Home Energy Project presentation

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August 2011 - Edoardo Costa - Graduation Project - SHIFFT - DFS department - TU Deflt

r - an ocess ent - pr alysis - us oject outc er s goa ome and ess l s - in par ions itia tici l co pat nce ory pts des ign

1.P R ST E VI OU - as EP S - p signm S

HOME ENERGY GAME

T P E

s C t p N ce

O n s o C c 2. me sion 3.THE GAME

- evaluation checkpoints - The Master of the Grid - structure - flowchart - next steps

s - ga er se roup ents nt - us rget g uirem lopme - ta al req deve - fin ncept ucture - co al str - fin


INTRODUCTION this presentation is organized to provide a complete overview of the HOME ENERGY GAME graduation project until the present status since the introduction of SMART GRID will have a deep impact on energy consumptions models and on users’ behavior, this game is designed as a necessary “step in between” to show these changes and to provide the required skills and knowledge in the safe and simulated environment of a serious game, users can discover what is going to change soon to the way they consume electricity, and they are provided basic knowledge to master this change finally the can exchange and compete with each other, and compare their “virtual” status with their real energy behavior in their house


1.1 ASSIGNMENT “Design a product/service that employs game dynamics and community-based feedback to stimulate smart energy behavior, in particular energy conservation, load shifting and peak shaving.� - the final project is intended to be an intervention aimed to change energy behavior - since SMART GRID situation is not yet a reality, the intervention is going to be a simulation that adopts game dynamics to engage people - the project can provide insights for further development for products and services permanently present in a households


1.2 PROCESS PHASE 1 PART 1

the project will provide knowledge about the characteristics and impact of SMART GRID on energy behavior. the project will be a social game about energy where energy conservation and smart behavior are the game play basis

How can a product/service based on a social community and game dynamics stimulate smart energy behavior to household users according to SG technology and potential?

“Design a product/service that employs game dynamics and community-based feedback to stimulate smart energy behavior, in particular energy conservation, load shifting and peak shaving.”

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- Smart Grid and electricity market - User experience on electricity - H.C.I. for sustainability and ENERGY WIZ - Game design and social games

DE DI SIG RE N CT IO N

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- sustainability with HCI - behavioral change theories and social interaction - “Persuasive Technology” B.J. Fogg

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REQUIREMENTS - the game should be a digital application - it creates a simulation of the Smart Grid technology application - it should provide players the basic knowledge required by S.G. through game dynamics - the knowledge and game experience should be structured on layers, that shows the different potential and possibilities of S.G. with increasing complexity - according to the different layers, different possibilities of interaction with other players should be designed


2.1 PROCESS PHASE 2 PART 2

RESEARCH QUESTIONS

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A ST L C RU ON CT CP UR T E

- do the four games provide a progressive knowledge? - which game-play is the favorite one? - how the four game dynamics can be combined and modified for the final version of the digital energy game?

based on analysis information, four game concepts have been designed they create a game-play with increasing difficulty they are employed in USER SESSIONS to define the final characteristics of the energy social game

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- the game dynamics give progress of knowledge - building dynamic is the favorite - integration with strategy and management skills

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SE OU SSI TC ON OM ES

US SE ER SS IO N

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FO CO UR NC GA EP ME TS

CO FO NC CU EP S T

design of a social game that can allow users to visualize the potentials of Smart Grid and understand the positive impact and benefits of their possible new behavior

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the game is a simulation of energy world divided in three part: energy production, e. consumption, e. interaction with game progression new options and opportunities become possible

three user sessions : 1 with SHIFFT staff, 2 with design students, 3 with DFS PhDs

ENERGYPOINTS ENERGYPOINTS

WELL-BEING INFLUENCE

WELL-BEING

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INFLUENCE

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MY FIR

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ENERGYPOINTS

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TASK: wash clothes

WELL-BEING INFLUENCE

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APPS

IMPROV

- tv - oven -fridge

-smart meter - floor isolation

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INTERACT - give energy - ask energy - share tech - send a gift


2.2 FOUR GAME CONCEPTS

WHY

the four concepts are used to fix down on paper prototype the basic characteristics for the energy game they create a basic learning process about energy and Smart Grid in this way it is easy to analyze and critically design and modify their game-play structure this step has been considered fundamental and critically useful for the complete design process

players must build a complete energy grid, from the electricity plant to the final households and their appliances and improvements.

players must build a complete energy grid, from the electricity plant to the final households and their appliances and improvements.

WHERE

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a challenge card is randomly chosen: it is a daily home activities that demands electricity. Players place on the table all the cards to accomplish it. At first the required appliances, then energy production and improvements

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every round a new combination of home activity and Grid situation is chosen with the central board, and players add one coin to the initial gamble. the most efficient combination wins the gamble

the game prototypes have been employed in user sessions for an initial research about the effect of the learning process they create, about their playfulness and finally to create a co-creation moment with users for the further integration and digital development of the final energy game


2.3 USER SESSIONS

R.Qs.

SESSION 1

SESSION 2

- four participants from SHIFFT team - have a stronger focus on gameplay analysis

RESULTS

- three design students - attention on impact and efficacy of knowledge transfer

SESSION 3 - four DfS PhDs - broader overview on the general quality of the information provided by the game

- the game dynamics, played one after the other in the given order, can provide a progress of knowledge about energy consumption and Smart Grid. Players are able to transform this knowledge into game skills. Both first two assumptions have been confirmed by the user session. - in general participants really enjoy playing the different games, even if they are all based on “non-game� features. The first dynamic, the building one, is the most favorite - participants suggest to integrate the first dynamic (the building one) with features that requires strategy and management skills used for the other three concepts.


2.4 TARGET GROUP GREEN ADOPTERS: according to Roberts (1996) education is the best indicator for environment interest and innovation

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IMPLICATION FOR PROJECT Motivation: - enjoy fun & excitement - stress reliever activity Implication: collaboration > competition reflection and strategy > immediate action long lasting dynamics > short gameplay

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ial gamer oc

SOCIAL GAMERS - ISG 2010 PopCap Social Gaming Research 55% female age 22-60+ / peak 30-59 28% single / 28% married with children 41% work 43% college graduate (connection to green adopters, Roberts 1996) 49% PC user


2.5 FINAL REQUIREMENTS -the building dynamics: players want to create something -management skills: players want create strategy -different steps of activity (building-using-sharing): players need path of learning -iconic representation of all the elements: players need visuals as primary source of information -simulation of real activities: players need to connect game features with real life actions -the personalization features: players need to create a personal simulating environment -interactive features: players need tools to be updated and improve their knowledge/skills -connection between games: players need interaction to enjoy the game (challenge and collaboration)


DIGITAL GAME

2.6 CONCEPT DEVELOPMENT according to the session results, three game focus have been designed they have been defined according two direction: single/interaction about the quality of interaction between players and adapting/building about the quality of interaction between players and game they final outcome should integrate them in a complete structure feasible as basis for a digital social game


2.7 FINAL GAME STRUCTURE THE MASTER OF THE GRID ENERGYPOINTS

ENERGYPOINTS

WELL-BEING

WELL-BEING

INFLUENCE

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ENVIRONMENT & RESOURCES WHAT: map wirh environment and resources INPUT: place you house, start transforming resources in energy points OUTPUT: energy points, influence points according to efficiecy of energy transformation, effects on environment HOW: place energy plants on resources, create grid to the house, connect to the outside by investing energy points

INFLUENCE

HOUSE AND ACTIVITIES WHAT: management of personal house to improve well being INPUT: invest energy points to buy appliances and improvements, accomplish activities linked to well-being (wash clothes), play meta-games about energy efficiency OUTPUT: well being points from apps and activities, influence points from meta-games, complete your profile needs of appliances, improve efficiency HOW: invest energy points to buy apps and improvements, accomplish tasks and activities, improve skills with metagames

.3 USE

HO

GO VE IRD

TASK: wash clothes

INFLUENCE

SE

APPS

IMPROV

- tv - oven -fridge

-smart meter - floor isolation

MARKET

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ME

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ENERGYPOINTS WELL-BEING

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SOCIAL INTERACTION AND WORLD INFLUENCE WHAT: see the other players in the grid, help/ask/trade with other players, use influence points INPUT: interact with other players, ask and give energy, share knowledge, give gifts, re-act on global events concerning the government laws and policies OUTPUT: the more interacting, the more influence points, unlock new possibilities, new global events HOW: interacting, decide direction according to global events that can modify game parameters (ban on polluting resources)

INTERACT - give energy - ask energy - share tech - send a gift


2.7 FINAL GAME STRUCTURE THE MASTER OF THE GRID ENERGYPOINTS

ENERGYPOINTS

WELL-BEING

WELL-BEING

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ELEMENTS Resources: oil, gas, coal, uranium, wind, sun, bio-masses Map House Energy Plants + Grid Environment Points Energy points Well-being points

.3 USE

HO

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ENERGYPOINTS TASK: wash clothes

APPS

IMPROV

- tv - oven -fridge

-smart meter - floor isolation

MARKET

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MY

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Activities ask/give/trade energy points unlock knowledge and possibilities of interaction global events Points energy points, influence points

INFLUENCE

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ELEMENTS my house, other players’ houses, government

Bonuses new apps, improvements, energy points, random events

Factors Efficiency & impact of energy plants End of resources Resources random events Influence of environment status on well-being

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Factors level of game: bigger house, more appliance, complex metagames

WELL-BEING

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Points energy points, well-being points influence points

U ESO

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INFLUENCE

ELEMENTS House Appliances Improvements Metagames: Daily activities, Smart Grid Games

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Factors more influence points = more ways of interaction take decision on global events that can modify game parameters (ban on some energy sources)

INTERACT - give energy - ask energy - share tech - send a gift


2.7 FINAL GAME FLOWCHART LEVEL 1 PLACE THE HOUSE

START

DAMAGES TO ENVIRONMENT

GET INITIAL ENERGY POINTS

RANDOM EVENTS ACCUMULATE ENERGY POINTS

BUILD BUILD NEW ENERGY PLANTS IMPROVE

CONNECT

LEVEL 2 ENTER THE HOUSE

DO SMART GRID GAMES

BUILD ENERGY GRID

BUY APPS AND IMPROVEMENTS

EFFICIENCY IMPROVEMENTS

ACCORDING TO TECH LEVEL

FIND OBJECTS AND BONUSES

CONSUME ENERGY POINTS GET WELL-BEING POINTS

DO DAILY ACTIVITIES

GET INFLUENCE POINTS

LEVEL 3 OUTSIDE

GLOBAL EVENTS ACCORDING ON INFLUENCE

ASK/GIVE/TRADE ENERGY POINTS

SHARE KNOWLEDGE HELP, GIFTS

TAKE DECISION WITH IMPACT ON GAME PARAMETERS

END OF RESOURCES LESS WELL-BEING

ACCUMULATE INFLUENCE POINTS


3 FINAL GAME DEVELOPMENT PART 3

SMART OF THE GRID as added value service

the final energy game is a social game that integrates the learning phase with the social interaction between players and the comparison between the simulation environment of the game and the real house energy consumption

the game structure is presented with the flowchart that defines - the interaction between players / game and players / players - the progress of knowledge - the gameplay

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final user test set-up: - research goal - research questions - methodology

the interface is presented according to the complete game structure

GA ST ME RU CT U

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EV CH ALU EC AT KP IO OI N NT TH OF E M TH AS E G TE RI R D

the initial game structure has been analyzed and modified according to three factors: - gameplay complexity - home technology - digital platform

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3.1 DESIGN EVALUATION CHECKPOINT RESTRICTIONS

the MASTER OF THE GRID concept has been analyzed according to three different restrictions that must be considered to reach the final stage of development

DIGITAL PLATFORM

GAMEPLAY

the structure of the gameplay is very complex it can be a good basis for a real vide game about energy management, but it’s important to consider the main aim of this social game: it should be “serious”, a tool to teach and transfer knowledge to players a simple and light structure of the gameplay can provide education need without overwhelming players in order to achieve this, the learning progress should be clearly visible in the game structure

ENERGYPOINTS WELL-BEING INFLUENCE IRO

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HOME TECHNOLOGY

the complete structure of the Master of the Grid would require a complex home infrastructure to connect all the electrical system to the game, and transform the information collected in game events today the Smart Meter are not ready to provide detailed information about stand-by, single appliance consumption, etc, but they can give a daily general overview of the energy used since the comparison between the simulation and the real house consumption can increase the game engagement and the game life cycle, the game structure should use in the best way this basic information

PC is chosen as digital platform for the energy game ISG 2010 PopCap Social Gaming Research - 71% of social games are played on PC - 50% on laptop - 9% on mobile phone Eurobarometer E-communication in households 2011 - 95% of Dutch households have a PC - 94% of households have Internet - 38% of Dutch have a smartphone with Internet access CBS - ICT and households - 57% of Internet users played or download a game (peak in 25-65 y.o.) - 30% of Internet users used occasionally mobile Internet Since the market of what we could define “services for sustainability” related to Smart Grid does not exist yet, the desktop/laptop is chosen as best driver for diffusion


3.2 THE MASTE OF THE GRID

COMMUNITY

START GAME PROGRESS ENERGY GAME


3.3 GAME STRUCTURE START

create profile

GAME phase 1 create energy today

>

the COMMUNITY

>

after the energy game, players can enter the community of friends and contacts with their personal status here they have different interaction possibilities - GREEN TO GREEN: compete over the energy game to see who is the best - GREEN TO YELLOW/RED: give help by playing the game the other has failed. If performance is good, the system send specific information that the yellow/red can use to play the game again and improve status - YELLOW/RED TO GREEN: send a help request that the GREEN can accept or not - players with same status can have the HOME CONSUMPTION COMPETITION. Using the Smart Meter, the game compare the consumption of the two players according to three different challenge: WEEK, RANDOM, CONSUME

play CONSERVATION games >

>

>

> >

players discover how to produce energy with actual technologies the combination influence the difficulty level

GAME phase 2 renewable energy

this four games challenge players over conservation and energy efficiency by providing them knowledge they can apply in real life

play SMART ENERGY games

> >

in the second phase players discover the SMART ENERGY: - how to produce it - how to use it

the STATUS

according to their perfomance, players are given a specific status green-yellowred that will define their position and interaction with the other players the status is point based and can change according to the players actions: they can change it by playing the game again, interacting with other players, improving their home energy consumption


3.4 FLOWCHART > > >

>

PRODUCE ENERGY

SMART ENERGY GAMES PERSONAL STATUS

checkpoints

first gameplay

gameplay

gameplay for interaction

community board

improve status by playing game

game interaction real consumption interaction

influence of real consumption on gameplay

> > > > > >

LEGEND

>

> > >

first gameplay: the first time players must go through all game step to create their game status initial personal status: is defined by the scores obtained with the energy games. when players obtain it they can enter the community area community area: according to the status, players can interact in different way between each others game interaction: the interaction between players is based on the previous energy games, they are played again and the results compared to declare the winner real consumption: Smart Meter makes real house consumption a gameplay element real consumption competition: Smart Meter allows players with same status to compete on their real energy consumption with different tasks (weekly, random day, on specific amount of energy per day)

CONSERVATION GAMES

> > >

START PROFILE

PLAYERS COMMUNITY

CHECK HOUSE CONSUMPTION COMPETE ON HOUSE CONSUMPTION

>

>

GIVE HELP ASK HELP COMPETE


3.5 NEXT STEPS INTEGRATION AT HOME ELECTRICITY

ENERGY GAME

SMART METER INFORMATION

HOME CONSUMPTION

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XX

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ENERGY OTHER PLAYERS


3.5 NEXT STEPS THE GAME ON THE DESKTOP GAME INTERFACE

PROGRAM ICON

STATUS ICON


3.5 NEXT STEPS FINAL USER TESTS SET-UP RESEARCH GOAL: the user test should investigate whether the game can provide players with clear knowledge about energy conservation and SMART GRID, if players are stimulated to use and apply this knowledge for their household energy consumption and finally the potential role and influence of the social community RESEARCH QUESTION: - can the game transmit knowledge to players? - is this knowledge comprensible to players? - can the game stimulate players to apply knowledge in real life? Users: “social game players” and “green innovators” METHODOLOGY: - initial questions about energy conservation and SMART GRID - tutoring through the game interface prototype (powerpoint of flash) and explanation - set of questions about energy conservation and SMART GRID to prove knowledge acquisition - set of question of evaluation on interface, willingness to use and employ knowledge and participation to community


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