Abstract
The increasing concern for sustainability-related issues leads to the rise of new fields in design research, dedicated to limit the negative impact of human activities on the environment and society. After addressing issues related to production, efficiency, recyclability and disassembly, designers start to recognize their responsibility in guiding users to behave in a more responsible and sustainable way. For this reason, designing products to support users’ behaviour change is becoming one of the most popular trends in design research at the moment. To achieve the desired results design for behaviour change, and in particular, Design for Sustainable Behaviour exploits a variety of approaches. In this Chapter, we explore the use of Design for Sustainable Behaviour techniques through a literature review of theories and case studies. Then, we defined a framework which describes the use of multisensory stimuli as elements to support different phases of interaction during the user experience with an interactive product. We relate this framework to previous works and then we discuss two case studies.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Norman DA (1988) The psychology of everyday things. Basic books
Fogg BJ (2009) A behavior model for persuasive design. In: Proceedings of the 4th international conference on persuasive technology. ACM
Bhamra T, Lilley D, Tang T (2011) Design for sustainable behaviour: using products to change consumer behaviour. Des J 14(4):427–445
Sunstein C, Thaler R (2008) Nudge: improving decisions about health, wealth, and happiness. Yale University Press
Park HJ, Bae JH (2014) Study and research of gamification design. Int J Softw Eng Appl 8(8):19–28
Dichev C, Dicheva D, Angelova G, Agre G (2015) From gamification to gameful design and gameful experience in learning. Cybern Inf Technol 14(4):80–100. https://doi.org/10.1515/cait-2014-0007
Deterding S, Sicart M, Nacke L, O’Hara K, Dixon D (2011) Gamification using game-design elements in non-gaming contexts. In: Proceedings of CHI’11 extended abstracts on human factors in computing systems Vancouver, Canada, 7–12th ACM May 2011, pp 2425–2428. https://doi.org/10.1145/1979742.1979575
https://www.fastcompany.com/3030479/meet-fumo-the-silliest-possible-way-to-fix-cigarette littering
Kim B (2015) Designing gamification in the right way. In: Kim B (ed) Library technology reports, ALA TechSource 51(2), 10–18
https://www.coca-colacompany.com/stories/coke-gamifies-recycling-with-happiness-arcade
Nguyen TA, Kodinsky D, Skelton W, Kaur P, Yin Y, Mathew A, Basapur S (2012) Interactive philanthropy: an interactive public installation to explore the use of gaming for charity. In: Conference on designing interactive systems, pp 482–485
Huang S, Scurati GW, Elzeney M, Li Y, Lin X, Ferrise F, Bordegoni M (2019) AIM: an interactive ashtray to support behavior change through gamification. In: Proceedings of the design society: international conference on engineering design, vol 1, no 1. Cambridge University Press, pp 3811–3820
Schultz P, Bator R, Large L, Bruni C, Tabanico J (2013) Littering in context personal and environmental predictors of littering behavior. Env Behav. 45:35–59. https://www.doi.org/10.1177/0013916511412179.
Cialdini RB, Reno RR, Kallgren CA (1990) A focus theory of normative conduct: recycling the concept of norms to reduce littering in public places. J Pers Soc Psychol 58(6):1015–1026. https://doi.org/10.1037/0022-3514.58.6.1015
Bator RJ, Bryan AD, Schultz PW (2011) Who gives a hoot?: Intercept surveys of litterers and disposers. Environ Behav 43(3):295–315. https://doi.org/10.1177/0013916509356884
Finnie WC (1973) Field experiments in litter control. Environ Behav 5(2):123–144. https://doi.org/10.1177/001391657300500201
Scurati GW, Huang S, Wu S, Chen T, Zhang Y, Graziosi S, Ferrise F, Bordegoni M (2019) Multisensory nudging: a design intervention for sustainable hand-washing behavior in public space. In: Proceedings of the design society: international conference on engineering design, vol 1, no 1. Cambridge University Press, pp 3341–3350
Laugwitz B, Held T, Schrepp M (2008) Construction and evaluation of a user experience questionnaire. In: Symposium of the Austrian HCI and usability engineering group. Springer, pp 63–76
Hunter LM, Hatch A, Johnson A (2004) Cross-national gender variation in environmental behaviors. Soc Sci Q 85(3):677–694. https://doi.org/10.1111/j.00384941.2004.00239
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this chapter
Cite this chapter
Scurati, G.W., Carulli, M., Ferrise, F., Bordegoni, M. (2020). Sustainable Behaviour: A Framework for the Design of Products for Behaviour Change. In: Fukuda, S. (eds) Emotional Engineering, Vol. 8. Springer, Cham. https://doi.org/10.1007/978-3-030-38360-2_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-38360-2_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-38359-6
Online ISBN: 978-3-030-38360-2
eBook Packages: EngineeringEngineering (R0)