ABSTRACT
Engaging with urban sustainability requires not only changes in individual behavior, but also a collaborative process of decision making together with local constituents. In this paper, we argue for integrating principles of behavior change and gamification with urban participation strategies, to achieve long-term engagement of citizens. We present Smart Citizen, an app we designed by following a gradual process of engaging citizens through setting defaults, triggers and incentives, encouraging reflexivity, active participation and co-production. We evaluated Smart Citizen with 31 users who tested it for two weeks and found a positive attitude towards being more active and acting sustainably locally. Especially users who would be interested in the topic of sustainability but need more tools to establish behaviors had a positive attitude towards using Smart Citizen long-term.
Supplemental Material
Available for Download
- Marisol Alonso-Vazquez, Jan Packer, Sheranne Fairley, and Karen Hughes. 2019. The role of place attachment and festival attachment in influencing attendees’ environmentally responsible behaviours at music festivals. Tourism Recreation Research 44, 1: 91–102. https://doi.org/10.1080/02508281.2018.1545393Google ScholarCross Ref
- Evangelia Anagnostopoulou, Efthimios Bothos, Babis Magoutas, Johann Schrammel, and Gregoris Mentzas. 2018. Persuasive Technologies for Sustainable Mobility: State of the Art and Emerging Trends. Sustainability 10, 7: 2128. https://doi.org/10.3390/su10072128Google ScholarCross Ref
- Sherry R. Arnstein. 1969. A Ladder Of Citizen Participation. Journal of the American Institute of Planners 35, 4: 216–224. https://doi.org/10.1080/01944366908977225Google ScholarCross Ref
- Kathe Callahan. 2007. Citizen Participation: Models and Methods. International Journal of Public Administration 30, 11: 1179–1196. https://doi.org/10.1080/01900690701225366Google ScholarCross Ref
- Ana Caraban, Evangelos Karapanos, Daniel Gonçalves, and Pedro Campos. 2019. 23 Ways to Nudge: A Review of Technology-Mediated Nudging in Human-Computer Interaction. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 1–15. https://doi.org/10.1145/3290605.3300733Google ScholarDigital Library
- Iacopo Carreras, Silvia Gabrielli, Daniele Miorandi, Andrei Tamilin, Fabio Cartolano, Michal Jakob, and Stefano Marzorati. 2012. SUPERHUB: a user-centric perspective on sustainable urban mobility. In Proceedings of the 6th ACM workshop on Next generation mobile computing for dynamic personalised travel planning - Sense Transport ’12, 9. https://doi.org/10.1145/2307874.2307882Google ScholarDigital Library
- Pedro Centieiro, Teresa Romão, and A. Eduardo Dias. 2011. A location-based multiplayer mobile game to encourage pro-environmental behaviours. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology - ACE ’11, 1. https://doi.org/10.1145/2071423.2071461Google ScholarDigital Library
- Rob Comber and Anja Thieme. 2013. Designing beyond habit: opening space for improved recycling and food waste behaviors through processes of persuasion, social influence and aversive affect. Personal and Ubiquitous Computing 17, 6: 1197–1210. https://doi.org/10.1007/s00779-012-0587-1Google ScholarDigital Library
- Bronwyn J. Cumbo, Jeni Paay, Jesper Kjeldskov, and Brent C. Jacobs. 2014. Connecting children to nature with technology: sowing the seeds for proenvironmental behaviour. In Proceedings of the 2014 conference on Interaction design and children, 189–192. https://doi.org/10.1145/2593968.2610449Google ScholarDigital Library
- Fred D. Davis. 1989. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly 13, 3: 319. https://doi.org/10.2307/249008Google ScholarDigital Library
- Benjamin Ewert. 2020. Moving beyond the obsession with nudging individual behaviour: Towards a broader understanding of Behavioural Public Policy. Public Policy and Administration 35, 3: 337–360. https://doi.org/10.1177/0952076719889090Google ScholarCross Ref
- Eric B. Hekler, Predrag Klasnja, Jon E. Froehlich, and Matthew P. Buman. 2013. Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI ’13, 3307. https://doi.org/10.1145/2470654.2466452Google ScholarDigital Library
- Ramon Hervas, David Ruiz-Carrasco, Tania Mondejar, and Jose Bravo. 2017. Gamification mechanics for behavioral change: a systematic review and proposed taxonomy. In Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare, 395–404. https://doi.org/10.1145/3154862.3154939Google ScholarDigital Library
- Johan Högberg, Juho Hamari, and Erik Wästlund. 2019. Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Modeling and User-Adapted Interaction 29, 3: 619–660. https://doi.org/10.1007/s11257-019-09223-wGoogle ScholarDigital Library
- Judith E. Innes and David E. Booher. 2004. Reframing public participation: strategies for the 21st century. Planning Theory & Practice 5, 4: 419–436. https://doi.org/10.1080/1464935042000293170Google ScholarCross Ref
- Troy Innocent. 2016. Play and placemaking in urban art environments. In Proceedings of the 3rd Conference on Media Architecture Biennale - MAB, 1–4. https://doi.org/10.1145/2946803.2946805Google ScholarDigital Library
- Troy Innocent. 2018. Play about Place: Placemaking in location-based game design. In Proceedings of the 4th Media Architecture Biennale Conference, 137–143. https://doi.org/10.1145/3284389.3284493Google ScholarDigital Library
- Daniel Kahneman. 2013. Thinking, fast and slow. Farrar, Straus and Giroux, New York.Google Scholar
- Tiffany Knearem, Jeongwon Jo, Xiying Wang, and John M. M. Carroll. 2021. Seek and Reflect: A Mobile Scavenger Hunt to Develop Community Engagement. In C&T ’21: Proceedings of the 10th International Conference on Communities & Technologies - Wicked Problems in the Age of Tech, 212–223. https://doi.org/10.1145/3461564.3461573Google ScholarDigital Library
- Anja Kollmuss and Julian Agyeman. 2002. Mind the Gap: Why do people act environmentally and what are the barriers to pro-environmental behavior? Environmental Education Research 8, 3: 239–260. https://doi.org/10.1080/13504620220145401Google ScholarCross Ref
- Efstathia Kostopoulou, Ana Javornik, Petros Koutsolampros, Simon Julier, and Ava Fatah gen. Schieck. 2018. Mediated Spatial Narratives: Experiencing Archival Material and Shared Memories in Urban Space. In Proceedings of the 4th Media Architecture Biennale Conference, 118–127. https://doi.org/10.1145/3284389.3284395Google ScholarDigital Library
- R. Larson, Caren B. Cooper, Richard C. Stedman, Daniel J. Decker, and Ryan J. Gagnon. 2018. Place-Based Pathways to Proenvironmental Behavior: Empirical Evidence for a Conservation–Recreation Model. Society & Natural Resources 31, 8: 871–891. https://doi.org/10.1080/08941920.2018.1447714Google ScholarCross Ref
- Kevin Lynch. 2005. The image of the city. MIT PRESS, Cambridge, Mass.Google Scholar
- Karin Markivca, Nadine Haufe, and Alexandra Milonig. 2016. 4th European Conference on Behaviour and Energy Efficiency. In 4th European Conference on Behaviour and Energy Efficiency.Google Scholar
- Sanna Markkanen and Annela Anger-Kraavi. 2019. Social impacts of climate change mitigation policies and their implications for inequality. Climate Policy 19, 7: 827–844. https://doi.org/10.1080/14693062.2019.1596873Google ScholarCross Ref
- Nicholas O'Donnell. 2018. Plan Your Brisbane: Exploring Game Design for Civic Engagement. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 257–269. https://doi.org/10.1145/3270316.3272051Google ScholarDigital Library
- Irina Paraschivoiu, Thomas Layer-Wagner, Alexander Meschtscherjakov, Nina Möstegl, and Petra Stabauer. 2020. Designing a City Platform for Sustainable Behavior: Approaching a Multi-stakeholder Context and Initial Results. In Persuasive 2020 Adjunct Proceedings. Retrieved from http://ceur-ws.org/Vol-2629/Google Scholar
- Charlie Pinder, Jo Vermeulen, Benjamin R. Cowan, and Russell Beale. 2018. Digital Behaviour Change Interventions to Break and Form Habits. ACM Transactions on Computer-Human Interaction 25, 3: 1–66. https://doi.org/10.1145/3196830Google ScholarDigital Library
- Gianluca Schiavo, Chiara Leonardi, Mattia Pasolli, Silvia Sarti, and Massimo Zancanaro. 2017. Weigh it and share it!: crowdsourcing for pro-environmental data collection. In Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services - MobileHCI ’17, 1–12. https://doi.org/10.1145/3098279.3098551Google ScholarDigital Library
- Cynthia M. Sifonis. 2017. Attributes of Ingress Gaming Locations Contributing to Players’ Place Attachment. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 569–575. https://doi.org/10.1145/3130859.3131338Google ScholarDigital Library
- Shenando Stals, Michael Smyth, and Wijnand Ijsselsteijn. 2014. Walking & talking: probing the urban lived experience. In Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, 737–746. https://doi.org/10.1145/2639189.2641215Google ScholarDigital Library
- Jiazhe Sun and Kaizhong Yang. 2016. The Wicked Problem of Climate Change: A New Approach Based on Social Mess and Fragmentation. Sustainability 8, 12: 1312. https://doi.org/10.3390/su8121312Google ScholarCross Ref
- Viswanath Venkatesh and Hillol Bala. 2008. Technology Acceptance Model 3 and a Research Agenda on Interventions. Decision Sciences 39, 2: 273–315. https://doi.org/10.1111/j.1540-5915.2008.00192.xGoogle ScholarCross Ref
- Xiying Wang and Susan R. Fussell. 2014. Mobile designs to support user experiences of energy conservation in hotels. In Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services - MobileHCI ’14, 555–560. https://doi.org/10.1145/2628363.2634232Google ScholarDigital Library
- World Bank. 2014. World Development Report 2015: Mind, Society, and Behavior. The World Bank. https://doi.org/10.1596/978-1-4648-0342-0Google ScholarCross Ref
- Co-production framework. London Borough of Tower Hamlets. Retrieved from https://www.towerhamlets.gov.uk/Home.aspxGoogle Scholar
Index Terms
- Placemaking for Urban Sustainability: Designing a Gamified App for Long-term, Pro-environmental Participation
Recommendations
Review paper on technology adoption and sustainability in India towards smart cities
AbstractThis paper mainly aims to identify the key factors that should be included in building of smart cities in a proper efficient way. Due to rapid increase in urban population, it should be responsible to provide a better way in building of a smart ...
Sustainability Driven by ICT Adoption within Households, Enterprises, and Government Units
AbstractThis study is a part research on the contribution of information and communication technologies (ICT) adoption to sustainability within households [1], enterprises [2], and government units [3]. The previous research confirmed that ICT adoption by ...
Sustainability of telecentres in developing countries: Lessons from Union Digital Centre in Bangladesh
Highlights- The study has identified major partners in the UDC eco-system and their respective contributions.
AbstractThis study examines operational sustainability of a major telecentre initiative - the Union Digital Centre (UDC) in Bangladesh - from the perspective of public-private-people’s partnership (PPPP). Given the rising incidence of dropout ...
Comments