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Designing a Consumer Framework for Social Products Within a Gamified Smart Home Context

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Universal Access in Human-Computer Interaction. Design Methods and User Experience (HCII 2021)

Abstract

The most effective strategy for homes to save energy is by decreasing their electricity consumption. Home Energy Management Systems connect appliances that improve households’ energy performance to thermal comfort. These systems need to take into account human behavior regarding saving energy and thermal comfort. This paper proposes a three-step framework that integrates the Smart Residential Load Simulator (SRLS), Adaptive-Network based on Fuzzy Inference System (ANFIS), and a gamification structure to develop an interface designed to reduce energy consumption without losing thermal comfort. Finally, a gamified mock-up for mobile devices is displayed for a household with high energy consumption levels and a temperature setpoint of 23 ℃. This proposal integrates the concept of social products to empower the interaction between devices and end-users.

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Acknowledgments

This research project is supported by Tecnologico de Monterrey and CITRIS under the collaboration ITESM-CITRIS Smart thermostat, deep learning, and gamification project (https://citris-uc.org/2019-itesm-seed-funding/), and the National Science Foundation under Grant No. 1828010.

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Correspondence to Juana Isabel Méndez .

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Méndez, J.I. et al. (2021). Designing a Consumer Framework for Social Products Within a Gamified Smart Home Context. In: Antona, M., Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. Design Methods and User Experience. HCII 2021. Lecture Notes in Computer Science(), vol 12768. Springer, Cham. https://doi.org/10.1007/978-3-030-78092-0_29

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  • DOI: https://doi.org/10.1007/978-3-030-78092-0_29

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