalogue.asp?isbn=9780521690317">Cairns &#038; Cox</a>, p.16). But decades of ergonomics, human factors and HCI research suggests that <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-errorproofing/">errorproofing</a> works best when it helps the user achieve the goal he or she already has in mind. It constrains our behaviour, but it also makes it easier to avoid errors we don’t want. We don’t mind not being able to run the microwave oven with the door open (even though we resented seatbelt interlocks). We don’t mind being only being able to put a SIM card in one way round. The design constraint doesn’t conflict with our goal: it helps us achieve it. (It would be interesting to know of cases in Japanese vs. Western manufacturing industry where employees resented the <a href="http://www.mistakeproofing.com/tutorial.html">introduction</a> of <em><a href="http://architectures.danlockton.co.uk/category/poka-yoke/">poka-yoke</a></em> measures – were there any? What were the specific measures that irritated?)</p>
<p>Returning to UCD, then, I would argue that in cases where design with intent, or design for behaviour change, is aligned with what the user wants to achieve, it’s very much still user-centred design, whether enabling, motivating or constraining. It’s the best form of user-centred design, supporting a user’s goals while transforming his or her behaviour. Some of the most insightful current work on influencing user behaviour, from people such as <a href="http://doi.ieeecomputersociety.org/10.1109/ISEE.2008.4562920">Ed Elias at Bath</a> and <a href="http://www-staff.lboro.ac.uk/~cddl/Creating_Sustainable_Behaviour_Tang%20Tang.ppt">Tang Tang at Loughborough</a> [PPT], starts with achieving a deeper understanding of user behaviour with existing products and systems, to identify better how to improve the design; it seems as though companies such as <a href="http://onzo.co.uk/">Onzo</a> are also taking this approach.</p>
<p><strong>Is design ever neutral?</strong></p>
<p>Robert also makes the point that “every [design] decision we make exerts an influence of some kind, whether intended or not”. This argument parallels one of the defences made by <a href="http://www.nudges.org/authors.cfm">Richard Thaler and Cass Sunstein</a> to criticism of their <em><a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=405940">libertarian paternalism</a></em> concept: however you design a system, whatever choices you decide to give users, you inevitably frame understanding and influence behaviour. Even not making a design decision at all influences behaviour. </p>
<p><img class="floatleft" src="http://danlockton.co.uk/research/images/staggered_1.jpg" alt="staggered crossing"/></p>
<p>If you put chairs round a table, people will sit down. You might see it as supporting your users’ goals – they want to be able to sit down – but by providing the chairs, you’ve influenced their behaviour. (Compare <a href="http://sethgodin.typepad.com/seths_blog/2007/04/meetings.html">Seth Godin’s ‘no chair meetings’</a>.) If you constrain people to three options, they will pick one of the three. If you give them 500 options, <a href="http://www.ted.com/index.php/talks/view/id/93">they won’t find it easy to choose well</a>. If you give them no options, they can’t make a choice, but might not realise that they&#8217;ve been denied it. And so on. (This is sometimes referred to as ‘<a href="http://www.guardian.co.uk/environment/2007/oct/25/ethicalliving.lifeandhealth1">choice editing</a>’, a phrase which provokes substantial reactance!) If you <a href="http://architectures.danlockton.co.uk/2009/01/05/staggering-insight/">design a pedestrian crossing to guide pedestrians to make eye contact with drivers</a>, you’ve privileged drivers over pedestrians and reinforced the hegemony of the motor car. If you don’t, you’ve shown contempt for pedestrians’ needs. <a href="http://books.google.co.uk/books?id=OB5pPtGQuZgC&#038;lpg=PA91&#038;ots=jmUCXdgd5M&#038;dq=%22Declaration%20by%20Design%3A%20Rhetoric%2C%20Argument%20and%20Demonstration%20in%20Design%20Practice%22&#038;pg=PA91">Richard Buchanan</a> and <a href="http://www.springerlink.com/content/m38028676v3w3214/">Johan Redström</a> have both also dealt with this aspect of ‘<a href="http://www.perina.net/index.php/en/about-mainmenu-69/articles-mainmenu-91/rhetoric-in-design-mainmenu-132">design as rhetoric</a>’, while <a href="http://www.niedderer.org/po.html">Kristina Niedderer&#8217;s &#8216;performative objects&#8217;</a> intended to increase user mindfulness of the interactions occurring.</p>
<p>Thaler and Sunstein’s argument (heavily paraphrased, and transposed from economics to design) is that as every decision we make about designing a system will necessarily influence user behaviour, we might as well try and put some thought into influencing the behaviour that’s going to be best for users (and society)**. And that again, to me, seems to come within the scope of user-centred design. It’s certainly putting the user – and his or her behaviour – at the centre of the design process. But then to a large extent – as Robert’s argued before – <a href="http://designmind.frogdesign.com/blog/behaving-badly-in-vancouver.html">all (interaction) design is about behaviour</a>. And perhaps all design is really interaction design (or ought to be considered as such during at least part of the process).</p>
<p><strong>Persuasion, catalyst and performance design</strong></p>
<p>Robert identifies three broad themes in using design to influence behaviour &#8211; <em>persuasion design</em>, <em>catalyst design</em> and <em>performance design</em>. &#8216;Persuasion design&#8217; correlates very closely with the work on <a href="http://books.google.co.uk/books?id=aSfvNuUJNoUC&#038;lpg=PR1&#038;ots=hJUZXKjRSm&#038;dq=persuasive%20technology&#038;pg=PR1">persuasive technology</a> and <a href="http://www.linkedin.com/groups?about=&#038;gid=3345&#038;trk=anet_ug_grppro">persuasive design<a /> which has grown over the past decade, from B.J. Fogg&#8217;s </a><a href="http://captology.stanford.edu/">Persuasive Technology Lab at Stanford</a> to a world-wide collaboration of researchers and practitioners &#8211; including <a href="http://www.behaviourchangeandtechnology.org/">designers and psychologists</a> &#8211; meeting at the Persuasive conferences (2010&#8217;s will be in <a href="http://www.db.dk/forskning/persuasive2010/">Copenhagen</a>), of which I&#8217;m proud to be a very small part. Robert firmly includes behavioural economics and  <a href="http://architectures.danlockton.co.uk/2008/06/10/nudges-and-the-power-of-choice-architecture/">choice architecture</a> in his description of Persuasion Design, which is something that (so far at least) has not received an explicit treatment in the persuasive technology literature, although individual cognitive biases and heuristics have of course been invoked. I think I&#8217;d respectfully argue that choice architecture as discussed in an economic context doesn&#8217;t really care too much about <em>persuasion</em> itself: it aims to influence behaviours, but doesn&#8217;t explicitly see changing <em>attitudes</em> as part of that, which is very much part of persuasion. </p>
<p>&#8216;Catalyst design&#8217; is a great term &#8211; I&#8217;m not sure (other than as the name of <a href="http://www.google.co.uk/search?hl=en&#038;q=%22catalyst+design%22">lots and lots</a> of small consultancies) whether it has any precedent in the design literature or whether Robert coined it himself (something <a href="http://www.fergusbisset.com/blog/">Fergus Bisset</a> asked me the other day on reading the article). On first sight, catalyst design sounds as though it might be identical with Buckminster Fuller&#8217;s <a href="http://en.wikipedia.org/wiki/Trim_tab#Trim_tab_as_a_metaphor">trimtab metaphor</a> &#8211; a small component added to a system which initiates or enables a much larger change to happen more easily (what I&#8217;ve tried to think of as &#8216;<a href="http://architectures.danlockton.co.uk/2009/04/06/what-sort-of-behaviour/">enabling behaviour</a>&#8216;). However, Robert broadens the discussion beyond this idea to talk about participatory and open design with users (such as <a href="http://www.janchipchase.com/">Jan Chipchase</a>&#8217;s work &#8211; or, if we&#8217;re looking further back, Christopher Alexander and his team&#8217;s groundbreaking <em><a href="http://books.google.co.uk/books?id=u2NSI4vSu_IC&#038;lpg=PP1&#038;ots=J3vvv_PWYM&#038;dq=oregon%20experiment&#038;pg=PP1">Oregon Experiment</a></em>). In this sense, the <em>designer</em> is the catalyst, facilitating innovation and behaviour change. <a href="http://web.mit.edu/evhippel/www/democ.htm">User-led innovation</a> is a massive, and growing, field, with examples of both completely ground-up development (with no &#8216;designer as catalyst&#8217; involved) and programmes where a designer or external expert can, through engaging with people who use and work with a system, really help transform it (Clare Brass&#8217;s SEED Foundation&#8217;s <a href="http://www.seedfoundation.org.uk/projects/hirise/">HiRise project</a> comes to mind here). But it isn&#8217;t often spoken about explicitly in terms of behaviour change, so it&#8217;s interesting to see Robert present it in this context. </p>
<p>Finally, &#8216;performance design&#8217;, as Robert explains it, involves designers performing in some way, becoming immersed in the lives of the people for whom they are designing. From a behaviour change perspective, empathising with users&#8217; mental models, understanding what motivates users during a decision-making process, and why certain choices are made (or not made), must make it easier to identify where and how to intervene to influence behaviour successfully. </p>
<p><strong>Implications for designers working on behaviour change</strong></p>
<p>It&#8217;s fantastic to see high-profile, influential design companies such as frog explicitly recognising the opportunities and possibilities that designers have to influence user behaviour for social benefit. The more this is out in the open as a defined trend, a way of thinking, the more examples we&#8217;ll have of real-life thinking along these lines, embodied in a whole wave of products and services which (potentially) help users, and help society solve <a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">problems with a significant behavioural component</a>. (And, more to the point, give us a degree of evidence about which techniques actually work, in which contexts, with which users, and <em>why</em> &#8211; there are some great examples around at present, both concepts and real products &#8211; e.g. as <a href="http://www-staff.lboro.ac.uk/~cddl/how_others_have_done_it.htm">collated here by Debra Lilley</a> &#8211; but as yet we just don&#8217;t have a great body of evidence to base design decisions on.) It will also allow us, as users, to become more familiar with the tactics used to influence our behaviour, so we can actively understand the thinking that&#8217;s gone into the systems around us, and choose to reject or opt out of things which <em>aren&#8217;t</em> working in our best interests.</p>
<p>The &#8216;behavioural layer&#8217; (credit to <a href="http://www.slideshare.net/boxman/the-subtle-art-of-persuasion">James Box</a> of <a href="http://clearleft.com/">Clearleft</a> for this term) is something designers need to get to grips with &#8211; even knowing where to start when you&#8217;re faced with a design problem involving influencing behaviour is something we don&#8217;t currently have a very good idea about. With my <a href="http://architectures.danlockton.co.uk/2009/04/06/the-design-with-intent-toolkit/">Design with Intent toolkit work</a>, I&#8217;m trying to help this bit of the process a bit, alongside a lot of people interested, on many levels, in <a href="http://groups.google.com/group/design-and-behaviour">how design influences behaviour</a>. It will be interesting over the next few years to see how frog and other consultancies develop expertise and competence in this field, how they choose to recruit the kind of people who are <a href="http://www.slideshare.net/dings">already becoming experts in it</a> &#8211; and how they sell that expertise to clients and governments.</p>
<p><strong>Update: Robert responds &#8211; <a href="http://designmind.frogdesign.com/blog/the-ethnography-defense.html">The &#8216;Ethnography Defense&#8217;</a></strong></p>
<p><strong><em><a href="http://danlockton.co.uk">Dan Lockton</a>, Design with Intent / Brunel University, June 2009</em></strong></p>
<p> *TU Eindhoven’s Maaike Roubroeks used this technique to great effect in <a href="http://portal.acm.org/citation.cfm?doid=1541948.1541970">her Persuasive 2009 presentation</a>.<br />
**The debate comes over who decides &#8211; and how &#8211; what&#8217;s &#8216;best&#8217; for users and for society. Governments don&#8217;t necessarily have a good track record on this; neither do a lot of companies. </p>
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		<title>What is demand, really?</title>
		<link>http://architectures.danlockton.co.uk/2009/05/13/what-is-demand-really/</link>
		<comments>http://architectures.danlockton.co.uk/2009/05/13/what-is-demand-really/#comments</comments>
		<pubDate>Wed, 13 May 2009 18:41:19 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Consumer rights]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design engineering]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Engineering design]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Technology policy]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=1063</guid>
		<description><![CDATA[
In a lot of the debate and discussion about energy, future electricity generation and metering, improved efficiency and influencing consumer behaviour &#8211; at least from an engineering perspective &#8211; the term &#8220;demand&#8221; is used, in conjunction with &#8220;supply&#8221;, to represent the energy required to be supplied to consumers, much as in conventional &#8220;supply and demand&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/public_meter.jpg" alt="A publicly visible electricity meter in Claremont, CA" /></p>
<p>In a lot of the debate and discussion about energy, future electricity generation and metering, improved efficiency and influencing consumer behaviour &#8211; at least from an engineering perspective &#8211; the term &#8220;demand&#8221; is used, in conjunction with &#8220;supply&#8221;, to represent the energy required to be supplied to consumers, much as in conventional &#8220;supply and demand&#8221; economics. </p>
<p>Now, I&#8217;m sure others have investigated this and characterised it economically much better than I can, but it seems to me that demand for energy (and sometimes water) is significantly different to, say, demand for most consumer products in that, for the most part, <em>consumers only &#8220;demand&#8221; it indirectly</em>. It is the products and systems around us which draw the current: they are important <a href="http://carbon.cudenver.edu/~mryder/itc_data/ant_dff.html">actors</a> and have the agency, in a sense (at least unless we really understand the impacts of how they operate). </p>
<p>While with, say, a car&#8217;s fuel consumption, we experience the car&#8217;s demand for fuel, and pay for it, directly in proportion to our demand for travel, with most household electricity use, we not only generally wait a month or more before having to confront the &#8220;demand&#8221; (via the bill), but separating the background demand (such as a refrigerator&#8217;s continuous energy use simply to operate) from conscious demand (such as our decision to use a fan heater all day) is very difficult for us to do as consumers: from a very simple consumer perspective (ignoring things like <a href="http://en.wikipedia.org/wiki/AC_power#Reactive_power_flow">reactive power flow</a>), electricity is interchangeable, and the feedback we get on our behaviour is only very weakly linked to the specifics of that behaviour.</p>
<p><img src="http://danlockton.co.uk/research/images/pricelabelswitch.jpg" alt="An on-off switch with a proce label" /></p>
<p>Basically, then, <strong>a lot of &#8220;demand&#8221; is not <em>conscious</em> demand at all</strong>. Most consumers don&#8217;t make an in-the-moment decision to use more electricity if it gets cheaper (though it may happen over time, e.g. if someone decides to get electric heating because oil heating has become more expensive) or vice versa. The demand is a function of the products and systems around us, our habits, lifestyle and behaviours but it is very difficult for us to see this, and make decisions which have an impact on this. If there are major changes, such as a massively changed price, then real <em>conscious</em> demand changes may happen (so a kind of stepped curve rather than anything smooth) but this is surely not what happens in everyday life. At least at present.</p>
<p>Maybe, then, part of what design could offer here is to help translate this unconscious, product-led, delayed payment demand into a visible, tangible, immediate demand which makes us consider it like any other everyday buying / consumption choice. Real-time <a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#selfmonitoring">self-monitoring feedback</a> from clever metering technology (e.g. Onzo or Wattson) could go a long way here, but what about <em><a href="http://architectures.danlockton.co.uk/2009/04/06/lens-persuasive/#simulation">feedforward</a></em>? Can we go as far as <strong>on-off switches with price labels on them?</strong> (Digital, updated, real-time, of course.) Would it make us more price-sensitive to energy costs? Would that influence our behaviour?</p>
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		<title>Persuasive 2009</title>
		<link>http://architectures.danlockton.co.uk/2009/03/11/persuasive-2009/</link>
		<comments>http://architectures.danlockton.co.uk/2009/03/11/persuasive-2009/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 21:16:33 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[PhD]]></category>
		<category><![CDATA[Site Announcements]]></category>
		<category><![CDATA[Speakers' Corner]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[US]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=676</guid>
		<description><![CDATA[UPDATED (7 April): Here&#8217;s an &#8216;author version preprint&#8217; of the paper, Influencing Interaction: Development of the Design with Intent Method [PDF, 1.6MB]. At some point soon this version of the paper will downloadable from Brunel&#8217;s research archive, while the &#8216;proper&#8217; version will be available in the ACM Digital Library. ACM requires me to state the [...]]]></description>
			<content:encoded><![CDATA[<p><strong>UPDATED (7 April): Here&#8217;s an &#8216;author version preprint&#8217; of the paper, <a href="http://danlockton.co.uk/research/Lockton_et_al_Influencing_Interaction_preprint_ACM_disclaimer.pdf" onClick="javascript: pageTracker._trackPageview('/research/P09preprint');">Influencing Interaction: Development of the Design with Intent Method</a> [PDF, 1.6MB].</strong> At some point soon this version of the paper will downloadable from Brunel&#8217;s research archive, while the &#8216;proper&#8217; version will be available in the ACM Digital Library. ACM requires me to state the following alongside the link to the preprint:</p>
<blockquote><p>© ACM, 2009. This is the authors’ version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version will be published in Proceedings of Persuasive 2009: Fourth International Conference on Persuasive Technology, Claremont, CA, 26-29 April 2009, ACM Digital Library. ISBN 978-1-60558-376-1.
</p></blockquote>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<p><img src="http://danlockton.co.uk/research/images/claremont_flickr_katherine_h.jpg" alt="Claremont Graduate University - photo by Katherine H on Flickr" /></p>
<p>I&#8217;m pleased to announce that a paper I submitted to <a href="http://www.persuasive2009.net">Persuasive 2009</a>, at the <a href="http://www.claremont.edu/">Claremont Colleges</a>, California (<a href="http://guest.cvent.com/EVENTS/Info/Agenda.aspx?e=e68bac52-4531-4ee0-89ce-6cba52e4ea78">26-29th April</a>) has been accepted, so I&#8217;ll be presenting &#8216;Influencing Interaction: Development of the Design with Intent Method&#8217; on Monday 27th April.</p>
<p>The paper builds on <a href="http://architectures.danlockton.co.uk/2008/06/09/design-with-intent-presentation-slide/">the ideas I presented at Persuasive 2008</a> (<a href="http://hdl.handle.net/2438/2138">the paper</a>), detailing the development of the &#8216;<a href="http://architectures.danlockton.co.uk/category/dwi-method/">Design with Intent Method</a>&#8216;, a &#8217;suggestion tool&#8217; for designers faced with briefs involving influencing user behaviour, and the results of a series of <a href="http://architectures.danlockton.co.uk/2008/12/12/invitation-to-participate/">pilot studies</a> to test the usability of the method.</p>
<p>At the time of submitting the paper (New Year&#8217;s Eve, 6pm!), the pilot studies were still going on (poor planning by me), so (as the reviewers noted!) the paper&#8217;s conclusions are fairly weak, and there are quite a few revisions I need to make before submitting the final version: the next couple of weeks are going to require some fairly intense work in that vein. But it&#8217;s great to have been accepted: Persuasive 2008 was fantastic, incredibly useful in terms of meeting people and getting feedback on the proposed research, and I&#8217;m hoping 2009 will be just as good. The big-name speakers include <a href="http://www.bjfogg.com/">BJ Fogg</a>, originator of the Persuasive Technology field, <a href="http://www.cgu.edu/pages/1871.asp">Mihály Csíkszentmihályi</a> (of &#8216;<a href="http://austega.com/education/articles/flow.htm">Flow</a>&#8216; fame), and <a href="http://tauzero.com/Brenda_Laurel/">Brenda Laurel</a> (author of <em>Design Research: Methods and Perspectives</em>, which I&#8217;ll admit I haven&#8217;t yet got round to reading, largely because of <a href="http://www.amazon.co.uk/review/R3LUE0CBTYNWA7/ref=cm_cr_rdp_perm">Nigel Cross&#8217;s review</a>, but maybe I should find the time!). As always, though, it&#8217;s the chance to talk to and get to know other people working on similar problems, or offering a different point of view on the field, which is especially interesting.</p>
<p>The proceedings are going to be published by the ACM (<a href="http://www.springer.com/computer/user+interfaces/book/978-3-540-68500-5">last year&#8217;s</a> were published by Springer), but I don&#8217;t have any more details at this stage. I&#8217;ll post a preprint version of the paper here once it&#8217;s ready, of course.</p>
<p>Many thanks to my co-authors: my supervisors <a href="http://www.brunel.ac.uk/about/acad/sed/sedstaff/design/davidharrison">Professor David Harrison</a> (Brunel) and <a href="http://www.civil.soton.ac.uk/staff/staffbydivision/staffprofile.asp?NameID=475">Professor Neville Stanton</a> (Southampton) for their help, and <a href="http://www.timholley.de/">Tim Holley</a> whose insights into improving and using the method were extremely useful. Thanks too to all the other pilot study participants, and also to the <a href="http://www.raeng.org.uk/">Royal Academy of Engineering</a>, who very kindly awarded an international travel grant to help me attend the conference. I am aware of the hypocrisy of flying halfway round the world to talk (in part) about influencing more environmentally friendly behaviour, and the cognitive dissonance is headache-inducing. Why there aren&#8217;t more live, online academic conferences, I don&#8217;t know.</p>
<p>Here are the abstract and ACM meta-stuff for the paper:</p>
<p><strong>Influencing Interaction: Development of the Design with Intent Method</strong><br />
Dan Lockton¹, David Harrison¹, Tim Holley², Neville A. Stanton³<br />
<em>¹Cleaner Electronics Research Group, Brunel Design, Brunel University, Uxbridge, Middlesex UB8 3PH, United Kingdom</em><br />
<em>²Product Design Programme, Brunel Design, Brunel University, Uxbridge, Middlesex UB8 3PH, United Kingdom</em><br />
<em>³School of Civil Engineering &amp; the Environment, University of Southampton, Southampton, Hampshire SO17 1BJ, United Kingdom</em></p>
<blockquote><p><strong>ABSTRACT</strong><br />
Persuasive Technology has the potential to influence user behavior for social benefit, e.g. to reduce environmental impact, but designers are lacking guidance choosing among design techniques for influencing interaction. The Design with Intent Method, a ‘suggestion tool’ addressing this problem, is described in this paper, and applied to the briefs of reducing unnecessary household lighting use, and improving the efficiency of printing, primarily to evaluate the method’s usability. The trial demonstrates that the DwI Method is quick to apply and leads to a range of relevant design concepts. With development, the DwI Method could be a useful tool for designers working on influencing user behavior.</p>
<p><strong>Categories and Subject Descriptors</strong><br />
H.1.2 [Models and Principles]: User/Machine Systems – human factors, software psychology. H.5.2 [Information Interfaces and Presentation (e.g. HCI)]: User Interfaces – theory and methods, user-centered design.<br />
<strong>General Terms</strong><br />
Design, Human Factors.<br />
<strong>Keywords</strong><br />
Persuasive technology, behavior change, sustainability, energy, interaction design, design methods, innovation methods.</p></blockquote>
<p>On other matters, I&#8217;m proud to say that <a href="http://www.planetizen.com/">Planetizen</a>, the urban design and planning community and <a href="http://www.planetizen.com/interchange">blog</a> has named <a href="http://architectures.danlockton.co.uk">Design with Intent</a> one of its <a href="http://www.planetizen.com/websites/2009">Top 10 Websites for 2009</a> &#8211; a nice accolade given how broad the scope here is beyond urbanism and architecture! Some of the other websites recommended are well worth a deeper read &#8211; <a href="http://www.onthecommons.org/">On the Commons</a>, <a href="http://digitalurban.blogspot.com/">Digital Urban</a>, <a href="http://infranetlab.org/blog/">Infranet Lab</a> and <a href="http://www.gapminder.org/">Gapminder</a> stood out for me. </p>
<p>Adding that Planetizen accolade to <a href="http://sixrevisions.com/usabilityaccessibility/20-websites-to-help-you-master-user-interface-design/">Six Revisions&#8217; inclusion of the blog in its &#8216;20 websites to help you master user interface design&#8217;</a>, it&#8217;s clear that, if nothing else, the themes we cover here really do meander about over conventional disciplinary boundaries. It&#8217;s all about people interacting with designed systems, whether they&#8217;re concrete plazas, electric kettles or confirmation dialogues, and I&#8217;d like to think the similarities are worth investigating.</p>
<p><em>Photo of Claremont Graduate University by <a href="http://www.flickr.com/photos/66197572@N00/2829147785/">Katherine H on Flickr</a></em></p>
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		<title>Eight design patterns for errorproofing</title>
		<link>http://architectures.danlockton.co.uk/2009/02/27/eight-design-patterns-for-errorproofing/</link>
		<comments>http://architectures.danlockton.co.uk/2009/02/27/eight-design-patterns-for-errorproofing/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 12:53:33 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Choice Architecture]]></category>
		<category><![CDATA[Defaults]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design engineering]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[DwI Method]]></category>
		<category><![CDATA[Engineering design]]></category>
		<category><![CDATA[Forcing functions]]></category>
		<category><![CDATA[Friction]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Health and safety]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Lock-in]]></category>
		<category><![CDATA[Mistake-proofing]]></category>
		<category><![CDATA[Poka-yoke]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=656</guid>
		<description><![CDATA[Go straight to the patterns
One view of influencing user behaviour &#8211; what I&#8217;ve called the &#8216;errorproofing lens&#8217; &#8211; treats a user&#8217;s interaction with a system as a set of defined target behaviour routes which the designer wants the user to follow, with deviations from those routes being treated as &#8216;errors&#8217;. Design can help avoid the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://architectures.danlockton.co.uk/?p=656#patterns"><em>Go straight to the patterns</em></a></p>
<p>One view of influencing user behaviour &#8211; what I&#8217;ve called the &#8216;errorproofing lens&#8217; &#8211; treats a user&#8217;s interaction with a system as a set of defined target behaviour routes which the designer wants the user to follow, with deviations from those routes being treated as &#8216;errors&#8217;. Design can help avoid the errors, either by making it easier for users to work without making errors, or by making the errors impossible in the first place (a <a href="http://en.wikipedia.org/wiki/Defensive_design">defensive design</a> approach). </p>
<p>That&#8217;s fairly obvious, and it&#8217;s a key part of interaction design, usability and human factors practice, much of its influence in the design profession coming from Don Norman&#8217;s seminal <a href="http://mitpress.mit.edu/catalog/item/default.asp?tid=5393&#038;ttype=2"><em>Design of Everyday Things</em></a>. It&#8217;s often the view on influencing user behaviour found in health &#038; safety-related design, medical device design and manufacturing engineering (as <em><a href="http://architectures.danlockton.co.uk/category/poka-yoke/">poka-yoke</a></em>): where, as far as possible, one really doesn&#8217;t want errors to occur at all (<a href="http://www.hkbu.edu.hk/~samho/tqm/tqmex/shingo.htm">Shingo&#8217;s zero defects</a>). Learning through trial-and-error exploration of the interface might be great for, say, Kai&#8217;s Power Tools, but a bad idea for a dialysis machine or the control room of a nuclear power station.  </p>
<p>It&#8217;s worth noting a (the?) key difference between an errorproofing approach and some other views of influencing user behaviour, such as <a href="http://captology.stanford.edu/notebook/">Persuasive Technology</a>: persuasion implies <em>attitude change</em> leading to the target behaviour, while errorproofing doesn&#8217;t care whether or not the user&#8217;s attitude changes, as long as the target behaviour is met. Attitude change might be <em>an effect</em> of the errorproofing, but <em>it doesn&#8217;t have to be</em>. If I find I can&#8217;t start a milling machine until the guard is in place, the target behaviour (I put the guard in place before pressing the switch) is achieved regardless of whether my attitude to safety changes. It might do, though: the act of realising that the guard needs to be in place, and why, may well cause safety to be on my mind consciously. Then again, it might do the opposite: e.g. the <a href="http://www.halfbakery.com/idea/Steering-Wheel_20Spike">steering wheel spike argument</a>. The distinction between whether the behaviour change is mindful or not is something I tried to capture with the <a href="http://architectures.danlockton.co.uk/2008/08/29/a-behaviour-change-barometer/">behaviour change barometer</a>. </p>
<p>Making it easier for users to avoid errors &#8211; whether through warnings, choice of defaults, confirmation dialogues and so on &#8211; is slightly &#8217;softer&#8217; than actual forcing the user to conform, and does perhaps offer the chance to relay some information about the reasoning behind the measure. But the philosophy behind all of these is, inevitably &#8220;we know what&#8217;s best&#8221;: <a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=405940">a dose of paternalism, the degree of constraint determining the &#8216;libertarian&#8217; prefix</a>. The fact that all of us can probably think of everyday examples where we constantly have to change a setting from its default, or a confirmation dialogue slows us down (<a href="http://architectures.danlockton.co.uk/2007/05/29/process-friction/">process friction</a>), suggests that simple errorproofing cannot stand in for an intelligent process of understanding the user.</p>
<p>On with the patterns, then: there&#8217;s nothing new here, but hopefully seeing the patterns side by side allows an interesting and useful comparison. Defaults and Interlock are the two best &#8216;inspirations&#8217; I think, in terms of using these errorproofing patterns to innovate concepts for influencing user behaviour in other fields. There will be a lot more to say about each pattern (further classification, and what kinds of behaviour change each is especially applicable to) in the near future as I gradually progress with this project.</p>
<p><a name="patterns">&nbsp;</a></p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Defaults</h3>
<p><strong>“What happens if I leave the settings how they are?”</strong></p>
<p>■ Choose ‘good’ <a href="http://architectures.danlockton.co.uk/category/defaults/">default settings</a> and options, since many users will stick with them, and only change them if they feel they really need to (see <a href="http://www.softwaredefaults.com/">Rajiv Shah&#8217;s work</a>, and <a href="http://nudges.wordpress.com/tag/default-rules/">Thaler &#038; Sunstein</a>)</p>
<p>■ How easy or hard it is to change settings, find other options, and undo mistakes also contributes to user behaviour here</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="http://danlockton.co.uk/research/images/defaults_printquality.png" alt="Default print quality settings" />&nbsp;&nbsp;<img src="http://danlockton.co.uk/research/images/defaults_donorcard.jpg" alt="Donor card" /></p>
<p><strong>Examples:</strong> <em>With most printer installations, the default print quality is usually not ‘Draft’, even though this would save users time, ink and money.<br />
In the UK, organ donation is ‘opt-in’: the default is that your organs will not be donated. In some countries, an ‘opt-out’ system is used, which <a href="http://www.guardian.co.uk/society/2007/jul/18/health.medicineandhealth">can lead to higher rates of donation</a> </em>
</div>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Interlock</h3>
<p><strong>“That doesn’t work unless you do this first”</strong></p>
<p>■ Design the system so users have to perform actions in a certain order, by preventing the next operation until the first is complete: a <em><a href="http://www.interaction-design.org/encyclopedia/forcing_functions.html">forcing function</a></em></p>
<p>■ Can be irritating or helpful depending on how much it interferes with normal user activity—e.g. <a href="http://architectures.danlockton.co.uk/simple-control-in-products/#interlock">seatbelt-ignition interlocks</a> have historically been very unpopular with drivers</p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<img src="http://danlockton.co.uk/research/images/interlock_microwave.jpg" alt="Interlock on microwave oven door" />&nbsp;&nbsp;<img src="http://danlockton.co.uk/research/images/interlock_ATM.jpg" alt="Interlock on ATM - card returned before cash dispensed" /></p>
<p><strong>Examples:</strong> <em>Microwave ovens don’t work until the door is closed (for safety).<br />
Most cash machines don’t dispense cash until you remove your card (so it’s less likely you forget it)</em>
</div>
<p>[column width="47%" padding="6%"]</p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Lock-in &amp; Lock-out</h3>
<p>■ Keep an operation going (lock-in) or prevent one being started (lock-out) &#8211; a <em>forcing function</em></p>
<p>■ Can be helpful (e.g. for safety or improving productivity, such as preventing accidentally cancelling something) or irritating for users (e.g. diverting the user’s attention away from a task, such as unskippable DVD adverts before the movie)</p>
<p><img src="http://danlockton.co.uk/research/images/DwI_Online_Version/right-click-disabled.png" alt="Right-click disabled" /></p>
<p><strong>Example:</strong> <em>Some websites <a href="http://architectures.danlockton.co.uk/2007/07/04/the-right-to-click/">&#8216;disable&#8217; right-clicking</a> to try (misguidedly) to prevent visitors saving images.</em>
</div>
<p>[/column][column width="47%" padding="0%"]</p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Extra step</h3>
<p>■ Introduce an extra step, either as a confirmation (e.g. an &#8220;Are you sure?&#8221; dialogue) or a ‘speed-hump’ to slow a process down or prevent accidental errors &#8211; another <em>forcing function</em>. Most of the <a href="http://architectures.danlockton.co.uk/2008/02/12/home-made-instant-poka-yokes/">everyday poka-yokes (&#8220;useful landmines&#8221;) we looked at last year</a> are examples of this pattern</p>
<p>■ Can be helpful, but if used excessively, users may learn “always click OK”</p>
<p><img src="http://danlockton.co.uk/research/images/DwI_Online_Version/br_door.jpg" alt="British Rail train door extra step" /></p>
<p><strong>Example:</strong> <em><a href="http://architectures.danlockton.co.uk/2008/07/15/hard-to-handl/">Train door handles</a> requiring passengers to lower the window</em></div>
<p>[/column][column width="47%" padding="6%"]</p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Specialised affordances</h3>
<p><a name="specialised">&nbsp;</a><br />
■ Design elements so that they can only be used in particular contexts or arrangements</p>
<p>■ <a href="http://architectures.danlockton.co.uk/2008/07/21/how-to-fit-a-normal-bulb-in-a-bc3-fitting/">Format lock-in</a> is a subset of this: making elements (parts, files, etc) intentionally incompatible with those from other manufacturers; rarely user-friendly design</p>
<p><img src="http://danlockton.co.uk/research/images/specialised_simcard.jpg" alt="Bevel corners on various media cards and disks" /></p>
<p><strong>Example:</strong> <em>The bevelled corner on SIM cards, memory cards and floppy disks ensures that they cannot be inserted the wrong way round</em>
</div>
<p>[/column][column width="47%" padding="0%"]</p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: nine">
<h3>Partial self-correction</h3>
<p>■ Design systems which partially correct errors made by the user, or suggest a different action, but allow the user to undo or ignore the self-correction – e.g. <a href="http://blogoscoped.com/archive/2009-01-29-n34.html">Google’s “Did you mean…?”</a> feature</p>
<p>■ An alternative to full, automatic self-correction (which does not actually influence the user’s behaviour) </p>
<p><img src="http://danlockton.co.uk/research/images/partial_ebay.png" alt="Partial self-correction (with an undo) on eBay" /></p>
<p><strong>Example:</strong> <em>eBay self-corrects search terms identified as likely misspellings or typos, but allows users the option to ignore the correction</em>
</div>
<p>[/column]<br />
[column width="47%" padding="6%"]</p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Portions</h3>
<p>■ Use the size of ‘portion’ to influence <a href="http://mindlesseating.org/">how much users consume</a>: <em><a href="http://bps-research-digest.blogspot.com/2006/06/power-of-one-why-larger-portions-cause.html">unit bias</a></em> means that people will often perceive what they’re provided with as the ‘correct’ amount</p>
<p>■ Can also be used explicitly to control the amount users consume, by only releasing one portion at a time, e.g. with <a href="http://architectures.danlockton.co.uk/2008/07/07/motel-6cc/">soap dispensers</a></p>
<p><img src="http://danlockton.co.uk/research/images/portions_cereal.jpg" alt="Snack portion packs" /></p>
<p><strong>Example:</strong> <em>&#8216;Portion packs&#8217; for snacks aim to provide customers with the &#8216;right&#8217; amount of food to eat in one go</em>
</div>
<p>[/column][column width="47%" padding="0%"]</p>
<div style="padding:2px 6px 4px 6px; color: #555555; background-color: #eeeeee; border: none">
<h3>Conditional warnings</h3>
<p>■  Detect and provide warning feedback (audible, visual, tactile) if a condition occurs which the user would benefit from fixing (e.g. upgrading a web browser), or if the user has performed actions in a non-ideal order</p>
<p>■ Doesn’t force the user to take action before proceeding, so not as ‘strong’ an errorproofing method as an interlock. </p>
<p><img src="http://danlockton.co.uk/research/images/conditional_seatbelt2.jpg" alt="Seatbelt warning light" /></p>
<p><strong>Example:</strong> <em>A seatbelt warning light does not force the user to buckle up, unlike a seatbelt-ignition interlock.</em></p>
</div>
<p>[/column][end_columns]</p>
<p><em>Photos/screenshots by Dan Lockton except seatbelt warning image (composite of photos by <a href="http://flickr.com/photos/zoomzoom/2411773987/">Zoom Zoom</a> and <a href="http://flickr.com/photos/reiver/2219833302/">Reiver</a>) and donor card photo by <a href="http://gallery.hd.org/_c/medicine/donor-card-and-cards-and-money-AHD.jpg.html">Adrienne Hart-Davis</a>.</em></p>
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		<title>Designed environments as learning systems</title>
		<link>http://architectures.danlockton.co.uk/2009/02/11/designed-environments-as-learning-systems/</link>
		<comments>http://architectures.danlockton.co.uk/2009/02/11/designed-environments-as-learning-systems/#comments</comments>
		<pubDate>Wed, 11 Feb 2009 19:28:08 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture]]></category>
		<category><![CDATA[Architecture & urbanism]]></category>
		<category><![CDATA[Control]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Do artifacts have politics?]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Randian]]></category>
		<category><![CDATA[Social engineering]]></category>
		<category><![CDATA[Spatial]]></category>
		<category><![CDATA[Urban]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=592</guid>
		<description><![CDATA[
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&#8217;s central what this blog&#8217;s been about over the last four years (with &#8216;products&#8217;, &#8217;systems&#8217;, &#8216;interfaces&#8217; and so on variously standing [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/westlondonfromrichmondpark.jpg" alt="West London from Richmond Park - Trellick Tower in the centre" /></p>
<p>How much of designing an environment is consciously about influencing how people use it? And how much of that influence is down to users <em>learning</em> what the environment affords them, and acting accordingly?</p>
<p>The first question&#8217;s central what this blog&#8217;s been about over the last four years (with &#8216;products&#8217;, &#8217;systems&#8217;, &#8216;interfaces&#8217; and so on variously standing in for &#8216;environment&#8217;), but many of the examples I&#8217;ve used, from <a href="http://architectures.danlockton.co.uk/2008/05/30/steps-read-made-seats/">anti-sit</a> <a href="http://architectures.danlockton.co.uk/2008/12/16/inexclusive-design/">features</a> to <a href="http://architectures.danlockton.co.uk/2007/12/11/i-believe-in-mirror-queues/">bathrooms</a> and <a href="http://architectures.danlockton.co.uk/2007/06/15/deliberately-creating-worry/">cafés</a> designed to speed up user throughput, only reveal the architect&#8217;s (presumed) behaviour-influencing <a href="http://architectures.danlockton.co.uk/2008/12/23/arch-and-intent/">intent</a> in hindsight, i.e. by reviewing them and trying to understand, if it isn&#8217;t obvious, what the motivation is behind a particular design feature. While there are examples where the intent is explicitly acknowledged, such as <a href="http://architectures.danlockton.co.uk/2007/10/18/review-architecture-as-crime-control-by-neal-katyal/">crime prevention through environmental design</a>, and <a href="http://architectures.danlockton.co.uk/2006/12/06/bollardian-nightmare/">traffic</a> <a href="http://architectures.danlockton.co.uk/2006/12/22/some-more-architectures-of-control-for-traffic-management/">management</a>, it can still <a href="http://architectures.danlockton.co.uk/2008/05/01/getting-someone-to-do-things-in-a-particular-order-part-1/#comment-189137">cause surprise</a> when a behaviour-influencing agenda <a href="http://architectures.danlockton.co.uk/2009/01/05/staggering-insight/">is revealed</a>.</p>
<p>Investigating what environmental and ecological psychology have to say about this, a few months ago I came across <em>The Organization of Spatial Stimuli</em>, an article by Raymond G. Studer, published in 1970 [1] &#8211; it&#8217;s one of the few explicit calls for a theory of designing environments to influence user behaviour, and it raises some interesting issues:</p>
<blockquote><p>&#8220;The nature of the environmental designer&#8217;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 <em>no problem</em>. 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 <em>learning</em>. <strong>Designed environments are basically <em>learning systems</em>, arranged to bring about and maintain specified behavioral topologies.</strong> 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.<br />
&#8230;<br />
[E]vents which have traditionally been regarded as the <em>ends</em> in the design process, e.g. pleasant, exciting, stimulating, comfortable, the participant&#8217;s likes and dislikes, should be reclassified. <strong>They are not ends at all, but valuable <em>means</em> which should be skilfully ordered to direct a more appropriate over-all behavioral texture.</strong> 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.&#8221;</p></blockquote>
<p>Now, I think it&#8217;s probably rare nowadays for architects or designers to talk of design features as &#8217;stimuli&#8217;, even if they are intended to influence behaviour. <a href="http://en.wikipedia.org/wiki/Operant_conditioning">Operant conditioning</a> and <a href="http://en.wikipedia.org/wiki/Radical_Behaviorism">B.F. Skinner&#8217;s behaviourism</a> are less fashionable than they once were. But the &#8220;designed environments are learning systems&#8221; point Studer makes can well be applied beyond simply &#8216;reinforcing&#8217; particular behaviours. </p>
<p>Think how powerful <a href="http://changingminds.org/explanations/theories/social_norms.htm">social norms</a> and even <a href="http://changingminds.org/explanations/theories/framing.htm">framing</a> can be at influencing our behaviour in environments &#8211; 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) &#8211; and that&#8217;s surely something we <em>learn</em>. Frank Lloyd Wright intentionally designed dark, narrow corridors leading to large, bright open rooms (e.g. in the <a href="http://www.galinsky.com/buildings/yamamura/index.htm">Yamamura House</a>) so that the contrast &#8211; and people&#8217;s experience &#8211; was heightened (framing, of a sort) &#8211; but this effect would probably be <em>lessened</em> 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 <em>does</em> educate us, in one way or another.</p>
<p>Stewart Brand&#8217;s classic <em><a href="http://sb.longnow.org/HBL%20excerpt.html">How Buildings Learn</a></em> (<a href="http://video.google.co.uk/videoplay?docid=8639555925486210852&#038;hl=en">watch the series too</a>) 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. </p>
<p>I&#8217;m not an architect, though, or a planner, and &#8211; as I&#8217;ve mentioned a few times on the blog &#8211; it would be very interesting to know, from people who are: <em>to what extent are notions of influencing behaviour taught as part of architectural training?</em> This <a href="http://www.designcommunity.com/discussion/19626.html">series of discussion board posts</a> suggests that the issue is definitely there for architecture students, but is it framed as a conscious, positive process (e.g. &#8220;funnel pedestrians past the shops&#8221;), a reactionary one (e.g. &#8220;<a href="http://architectures.danlockton.co.uk/2006/10/20/bruce-schneier-architecture-security/">use pebbled paving to make it painful for hippies to congregate</a>&#8220;), one of educating users through architectural features (as in Studer&#8217;s suggestion), or as something else entirely? </p>
<p>[1] Studer, R.G. &#8216;The Organization of Spatial Stimuli.&#8217; In Pastalan, L.A. and Carson, D.H. (eds.), <em>Spatial Behavior of Older People</em>. Ann Arbor: University of Michigan, 1970.</p>
<p><em><a href="http://danlockton.co.uk">Dan Lockton</a></em></p>
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		<title>Angular measure</title>
		<link>http://architectures.danlockton.co.uk/2009/02/06/angular-measure/</link>
		<comments>http://architectures.danlockton.co.uk/2009/02/06/angular-measure/#comments</comments>
		<pubDate>Fri, 06 Feb 2009 08:00:38 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=509</guid>
		<description><![CDATA[
A few years ago I went to a talk at the RCA by Alex Lee, president of OXO International. Apart from a statistic about how many bagel-slicing finger-chopping accidents happen each year in New York city, what stuck in my mind were the angled measuring jugs he showed us, part of the well-known Good Grips [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/oxo_goodgrips_angled_1.jpg" alt="OXO Good Grips Mini Angled Measuring Jug" /></p>
<p>A few years ago I went to a talk at the RCA by <a href="http://www.norskdesign.no/speakers-era-05/alex-lee-article3344-7619.html">Alex Lee</a>, president of <a href="http://www.oxo.com">OXO International</a>. Apart from a statistic about how many bagel-slicing finger-chopping accidents happen each year in New York city, what stuck in my mind were the <a href="http://www.oxo.com/OA_HTML/xxoxo_ibeCCtpOXOPrdDtl.jsp?section=10057&#038;item=47203&#038;minisite=10024&#038;respid=53057">angled measuring jugs</a> he showed us, part of the well-known <a href="http://www.designcouncil.org.uk/en/Case-Studies/All-Case-Studies/OXO-Good-Grips/">Good Grips</a> range of inclusively designed kitchen utensils.  </p>
<p>The clever angled measuring scale &#8211; easily visible from above, as the jug is filled &#8211; seems such an obvious idea. As the patents (<a href="http://v3.espacenet.com/publicationDetails/biblio?KC=B1&#038;date=20010724&#038;NR=6263732B1&#038;DB=EPODOC&#038;locale=en_EP&#038;CC=US&#038;FT=D">US 6,263,732</a>; <a href="http://v3.espacenet.com/publicationDetails/biblio?CC=US&#038;NR=2001042402A1&#038;KC=B2&#038;FT=D&#038;date=20030408&#038;DB=EPODOC&#038;locale=en_EP">US 6,543,284</a>) put it:</p>
<blockquote><p>The indicia on an upwardly directed surface of the at least one ramp allows a user to look downwardly into the measuring cup to visually detect the volume level of the contents in the measuring cup, thereby <strong>eliminating the need to look horizontally at the cup at eye level</strong>.</p></blockquote>
<p><img src="http://danlockton.co.uk/research/images/oxo_goodgrips_angled_2.jpg" alt="OXO Good Grips Mini Angled Measuring Jug" /></p>
<p>Now, this is an extremely simple way to improve the process of using a measuring cup / jug. It&#8217;s good if you find it hard to bend down to look at the side of the vessel. It&#8217;s helpful if you&#8217;re standing over it, pouring stuff into it. It reduces <a href="http://www.answers.com/topic/parallax-error">parallax error</a> &#8211; so potentially improving accuracy &#8211; and it also, simply, <em>makes it easier to be accurate</em>. </p>
<p>In this sense, then, improved / easier-to-read scales can <em>influence user behaviour</em>. I guess that&#8217;s obvious: if it&#8217;s easy to use something in a particular way, it&#8217;s more likely that it will be used that way. It&#8217;s a persuasive interface, in an extremely simple form.</p>
<p><img src="http://danlockton.co.uk/research/images/kenwood_jk450.jpg" alt="Kenwood JK450/455 kettle" align="right"/>So, the question is, if I build an <strong>electric kettle</strong> with an angled scale like this, will it make it more likely that people use it more efficiently, i.e. fill it with the amount of water they need? If you&#8217;re standing with the kettle under the tap, putting water in, is this kind of angled scale going to make it easier to put the right amount in?</p>
<p>Kenwood sells a kettle which has angled scale markings, the <a href="http://www.amazon.co.uk/Kenwood-Energy-Sense-JK455-Kettle/dp/B001CWIN54/">JK450/455</a> (right), though they&#8217;re implemented differently to (and more cheaply than) the OXO method, simply being printed on the side of the kettle body. It&#8217;s still a clever idea. <a href="http://www.gadgetspeak.com/gadget/article.rhtm/753/551303/Kenwood_JK450_Energy_Sense_-_Energy_Savi.html">This review</a> suggests an energy saving of around 10% compared with Kenwood&#8217;s claimed &#8220;up to 35%&#8221; but of course this saving very much depends on how inefficient the user was previously.</p>
<p>I think something along the lines of either the OXO or Kenwood designs (but not infringing the patents!) is worth an extended trial later this year &#8211; watch this space.</p>
<p><img src="http://danlockton.co.uk/research/images/oxo_goodgrips_angled_3.jpg" alt="OXO Good Grips Mini Angled Measuring Jug" /><br />
<em>Thanks to <a href="http://mjodonnell.webs.com/index.htm">Michael</a> for the <a href="http://www.independent.co.uk/news/uk/home-news/buckfast-the-iconic-tonic-goes-from-strength-to-strength-914548.html">Buckfast</a>.</em></p>
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		<title>Heating debate</title>
		<link>http://architectures.danlockton.co.uk/2009/02/01/heating-debate/</link>
		<comments>http://architectures.danlockton.co.uk/2009/02/01/heating-debate/#comments</comments>
		<pubDate>Sun, 01 Feb 2009 16:12:38 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture & urbanism]]></category>
		<category><![CDATA[Black box]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=500</guid>
		<description><![CDATA[Central heating systems have interfaces, and many of us interact with them every day, even if only by experiencing their effects.
But there&#8217;s a lot of room for improvement. They&#8217;re systems where (unlike, say, a car) we don&#8217;t generally get instantaneous feedback on the changes we make to settings or the interactions we have with the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/thermostat_lemur.jpg" alt="Thermostat with friend" align="right" />Central heating systems have interfaces, and many of us interact with them every day, even if only by experiencing their effects.</p>
<p>But there&#8217;s a lot of room for improvement. They&#8217;re systems where (unlike, say, a car) we don&#8217;t generally get instantaneous feedback on the changes we make to settings or the interactions we have with the interface. It&#8217;s a slow feedback loop. We don&#8217;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? <a href="http://news.bbc.co.uk/1/hi/sci/tech/7262747.stm">Around 60% of UK domestic energy use goes on space heating, and 24% on water heating</a>. (See <a href="http://www.bre.co.uk/filelibrary/rpts/eng_fact_file/Fact_File_2008.pdf">this Building Research Establishment report</a> [PDF] for more detailed breakdowns.) That 84% cost me and my girlfriend £430 last year. It&#8217;s worth thinking about from a financial point of view, regardless of the environmental aspects.</p>
<p><a href="http://www.frankieroberto.com/weblog/">Frankie Roberto</a> and colleagues at <a href="http://www.rattlecentral.com/">Rattle Research</a> have carried out <strong><a href="http://www.rattlecentral.com/blog/2008/09/design-monday-1---central-heat.html">a brilliant exercise in exploratory design thinking about central heating</a>*</strong>:</p>
<blockquote><p>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&#8217;s more, with an ever increasing focus on energy efficiency, both from an environmental and economic standpoint, there&#8217;s a need for heating systems and their interfaces to be smarter, more efficient and transparent.</p></blockquote>
<p style="padding-left: 30px;"><object width="450" height="340" data="http://vimeo.com/moogaloop.swf?clip_id=1856739&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=1856739&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /></object><br />
<a href="http://vimeo.com/1856739">Design Monday #1 &#8211; Central Heating (short version)</a> from <a href="http://vimeo.com/rattle">Rattle</a> on <a href="http://vimeo.com">Vimeo</a>.
</p>
<p style="padding-left: 30px;"><strong><a href="http://www.rattlecentral.com/blog/2008/09/design-monday-1---central-heat.html">Read the full post</a></strong>.</p>
<p>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&#8217;s interesting to see how their thinking evolved: I get the impression that (as service designers) they&#8217;re a lot more focused on users&#8217; needs than the designers of many heating systems are. It&#8217;s also an exciting thing for a design company to be able to take time to address problems outside their immediate sphere, since they&#8217;re bringing a whole new level of domain expertise to it.</p>
<p>The &#8216;I&#8217;m working&#8217; indicator is a really good idea &#8211; 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 &#8216;desired temperature&#8217; setting and just having warmer/colder is also interesting &#8211; &#8220;forc[ing] people to always make decisions based upon how they&#8217;re feeling right now&#8221;.</p>
<p>Equally the &#8217;shift to service&#8217; approach of having an <a href="http://en.wikipedia.org/wiki/API">API</a> 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 &#8220;it&#8217;s costing you £X more to heat your home than it does for a similar family in a similar house down the road &#8211; if you insulated better you could save £X every month&#8221; 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&#8230;</p>
<p><strong>Folk theory of thermostats</strong></p>
<p>The &#8216;folk theory of thermostats&#8217; which Frankie mentions, popularised in Don Norman&#8217;s <a href="http://jnd.org/books.html#33"><em>The Psychology / Design of Everday Things</em></a>, has long intrigued me:</p>
<blockquote><p>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.</p></blockquote>
<p>People&#8217;s mental models of heating systems are often <a href="http://everything2.com/e2node/Women%2520and%2520thermostats">stereotyped</a> or <a href="http://dilbertblog.typepad.com/the_dilbert_blog/2007/08/the-power-of-ch.html#comment-83883085">played with</a> (as <a href="http://architectures.danlockton.co.uk/2006/08/30/the-illusion-of-control/">we&#8217;ve discussed before here</a>), but as <a href="http://linkinghub.elsevier.com/retrieve/pii/S036402138680009X">Willett Kempton found out in a classic study</a>, there are some nuanced versions of the theories, which, in practice, are perhaps not as silly as Norman suggests. People <a href="http://web.uvic.ca/akeller/pw408/r_satisfice.html">satisfice</a>. </p>
<p>Say you come in from outdoors, and are cold. Because of the delay in your exposed skin warming up to room temperature, it surely <em>does</em> warm you more quickly if you stand near something that&#8217;s hotter than you actually want to be, e.g. a log fire / stove. So the heuristic of &#8216;turning up the heat to more than you need, in order to <em>feel</em> warmer more quickly&#8217; 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?</p>
<p>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?</p>
<p><em>*Rattle&#8217;s <a href="http://www.rattlecentral.com/blog/2008/10/design-monday-2---lunch.html">second &#8216;Design Monday&#8217; session, on &#8216;Lunch&#8217;</a>, is also well worth a look.</em></p>
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		<title>Stuff that matters: Unpicking the pyramid</title>
		<link>http://architectures.danlockton.co.uk/2009/01/14/stuff-that-matters/</link>
		<comments>http://architectures.danlockton.co.uk/2009/01/14/stuff-that-matters/#comments</comments>
		<pubDate>Wed, 14 Jan 2009 21:11:14 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Control]]></category>
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		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[Vague rhetoric]]></category>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=477</guid>
		<description><![CDATA[Most things are unnecessary. Most products, most consumption, most politics, most writing, most research, most jobs, most beliefs even, just aren&#8217;t useful, for some scope of &#8216;useful&#8217;.
I&#8217;m sure I&#8217;m not the first person to point this out, but most of our civilisation seems to rely on the idea that &#8220;someone else will sort it out&#8221;, [...]]]></description>
			<content:encoded><![CDATA[<p>Most things are unnecessary. Most products, most consumption, most politics, most writing, most research, most jobs, most beliefs even, just aren&#8217;t useful, for some scope of &#8216;useful&#8217;.</p>
<p>I&#8217;m sure I&#8217;m not the first person to point this out, but most of our civilisation seems to rely on the idea that &#8220;someone else will sort it out&#8221;, whether that&#8217;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&#8217;t want to have to think about problems. We bail out banks in one enormous spasm of cognitive dissonance. We pay &#8216;those scientists&#8217; to solve things for us and them hate them when they tell us we need to change what we&#8217;re doing. We pay for new things because we can&#8217;t fix the old ones and then our children pay for the waste.</p>
<p>Economically, ecologically, ethically, <em>we have mortgaged the planet</em>. We&#8217;ve mortgaged our future in order to get what we have now, but the debt doesn&#8217;t die with us. On this model, the future is one vast pyramid scheme stretching out of sight. We&#8217;ve outsourced functions we don&#8217;t even realise we don&#8217;t need to people and organisations of whom we have no understanding. Worse, we&#8217;ve outsourced the functions we do need too, and we can&#8217;t tell the difference.</p>
<p>Maybe that&#8217;s just being human. But so is learning and tool-making. We must be able to do better than we are. John R. Ehrenfeld&#8217;s <em><a href="http://www.johnehrenfeld.com/book.html">Sustainability by Design</a></em>, which I&#8217;m reading at present, explores the idea that <em>reducing unsustainability will not create sustainability</em>, 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. </p>
<p>I&#8217;m especially inspired by <a href="http://radar.oreilly.com/2009/01/work-on-stuff-that-matters-fir.html">Tim O&#8217;Reilly&#8217;s &#8220;Work on stuff that matters&#8221; advice</a>. If we go back to the &#8216;most things are unnecessary&#8217; idea, the plan must be to work on things that are really useful, that will really advance things. There is little excuse for not <em>trying</em> to do something useful. It sounds ruthless, and it does have the risk of immediately putting us on the defensive (&#8220;I <em>am</em> doing something that matters&#8230;&#8221;).</p>
<p>The idea I can&#8217;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&#8217;d be independent from those future generations we&#8217;re currently recruiting into our pyramid scheme before they even know about it. We&#8217;d all of us be empowered to understand and participate and create and <a href="http://blog.makezine.com/">make</a> and generate a world where we have <em><a href="http://en.wiktionary.org/wiki/perspicacity">perspicacity</a></em>, where we can perceive the affordances that different options will give us in future and make useful decisions based on an appreciation of the <a href="http://blog.longnow.org/">longer term</a> impacts.</p>
<p>An large part of it is being able to understand consequences and <a href="http://blog.wattzon.com/">implications</a> of our actions and how we are affected, and in turn affect, the situations we&#8217;re in &#8211; people around us, the environment, the wider world. <a href="http://www.kk.org/cooltools/archives/000957.php">Where does this water I&#8217;m wasting come from? Where does it go? </a> <a href="http://books.slashdot.org/article.pl?sid=08/11/12/0520243&#038;from=rss">How much does Google know about me? Why?</a> 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.</p>
<p>You might think we need more <em>transparency</em> of the power structures and infrastructures around us &#8211; and we do &#8211; 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&#8217;s actually useful/necessary and what isn&#8217;t. Our attention is valuable and we mustn&#8217;t waste it.</p>
<p>How can all that be taught? </p>
<p>I remember writing down as a teenager, in some lesson or other, &#8220;What we need is a school subject called <em>How and why things are, and how they operate</em>.&#8221; Now, that&#8217;s broad enough that probably all existing academic subjects would lay claim to part of it. So maybe I&#8217;m really calling for a higher overall standard of education. </p>
<p>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) <a href="http://speedbird.wordpress.com/2008/12/04/public-objects/">what they&#8217;re doing</a>, whether that&#8217;s &#8216;good&#8217; or &#8216;bad&#8217; (or perhaps &#8216;useful&#8217; or not), and what we can do to improve their performance. And by <a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">influencing the way we use them</a>, whether <a href="http://nudges.wordpress.com/">nudging</a>, <a href="http://captology.stanford.edu/notebook/">persuading</a> or <a href="http://www.mistakeproofing.com/">preventing us getting it wrong in the first place</a>, we can learn as we use. Everyday life can be a <a href="http://wiki.laptop.org/go/Constructionist">constructionist</a> learning process.</p>
<p>This all feeds into the idea of &#8216;Design for Independence&#8217;:</p>
<blockquote><p>Reducing society’s resource dependence<br />
Reducing vulnerable users’ dependence on other people<br />
Reducing users’ dependence on ‘experts’ to understand and modify the technology they own.</p></blockquote>
<p>One day I&#8217;ll develop this further as an idea &#8211; it&#8217;s along the lines of <a href="http://www.treehugger.com/files/2005/01/victor_papanek.php">Victor Papanek</a> and Buckminster Fuller &#8211; but there&#8217;s a lot of other work to do first. I hope it&#8217;s stuff that matters.</p>
<p><a href="http://danlockton.co.uk"><em>Dan Lockton</em></a></p>
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		<title>Staggering insight</title>
		<link>http://architectures.danlockton.co.uk/2009/01/05/staggering-insight/</link>
		<comments>http://architectures.danlockton.co.uk/2009/01/05/staggering-insight/#comments</comments>
		<pubDate>Mon, 05 Jan 2009 09:00:52 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Architecture]]></category>
		<category><![CDATA[Architecture & urbanism]]></category>
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		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Mistake-proofing]]></category>
		<category><![CDATA[Philosophy of control]]></category>
		<category><![CDATA[Spatial]]></category>
		<category><![CDATA[Traffic calming]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=456</guid>
		<description><![CDATA[
I&#8217;ve mentioned a few times, perhaps more often in presentations than on the blog, the fact that guidelines for the design of pedestrian crossings in the UK [PDF] recommend that where a crossing is staggered, pedestrians should be routed so that they have to face traffic, thus increasing the likelihood of noticing oncoming cars, and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/staggered_1.jpg" alt="Staggered crossing in Bath" /></p>
<p>I&#8217;ve mentioned a few times, perhaps more often in presentations than on the blog, the fact that <a href="http://www.dft.gov.uk/pgr/roads/tpm/ltnotes/thedesignofpedestriancrossin4034">guidelines for the design of pedestrian crossings in the UK</a> [PDF] recommend that where a crossing is staggered, pedestrians should be routed so that they have to face traffic, thus increasing the likelihood of noticing oncoming cars, and indeed of oncoming drivers noticing the pedestrians:</p>
<blockquote><p>5.2.5 Staggered crossings on two-way roads should have a left handed stagger so that pedestrians on the central refuge are guided to face the approaching traffic stream.</p></blockquote>
<p>When I gave this example of Design with Intent at <a href="http://www.lancs.ac.uk/ias/annualprogramme/protection/conference/index.htm">Lancaster</a>, the discussion &#8211; led, I think, by Lucy Suchman and Patricia Clough &#8211; turned to how this arrangement inevitably formalised and reinforced the embedded hegemony of the motor car in society, and so on: that the motorist is privileged over the pedestrian and the pedestrian must submit by watching out for cars, rather than the other way around. </p>
<p>Now, all that is arguably true &#8211; I <em>had</em> seen this example as merely a clever, sensible way to use design to influence user behaviour for safety, for everyone&#8217;s benefit (both pedestrians and drivers) without it costing any more than, say, a crossing staggered the opposite way round &#8211; but this is, maybe, the nature of this whole field of Design with Intent: lots of disciplines potentially have perspectives on it and what it means. What a traffic engineer or an ergonomist or a <a href="http://www.mistakeproofing.com/">mistake-proofer</a> sees as a safety measure, a sociologist may see as a designed-in power relation. What Microsoft saw as <a href="http://www.appscout.com/2007/02/to_kill_a_paperclip.php">a tool for helping users was seen as patronising and annoying</a> (at least by the most vociferous users). It&#8217;s all interesting, because it all broadens the number of interpretations and considerations applied to everything, and &#8211; if I&#8217;m honest &#8211; force me to think on more levels about every example. </p>
<p>Multiple lenses are helpful to designers otherwise stuck at whatever focal length the client&#8217;s prescribed.</p>
<p>Back to the crossings, though: the above crossing in Bath is a bit unusual in how it&#8217;s arranged with so many control panels for pedestrians. But in general, with simple <a href="http://www.cbrd.co.uk/histories/pedestriancrossings/">Pelican and Puffin crossings in the UK</a>, there is a design feature even more obvious, which only struck me* the same day I photographed the above crossing in Bath: the pedestrian signal control panel is usually also to the right of where pedestrians stand waiting to cross, i.e. (with UK driving on the left), <em>in order to press the button, pedestrians have to turn to face the oncoming traffic</em>.</p>
<p>The guidelines actually mention this as helping people with poor vision, but it would seem that it really assists all users, even if only slightly. It means you can watch the traffic as you decide whether or not you actually need to press the button, and will be more likely to be standing in a position where you can see the oncoming traffic at the point when you walk out into the road.</p>
<blockquote><p>5.1.7 To assist blind and partially sighted pedestrians, as they approach the crossing, the primary push button/indicator panel should normally be located on the right hand side. The alignment should encourage them to face oncoming vehicles. The centre of the push button should be between 1.0 and 1.1 metres above the footway level.</p></blockquote>
<p>This is the sort of &#8216;hidden&#8217; intentional, strategic design detailing which fascinates me. It <em>is</em> obvious, it <em>is</em> quotidian, but it&#8217;s also <em>thoughtful</em>.</p>
<p><img src="http://danlockton.co.uk/research/images/staggered_2.jpg" alt="Staggered crossing in Bath" /></p>
<p><em>*Looking back through my notebooks, I see that someone actually mentioned this to me at <a href="http://extra.shu.ac.uk/productlife/seminar_08.html">a seminar at Sheffield Hallam</a> in September 2007 but I forgot about it: many thanks to whoever it was, and I should be better at reading through my notes next time!</em></p>
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		<title>The semiotics of signs vs fences</title>
		<link>http://architectures.danlockton.co.uk/2008/12/30/the-semiotics-of-signs-vs-fences/</link>
		<comments>http://architectures.danlockton.co.uk/2008/12/30/the-semiotics-of-signs-vs-fences/#comments</comments>
		<pubDate>Tue, 30 Dec 2008 09:00:12 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Communication]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Embedding code]]></category>
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		<category><![CDATA[semiotics]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=451</guid>
		<description><![CDATA[
Is the impact of the sign&#8217;s message increased or decreased by pairing it with a fence?
What about when the fence is flattened?
What about when no-one seems to have found it important to fix?
Why?
]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/danger.jpg" alt="Danger sign by a lightning-stricken tree in Windsor Great Park, Berkshire, 2008" /></p>
<p>Is the impact of the sign&#8217;s message increased or decreased by pairing it with a fence?</p>
<p>What about when the fence is flattened?</p>
<p>What about when no-one seems to have found it important to fix?</p>
<p>Why?</p>
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		<title>Placebo buttons, false affordances and habit-forming</title>
		<link>http://architectures.danlockton.co.uk/2008/10/01/placebo-buttons-false-affordances-and-habit-forming/</link>
		<comments>http://architectures.danlockton.co.uk/2008/10/01/placebo-buttons-false-affordances-and-habit-forming/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 11:56:20 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Cargo cult]]></category>
		<category><![CDATA[Control]]></category>
		<category><![CDATA[Defaults]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
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		<category><![CDATA[Feature deletion]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[Norms]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Sneaky]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[User Psychology]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=388</guid>
		<description><![CDATA[

This is a great graph from GraphJam, by &#8216;Bloobeard&#8217;. It raises the question, of course, whether the &#8216;door close&#8217; buttons on lifts/elevators really do actually do anything, or are simply there to &#8216;manage expectations&#8216; or act as a placebo. 
The Straight Dope has quite a detailed answer from 1986:
The grim truth is that a significant [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://graphjam.com/2008/09/24/song-chart-memes-elevator-door-close-time/"><img src="http://danlockton.co.uk/research/images/elevator.png" alt="Elevator graph" /></p>
<p></a><a href="http://graphjam.com/2008/09/24/song-chart-memes-elevator-door-close-time/"><br />
This is a great graph</a> from GraphJam, by &#8216;Bloobeard&#8217;. It raises the question, of course, whether the &#8216;door close&#8217; buttons on lifts/elevators really do actually do anything, or are simply there to &#8216;<a href="http://www.nkarten.com/mce.html">manage expectations</a>&#8216; or act as a placebo. </p>
<p>The <a href="http://www.straightdope.com/columns/read/595/do-close-door-buttons-on-elevators-ever-actually-work">Straight Dope has quite a detailed answer from 1986</a>:</p>
<blockquote><p>The grim truth is that a significant percentage of the close-door buttons [CDB] in this world, for reasons that we will discuss anon, don&#8217;t do anything at all.<br />
&#8230;<br />
In the meantime, having consulted with various elevator repairmen, I would say that apparent CDB nonfunctionality may be explained by one of the following:</p>
<p>(1) The button really does work, it&#8217;s just set on time delay.<br />
Suppose the elevator is set so that the doors close automatically after five seconds. The close-door button can be set to close the doors after two or three seconds. The button may be operating properly when you push it, but because there&#8217;s still a delay, you don&#8217;t realize it.</p>
<p>(2) The button is broken. Since a broken close-door button will not render the elevator inoperable and thus does not necessitate an emergency service call, it may remain unrepaired for weeks.</p>
<p>(3) The button has been disconnected, usually because the building owner received too many complaints from passengers who had somebody slam the doors on them.</p>
<p>(4) The button was never wired up in the first place. One repair type alleges that this accounts for the majority of cases.</p></blockquote>
<p><a href="http://gizmodo.com/380741/things-you-dont-know-about-modern-elevators">Gizmodo, more recently</a>, contends that:</p>
<blockquote><p>&#8230;the Door Close button is there mostly to give passengers the illusion of control. In elevators built since the early &#8217;90s. The button is only enabled in emergency situations with a key held by an authority.</p></blockquote>
<p><img src="http://danlockton.co.uk/research/images/doorclosebutton.jpg" alt="Door close button" /></p>
<p>This is clearly not always true; I&#8217;ve just tested the button in the lift down the corridor here at Brunel (installed around a year ago) and it works fine. So it would seem that enabling the functionality (or not) or modifying it (e.g. time delays) is a decision that can be made for each installation, along the lines of the Straight Dope information. </p>
<p>If there&#8217;s a likelihood (e.g. in a busy location) that people running towards a lift will become antagonised by those already inside pressing the button (deliberately or otherwise) and closing the door on them, maybe it&#8217;s sensible to disable it, or introduce a delay. If the installation&#8217;s in a sparsely populated corner of a building where there&#8217;s only likely to be one lift user at a time, it makes sense for the button to be functional. Or maybe for the doors to close more quickly, automatically.</p>
<p>But thinking about this more generally: how often are deceptive buttons/controls/options &#8211; <strong>deliberate false <a href="http://architectures.danlockton.co.uk/2008/05/29/un-hiding-affordance/">affordances</a></strong> &#8211; used strategically in interaction design? What other examples are there? Can it work when a majority of users &#8216;know&#8217; that the affordance is false, or don&#8217;t believe it any more? Do people just give up believing after a while &#8211; the product has &#8220;cried Wolf&#8221; too many times? </p>
<p><a href="http://interconnected.org/home/2008/07/03/two_kinds_of_training">Matt Webb (</a><a href="http://mindhacks.com/">Mind Hacks</a>, <a href="http://schulzeandwebb.com/">Schulze &#038; Webb</a>) has an extremely interesting discussion of the <strong>extinction burst</strong> in conditioning, which seems relevant here:</p>
<blockquote><p>There&#8217;s a nice example I read, I don&#8217;t recall where, about elevators. Imagine you live on the 10th floor and you take the elevator up there. One day it stops working, but for a couple of weeks you enter the elevator, hit the button, wait a minute, and only then take the stairs. After a while, you&#8217;ll stop bothering to check whether the elevator&#8217;s working again&#8211;you&#8217;ll go straight for the stairs. That&#8217;s called extinction.</p>
<p>Here&#8217;s the thing. Just before you give up entirely, you&#8217;ll go through an extinction burst. You&#8217;ll walk into the elevator and mash all the buttons, hold them down, press them harder or repeatedly, just anything to see whether it works. If it doesn&#8217;t work, hey, you&#8217;re not going to try the elevator again.</p>
<p>But if it does work! If it does work then bang, you&#8217;re conditioned for life. That behaviour is burnt in.</p></blockquote>
<p>I think this effect has a <em>lot</em> more importance in everyday interaction with products/systems/environments than we might realise at first &#8211; a kind of mild <a href="http://wwwcdf.pd.infn.it/~loreti/science.html"><strong>Cargo Cult effect</strong></a> &#8211; and designers ought to be aware of it. (There&#8217;s a lot more I&#8217;d like to investigate about this effect, and how it might be applied intentionally&#8230;)</p>
<p>We&#8217;ve looked before at the <a href="http://architectures.danlockton.co.uk/2006/08/30/the-illusion-of-control/">thermostat wars</a> and the illusion of control in this kind of context. It&#8217;s related to the <a href="http://en.wikipedia.org/wiki/Illusion_of_control"><strong>illusion of control</strong></a> psychological effect studied by <a href="http://www.wjh.harvard.edu/~langer/">Ellen Langer</a> and others, where people are shown to believe they have some control over things they clearly don&#8217;t: in most cases, a button <em>does</em> afford us control, and we would rationally expect it to: an expectation does, presumably, build up that similar buttons will do similar things in all lifts we step into, and if we&#8217;re used to it not doing anything, we either no longer bother pressing it, or we still press it every time &#8220;on the off-chance that one of these days it&#8217;ll work&#8221;. </p>
<p>How those habits form can have a large effect on how the products are, ultimately, used, since they often shake out into something binary (you either do something or you don&#8217;t): if you got a bad result the first time you used the 30 degree &#8216;eco&#8217; mode on your washing machine, you may not bother ever trying it again, on that machine or on any others. If pressing the door close button seems to work, that behaviour gets transferred to all lifts you use (and it takes some conscious &#8216;extinction&#8217; to change it). </p>
<p>There&#8217;s no real conclusion to this post, other than that it&#8217;s worth investigating this subject further.</p>
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		<title>London Design Festival: Greengaged</title>
		<link>http://architectures.danlockton.co.uk/2008/09/18/london-design-festival-greengaged/</link>
		<comments>http://architectures.danlockton.co.uk/2008/09/18/london-design-festival-greengaged/#comments</comments>
		<pubDate>Thu, 18 Sep 2008 11:46:39 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Design philosophy]]></category>
		<category><![CDATA[Design with Intent]]></category>
		<category><![CDATA[Designers]]></category>
		<category><![CDATA[Environmental]]></category>
		<category><![CDATA[Good design]]></category>
		<category><![CDATA[Interaction design]]></category>
		<category><![CDATA[London]]></category>
		<category><![CDATA[Political design]]></category>
		<category><![CDATA[Product design]]></category>
		<category><![CDATA[Service design]]></category>
		<category><![CDATA[Sustainability]]></category>
		<category><![CDATA[Techniques of persuasion]]></category>
		<category><![CDATA[User Psychology]]></category>
		<category><![CDATA[User experience]]></category>

		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=375</guid>
		<description><![CDATA[
The 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 &#8220;sustainability hub&#8230; developed and organised by [re]design, thomas.matthews and Kingston University with Arup and Three Trees Don’t Make A Forest&#8221;. It&#8217;s a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/greengaged_1.jpg" alt="Greengaged skip" /></p>
<p><img src="http://danlockton.co.uk/research/images/greengaged_2.jpg" alt="Design Council" align="left" />The <a href="http://www.londondesignfestival.com/">London Design Festival</a> always throws up some interesting events, especially involving clever people trying new things in design and sharing their experiences and expertise.</p>
<p>This year, the <a href="http://www.designcouncil.org.uk/">Design Council</a> are running <a href="http://greengaged.com/">Greengaged</a>, a &#8220;sustainability hub&#8230; developed and organised by [re]design, thomas.matthews and Kingston University with Arup and Three Trees Don’t Make A Forest&#8221;. It&#8217;s a series of talks and workshops about ecodesign and sustainable issues in design.</p>
<p>On Tuesday I went, along with <a href="http://www.dzyn.co.uk/">Alex Plant</a>, for the &#8216;Behaviour Change&#8217; talks, <a href="http://theideafeed.com/greengaged/?page_id=449">part of the &#8216;Gauging the Green&#8217; day</a>, where <a href="http://www.unchainedguide.com/">Unchained</a>&#8217;s <a href="http://theideafeed.com/greengaged/?page_id=372">Lea Simpson</a>, <a href="http://www.moreassociates.com/about/">More Associates</a>&#8216; <a href="http://www.moreassociates.com/about/people/luke_nicholson">Luke Nicholson</a>, <a href="http://www.ideo.com/locations/studios/#london">IDEO London</a>&#8217;s <a href="http://theideafeed.com/greengaged/?page_id=408">Andrea Koerselman</a> and <a href="http://theideafeed.com/greengaged/?page_id=377">Fiona Bennie</a> from <a href="http://www.forumforthefuture.org/">Forum for the Future</a> all talked about their work on using design to change behaviour.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/y7srIXn2muc&amp;hl=en&amp;fs=1" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/y7srIXn2muc&amp;hl=en&amp;fs=1" allowfullscreen="true"></embed></object></p>
<p><strong>[Apologies: YouTube have since removed the clip due to an infringement claim from Candid Camera, Inc. So here's <a href="http://www.metacafe.com/watch/914321/elevator_candid_must_see/">an alternative link</a> - it may not last either, though, but if you search for <em>"candid camera" elevator</em> I'm sure you'll be able to find it]</strong></p>
<p><strong>Lea Simpson</strong> started with <a href="http://www.youtube.com/watch?v=y7srIXn2muc">this great Candid Camera clip</a> from 196x demonstrating how easily <a href="http://www.media-studies.ca/articles/influence_ch4.htm">social proof</a> 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):</p>
<blockquote><p>1. Behaviour change requires behaviour (i.e. the behaviour of others: social effects are critical, as we respond to others&#8217; behaviour which in turn affects our own; targeting the &#8216;right&#8217; people allows behaviour to spread)</p>
<p>2. Behaviour and motivation are two different things: To change behaviour, you need to understand and work with people&#8217;s motivations &#8211; which may be very different for different people.</p>
<p>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.</p></blockquote>
<p><img src="http://danlockton.co.uk/research/images/greengaged_3_bykateandrews.jpg" alt="Luke Nicholson: Photo by Kate Andrews" /><br />
<em>Luke Nicholson&#8217;s presentation: <a href="http://www.flickr.com/photos/undercover_surrealist/2865142657/in/pool-greengaged">photo by the indefatigable Kate Andrews</a>.</em></p>
<p><strong>Luke Nicholson</strong> talked about <a href="http://www.moreassociates.com/research/">More</a>&#8217;s work on enabling the public to understand energy use and carbon footprints via home monitoring systems &#8211; as he put it, there are &#8220;some invisible forces going round your home, and this is a lens onto them&#8221;. More&#8217;s &#8216;energy lens&#8217; &#8211; which can be positioned on a window, hence linking energy consumption and climate/the weather in users&#8217; minds, and making it as easy to check &#8220;what the energy&#8217;s like today&#8221; as &#8220;what the weather&#8217;s like today&#8221; &#8211; has recently been spun out as <a href="http://onzo.webfactional.com/">Onzo</a> &#8211; who look <a href="http://onzo.webfactional.com/people/">to be employing</a> a couple of very talented Brunel Design graduates.</p>
<p><img src="http://danlockton.co.uk/research/images/greengaged_4.jpg" alt="More Associates: Energy Literacy" /></p>
<p>Luke also talked about More&#8217;s research with energy literacy &#8211; can we create a vernacular for better public understanding of energy, carbon, current, and so on? The above slide showed the idea of &#8216;pips&#8217; and &#8216;blocks&#8217; 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 &#8216;Kept&#8217; sticker which could be affixed to products such as phones, to announce &#8220;I&#8217;m keeping this&#8221;.</p>
<p>A lot of this really does seem to be about <a href="http://books.google.co.uk/books?id=P5GsREMbUmAC&amp;dq=choices+values+and+frames">framing</a> &#8211; 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, &#8220;We&#8217;re playing into cultures that don&#8217;t exist yet.&#8221;</p>
<p><img src="http://danlockton.co.uk/research/images/greengaged_5.jpg" alt="Andrea Koerselman, IDEO" /></p>
<p><strong>Andrea Koerselman</strong> and <strong>Fiona Bennie</strong> introduced their &#8216;i-team &#8211; local innovation on climate change&#8217; 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 &#8211; an IDEO speciality, of course &#8211; and an Inspiration-Insight-Ideation-Implementation process, as in the slide above. Talking to Fiona afterwards, she mentioned that it&#8217;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 &#8216;Ideation&#8217; stage was going to be especially interesting.</p>
<p>Overall, this was a very interesting and worthwhile programme of talks &#8211; and this is just a snapshot of the many taking place this week and next in London. Tomorrow, I&#8217;m off to some of <a href="http://www.systemreload.org/">System Reload&#8217;s workshops</a>, and on Monday, back at the Design Council, <a href="http://theideafeed.com/greengaged/?page_id=460">Tracy Bhamra and Emma Dewberry</a>, among others, will be talking about sustainable design education. I&#8217;ll let you know how it all goes.</p>
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		<title>Skinner and the Mousewrap</title>
		<link>http://architectures.danlockton.co.uk/2008/09/17/skinner-and-the-mousewrap/</link>
		<comments>http://architectures.danlockton.co.uk/2008/09/17/skinner-and-the-mousewrap/#comments</comments>
		<pubDate>Wed, 17 Sep 2008 13:33:07 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=367</guid>
		<description><![CDATA[
Dontclick.it, an interesting interface design experiment by Alex Frank, included this amusing idea, the Mousewrap, to &#8216;train&#8217; users not to click any more &#8220;through physical pain&#8221;.
It did make me think: is the use of anti-sit spikes on window sills, ledges, and so on, or anti-climb spikes on walls, intended primarily as a Skinnerian operant conditioning [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/mousewrap.jpg" alt="Mousewrap - dontclick.it" /></p>
<p><a href="http://www.dontclick.it/"><strong>Dontclick.it</strong></a>, an interesting interface design experiment by <a href="http://lxfx.de/">Alex Frank</a>, included this amusing idea, the Mousewrap, to &#8216;train&#8217; users not to click any more &#8220;through physical pain&#8221;.</p>
<p>It did make me think: is the use of <a href="http://www.usemenow.com/web-log/archives/the_antisit/">anti-sit spikes</a> on window sills, ledges, and so on, or anti-climb spikes on walls, intended primarily as a Skinnerian <em><a href="http://www.youtube.com/watch?v=I_ctJqjlrHA">operant conditioning</a> method</em> (punishment &#8211; i.e. getting spiked &#8211; leading to decrease in the behaviour), or as a <em><a href="http://www.jnd.org/dn.mss/affordances_and.html">perceived affordance</a> method</em> (we see that it looks uncomfortable to sit down, so we don&#8217;t do it)? How do deterrents like this actually work?</p>
<p>It might seem a subtle difference, and in practice it probably doesn&#8217;t matter; it&#8217;s probably a bit of both, in fact. Most people will be discouraged by seeing the spikes, and for the few who aren&#8217;t, they&#8217;ll learn after getting spiked. </p>
<p>But on what level do anti-pigeon spikes work? Do pigeons perceive the lack of &#8216;comfort&#8217; affordance? Or do they try and perch and only then &#8216;learn&#8217;? How similar does the spike (or whatever) have to be to others the animal has seen? Do animals (and humans) only learn to perceive affordances (or the lack of them) after having been through the operant conditioning process previously &#8211; and then generalising from that experience to <em>all</em> spikes?</p>
<p>What&#8217;s the accepted psychological wisdom on this? </p>
<p><img src="http://danlockton.co.uk/research/images/spikes_1.jpg" alt="Spikes" /><br />
<img src="http://danlockton.co.uk/research/images/spikes_2.jpg" alt="Spikes" /><br />
<img src="http://danlockton.co.uk/research/images/spikes_3.jpg" alt="Spikes" /><br />
<img src="http://danlockton.co.uk/research/images/spikes_4.jpg" alt="Spikes" /><br /><em>Some spikes in Windsor, Poundbury, Chiswick and Dalston, UK.</em></p>
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		<title>The detail of everyday interaction</title>
		<link>http://architectures.danlockton.co.uk/2008/09/05/the-detail-of-everyday-interaction/</link>
		<comments>http://architectures.danlockton.co.uk/2008/09/05/the-detail-of-everyday-interaction/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 04:00:39 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
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		<guid isPermaLink="false">http://architectures.danlockton.co.uk/?p=364</guid>
		<description><![CDATA[
Understanding what people really do when they carry out some &#8217;simple&#8217; task, as opposed to what designers assume they do, is important. Even something as mundane as boiling a kettle to make a cup of tea or coffee is fraught with variability, slips, mistaken assumptions and so on, and can be studied in some depth [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://danlockton.co.uk/research/images/kettle_0.jpg" alt="A kettle" /></p>
<p>Understanding what people <em>really</em> do when they carry out some &#8217;simple&#8217; task, as opposed to what designers <em>assume</em> they do, is important. Even something as mundane as boiling a kettle to make a cup of tea or coffee is fraught with variability, slips, mistaken assumptions and so on, and can be studied in some depth to see what&#8217;s really going on, or could be going on (e.g. <a href="http://books.google.co.uk/books?id=dNajvqD9sOEC&#038;pg=PA83&#038;vq=kettle&#038;dq=stanton+baber+%22a+systems+analysis+of+consumer+products%22&#038;source=gbs_search_r&#038;cad=1_1&#038;sig=ACfU3U1rTTq5gPXZYQO-eXDIeeyGHqfxfw">this analysis from 1998</a> by my co-supervisor, Neville Stanton and Chris Baber). <em>Everyday tasks can be complex</em>.</p>
<p><img src="http://danlockton.co.uk/research/images/joedavis1.png" alt="Joe Davis: Telescopic Text" /></p>
<p>So I was fascinated and very impressed with <a href="http://www.telescopictext.com/"><strong>Telescopic Text</strong></a> from <a href="http://www.joedavis.co.uk/">Joe Davis</a> (found via <a href="http://kateandrews.wordpress.com/">Kate Andrews</a>&#8216; eclectically excellent <a href="http://anamorphosis-kate.blogspot.com/">Anamorphosis</a>)</p>
<p><a href="http://www.telescopictext.com/"><strong>This is very clever stuff</strong></a> &#8211; well worth exploring.</p>
<p><img src="http://danlockton.co.uk/research/images/joedavis2.png" alt="Joe Davis: Telescopic Text" /></p>
<p><img src="http://danlockton.co.uk/research/images/joedavis3.png" alt="Joe Davis: Telescopic Text" /></p>
<p>As Joe&#8217;s meta description for the page says, this is &#8220;an exploration of scale and levels of detail. How much or little is contained within the tiniest, most ordinary of moments.&#8221; What <em><a href="http://www.conceptlab.com/notes/akrich-1992-description-technical-objects.html">scripts</a></em> are embedded here for the user in this system of kettle, mist, mug, stale biscuits?</p>
<p>The dominating level of detail reminds me a bit of <a href="http://www.complete-review.com/reviews/gbx/mccarthy.htm">Tom McCarthy&#8217;s <em>Remainder</em></a>, a novel almost entirely about interaction between people and environments. Or perhaps some of Atrocity Exhibition/Crash-era <a href="http://www.ballardian.com/">Ballard</a>, where interactions between people, objects and spaces are broken down endlessly, obsessively.</p>
<p><img src="http://danlockton.co.uk/research/images/joedavis4.png" alt="Joe Davis: Telescopic Text" /></p>
<p>Back to kettles for a moment: they&#8217;re going to feature more heavily on the blog over the next year, in various forms and on many levels. More than almost any other energy-using household product, they&#8217;re ripe for the &#8216;<a href="http://architectures.danlockton.co.uk/design-for-sustainable-behaviour/">Design for Sustainable Behaviour</a>&#8216; wand to be waved over them, since almost all the wasted energy (and water) is due to user behaviour rather than technical inefficiency. It&#8217;ll be more interesting than it sounds!</p>
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