|Coordinator||Umeå Energi UmeNet AB|
|Funding from Vinnova||SEK 249 190|
|Project duration||June 2018 - June 2019|
|Venture||The strategic innovation programme for the Internet of Things|
Purpose and goal
In order to achieve a change in behavior for end users with regards to their energy consumption, he project has produced an application based on game like influences, Gamification. The application has been built in close collaboration with end user. It is based on, by providing information and continues feedback it will encourage and guide user on how to easily achieve a more sustainable behavior in a range of different areas, in addition to energy consumption.
Expected results and effects
The results showed that the project managed to achieve a change in behavior with end users by the using the Gamification concept. By using clear and concise information on how to change the behavior in easy ways and by continues feedback on the effects of actions taken, the users felt it was easy to adopt changes and build new and more sustainable habits in a range of areas, in addition to the change in energy consumption.
Planned approach and implementation
Requirements for the prototype was produced by running a “design sprint”, a week of focused work by a diverse group. Purpose was to produce a mock-up of an application for behavior change to be tested on external users. Having end users participating throughout the project was very successful. The idea of taking a wider view on sustainability rather than just focusing on energy consumption proved to be a good move based on test and user interviews. The project has acquired a lot of valuable knowledge regarding sustainability. Parts of this will be developed further outside of the project.