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Increasing recycling behaviors through user-centered design

Published: 05 November 2007 Publication History
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References

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Battarbee, K. Defining Co-Experience. Proceedings from DPPI 2003 (Pittsburgh, 2003), ACM 109-113.
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Battarbee, K., Forlizzi, J. Understanding Experience in Interactive Systems. Proceedings of DIS 2004 (Cambridge, 2004), ACM 261-268.
[3]
Buckley, D. Coax, not coerce, recycling. Vail Daily. June 2007.
[4]
Environmental Protection Agency website, http://www.epa.gov/
[5]
Forlizzi, J., Ford, S. The Building Blocks of Experience: An Early Framework for Interaction Designers. Proceedings of DIS 2000 (Brooklyn, 2000), ACM 419-423.
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Hewitt, J. Contamination frustrates recycling efforts. Student Life. November 2004.
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Jordan, C. Running the Numbers: An American Self Portrait. http://www.chrisjordan.com/current_set2.php?id=?view =XXX_09NNN/
[8]
Louw, M., Forlizzi J. Talking Trash: Designing Recycling Experience for the Pittsburgh Children's Museum. Conference 2004. ACM.
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Norman, D. Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books, 2005.
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Zlatow, M. Project website containing video footage, 2007. http://web.mac.com/melissazlatow/iWeb/recycling%20 %40%20asu/findings/findings.html

Cited By

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  • (2020)Automatic generation and recommendation of personalized challenges for gamificationUser Modeling and User-Adapted Interaction10.1007/s11257-019-09255-2Online publication date: 24-May-2020
  • (2016)MecWilly in your pocket: On evaluating a mobile serious game for kids2016 IEEE Symposium on Computers and Communication (ISCC)10.1109/ISCC.2016.7543737(185-189)Online publication date: Jun-2016
  • (2015)Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage PlayfullyProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702309(1095-1104)Online publication date: 18-Apr-2015
  1. Increasing recycling behaviors through user-centered design

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    cover image ACM Conferences
    DUX '07: Proceedings of the 2007 conference on Designing for User eXperiences
    November 2007
    279 pages
    ISBN:9781605583082
    DOI:10.1145/1389908
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 05 November 2007

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    Author Tags

    1. Cognitive Design
    2. Education
    3. Ethnography
    4. Experience
    5. Experience Strategy
    6. Recycling Behaviors
    7. User-Centered Design / Human-Centered Design

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    DUX07
    DUX07: Designing the User Experience
    November 5 - 7, 2007
    Illinois, Chicago

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    Cited By

    View all
    • (2020)Automatic generation and recommendation of personalized challenges for gamificationUser Modeling and User-Adapted Interaction10.1007/s11257-019-09255-2Online publication date: 24-May-2020
    • (2016)MecWilly in your pocket: On evaluating a mobile serious game for kids2016 IEEE Symposium on Computers and Communication (ISCC)10.1109/ISCC.2016.7543737(185-189)Online publication date: Jun-2016
    • (2015)Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage PlayfullyProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702309(1095-1104)Online publication date: 18-Apr-2015

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