CHI-Sustainability:Current events

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Saturday, May 07, 2011 09:00 - 18:00

Visible - Actionable - Sustainable: Sustainable Interaction Design in Professional Domains – Workshop

Leonardo Bonanni MIT Media Lab,

Daniela K Busse SAP Labs,

John C Thomas IBM T.J. Watson Research Center,

Eli Blevis Indiana University,

Marko Turpeinen Helsinki Institute for Information Technology,

Nuno Jardim Nunes University of Madeira

Abstract » The growing body of sustainable HCI shows that new interfaces may increase awareness and motivate action for environmental impact. Most of this research has been aimed at consumer decision-making, leaving out many professional domains. This workshop broadens the scope of HCI research to consider new user groups including professional users, educators, designers and engineers, governments and NGO’s. We propose a broad approach to sustainable HCI for emerging domains: visible - actionable - sustainable. In order to effect sustainable change, new interfaces need to make issues visible in order to promote actionable decisions towards socially and environmentally sustainable ends. These approaches can support sustainable decision-making in product design and a variety of sectors. This workshop will gather interdisciplinary case studies to help identify emerging domains of where sustainable interaction design could provide important social and environmental benefit. The expected outcome is the start of a pattern language for sustainability solutions to the most promising application domains. Patterns are named solutions to recurring problems with enough flexibility to be applied in new contexts. Pattern languages have been developed for architecture and urban planning, object-oriented programming, change management, HCI, and pedagogy. We choose to structure the workshop around the concepts and techniques of pattern languages because because they focus the attention of the community on creating and sharing expertise on what works in general and in a form and format that is useful to designers who are working on specific solutions for specific contexts. The workshop will consider submissions to inform a pattern language from a number of potential application domains for sustainable interaction design including professional users, education, food and drink, marketing and sales, governments, NGOs, designers and engineers.


Sunday, May 08, 2011 09:00 - 18:00

Everyday Practice and Sustainable HCI: Understanding and Learning from Cultures of (Un)Sustainability – Workshop

James Pierce Carnegie Mellon University,

Hronn Brynjarsdottir Cornell University,

Phoebe Sengers Cornell University,

Yolande Strengers RMIT University

Abstract » Within the CHI community we have witnessed a broadening of concerns to include various everyday contexts such as the domestic, rural and urban, as well as diverse, underrepresented, and marginalized communities. Such everyday contexts have also

emerged as key areas of focus for sustainable HCI. Not only is everyday life a critical area in which material resources are exchanged, transformed, consumed and disposed, but everyday life is a site for the formation of values, attitudes, routines and habits. This workshop will bring together individuals interested in everyday practice as both a critical site and a critical lens for sustainable HCI research and professional practice. The focus of the workshop is exploring and investigating how descriptions and theories of everyday practice can be employed in order to critically and creatively rethink how HCI frames research and design issues of sustainability—both collectively as a field and individually in participants’ own work.


Monday, May 09, 2011 11:00 - 12:20

CHI 2011 Sustainability Community Invited Panel: Challenges Ahead – Panel

Azam Khan Autodesk Research,

Lyn Bartram Simon Fraser University,

Eli Blevis Indiana University–Bloomington,

Carl DiSalvo Georgia Institute of Technology,

Jon Froehlich University of Washington,

Gordon Kurtenbach Autodesk Research

Abstract » As part of a new CHI Sustainability Community, focused on environmental sustainability, this panel will discuss specific ways in which HCI research will be critical in finding solutions to this global challenge. While research to date has primarily focused on the end consumer, the panel will be challenged with enlarging the discussion to include the designer as a target user and to consider interfaces and interactions that support sustainable design and sustainable manufacturing, as well as sustainable consumption. Specifically, to make real progress, we seek to enumerate ways that HCI needs to grow, as well as to find ways that can help more HCI researchers to become involved.


Monday, May 09, 2011 11:00 - 12:20

Student Research Competition & Works In Progress: Poster Group 1 Displayed - Ballroom Foyer

Who Needs Energy Management? Reducing Energy Consumption in Manufacturing Industries - Early Results of Research into Industrial Energy Management Users - Works In Progress

Daniela K. Busse SAP Labs (Palo Alto)

Abstract » In this Work-in-Progress report, research into the potential target users for an Industrial Energy Management solution is being discussed with reference to both on-site and remote user interviews conducted in 2010 with Energy Managers of several US companies in high energy-intensity manufacturing industries.


Tuesday, May 10, 2011 09:00 - 10:00

Sustainability Community: Framework & Agenda - SIG Meeting

Azam Khan Autodesk Research,

Eli Blevis Indiana University,

Daniela Busse SAP

Abstract » This special interest group meeting will bring together human-computer interaction (HCI) researchers who are interested in applying their knowledge and skills to the environmental goals of sustainable production and sustainable consumption. Those new to HCI for sustainability will learn which support and opportunities there are for their contributions, while HCI researchers already working in this area will discover which activities are occurring within and outside the HCI community. A conceptual framework will be presented together with a call to action, followed by a review of past and current HCI activities surrounding sustainability. Finally, an open discussion will develop a reformulation of HCI sustainability research for future CHI meetings.


Tuesday, May 10, 2011 09:00 - 10:00

Student Research Competition & Works In Progress: Poster Group 1 Displayed - Ballroom Foyer

Children’s Drawing and Telling of Sustainability in the Home - Works In Progress

Audrey Desjardins Simon Fraser University,

Ron Wakkary Simon Fraser University

Abstract » This paper describes a pilot study about children’s perspective on environmental sustainability in the home through the drawing-telling technique. We utilize the drawing-telling technique as described by Susan Wright [6] for interviewing children about issues related to sustainability. The participants (children from age 10 to 13) were asked to draw two houses (current and ideal) and then describe their drawings in terms of sustainable actions and features. This pilot study is an initial step to investigate if there are opportunities to develop eco-visualizations (EVs) with children in mind and shows that the drawing-telling technique is useful in researching sustainability and children.


Tuesday, May 10, 2011 10:00 - 11:00

Student Research Competition & Works In Progress

Poster Interactions: Group 1 Work-in-Progress (WIP100-299) and Student Research Competition - Ballroom Foyer

Children’s Drawing and Telling of Sustainability in the Home - Works In Progress

Audrey Desjardins Simon Fraser University,

Ron Wakkary Simon Fraser University

Abstract » This paper describes a pilot study about children’s perspective on environmental sustainability in the home through the drawing-telling technique. We utilize the drawing-telling technique as described by Susan Wright [6] for interviewing children about issues related to sustainability. The participants (children from age 10 to 13) were asked to draw two houses (current and ideal) and then describe their drawings in terms of sustainable actions and features. This pilot study is an initial step to investigate if there are opportunities to develop eco-visualizations (EVs) with children in mind and shows that the drawing-telling technique is useful in researching sustainability and children.


Wednesday, May 11, 2011 09:00 - 11:00

‘Canary in a Coal Mine’: Monitoring Air Quality and Detecting Environmental Incidents by Harvesting Twitter - Works In Progress

Henricus Smid University of Amsterdam,

Patrick Mast University of Amsterdam,

Maarten Tromp University of Amsterdam,

Andi Winterboer University of Amsterdam,

Vanessa Evers University of Amsterdam

Abstract » We present an application that facilitates environmental monitoring by and for the general public. ‘Canary in a Coal Mine’ (CIACM) gathers and analyses pollution-related tweets in real-time from the micro-blogging platform Twitter and visualizes temporal and spatial characteristics of the data. CIACM allows citizens to keep track of the environmental quality of their region and empowers users to contribute to this public environmental monitoring system.


Engaging Energy Saving through Motivation-Specific Social Comparison - Works In Progress

Petromil Petkov Queensland University of Technology, NICTA, Technische Universität München,

Felix Köbler Technische Universität München,

Marcus Foth Queensland University of Technology, NICTA,

Richard Medland Queensland University of Technology, NICTA,

Helmut Krcmar Technische Universität München

Abstract » Comparison is widely used in research projects and commercial products whose goal is to motivate energy saving at home. This research builds on fundamental theories from social psychology in an attempt to shed light on how to motivate consumers to conserve energy by providing relevant people for social comparison depending on consumer’s motivation to compare. To support the research process, the mobile application EnergyWiz was developed through a theory-driven design approach. Along with other features EnergyWiz provides users with three types of social comparison – normative, one-on-one and ranking. The results of interviews with prospective users are used to derive design suggestions for relevant people for comparison (comparison subjects).


PowerSocket: Towards On-Outlet Power Consumption Visualization - Works In Progress

Florian Heller RWTH Aachen University,

Jan Borchers RWTH Aachen University

Abstract » Power consumption is measured in W and Wh, but what do these units mean? Water consumption can easily be understood, as we all know what a liter of water looks like. Common power meters, however, rely on the physical units or their translation to costs as display. We classified existing displays and ambient visualizations in a taxonomy that focuses on the characteristics of power consumption displays. We adapted representatives of the different categories of displays to an on-outlet display and compared these using a combination of soft- and hardware prototyping. Results indicate that ambient visualizations make it easier to understand power consumption.


A Long-term Study of User Experience towards Interaction Designs that Support Behavior Change - Works In Progress

Sang-Su Lee KAIST,

Youn-kyung Lim KAIST,

Kun-pyo Lee KAIST

Abstract » Many researches on interaction design that supports users’ behavior change in everyday life are studied recently especially in the domain of pervasive technology. However, not much attention has been paid to long-term effects on users in such cases. This paper presents our initial work of a long-term (8 month) study of users' self-report of experiences with an ambient dashboard feedback system in an automobile called Eco-driving system. It was notable that user satisfaction changed positively following active self-efforts made by users to understand the system after the negative shift due to initial disappointment. This work will be a first step to build a framework of how users accept systems designed to persuade them to change behavior over time.


Evaluating a Social Media Application for Sustainability in the Workplace - Works In Progress

David Lehrer University of California, Berkeley,

Janani Vasudev University of California, Berkeley

Abstract » The goal of this research is to investigate the benefits of using a web-based social network to promote energy awareness, and influence energy-saving behavior of typical office workers. We propose that a social network integrated into the workplace environment — allowing people to track their own energy-related activities, to share this information, and to view and react to peers’ activities — can take advantage of social influence to positively affect behavior. We are currently developing a prototype of such an application through iterative design. In the final phase of this work we will conduct experiments with a large number of subjects to test the ability of this application to influence attitudes and behaviors of office workers, and for providing a platform for commercial building operators to better communicate with occupants.


Behavioral Science-Informed Technology Interventions for Change in Residential Energy Consumption - Works In Progress

Matthew Crowley Stanford University,

Aurélia Heitz Stanford University,

Annika Matta Stanford University,

Kevin Mori Stanford University,

Banny Banerjee Stanford University

Abstract » Behavior change represents an important new approach to addressing the energy crisis. Utility companies and private companies are deploying sensor-based power meters and related residential electricity monitoring technologies with the view that monitoring energy use will eventually result in a reduction in energy consumption. The success of these technologies depends largely on homeowners responding to the data with appropriate changes in their consumption behavior. Most energy feedback interfaces, however, have not been designed through a human-centered process and display data in ways that are unlikely to change behavior. Our proposal is to design interactive interfaces that combine a deeply human-centered process with insights from behavioral economics to reduce residential energy consumption. This paper describes our current research to develop and evaluate interactive interfaces based on three motivational categories: cognitive, social, and affective.


Power Ballads: Deploying Aversive Energy Feedback in Social Media - Works In Progress

Derek Foster University of Lincoln,

Conor Linehan University of Lincoln,

Shaun Lawson University of Lincoln,

Ben Kirman University of Lincoln

Abstract » This paper reports on the pilot evaluation of “Power Ballads”, an evocative social media application which displays aversive feedback based on excessive household energy usage. Work by other researchers in persuasive technologies has previously suggested the use of aversive feedback should be avoided as it leads to a lack of engagement by users. This work evaluates whether punishment of non-desirable behaviour discourages users from engaging with a persuasive application. To this end we recruited 9 households to use the Power Ballads application over a period of 4 weeks. We found the use of aversive feedback did not act as a deterrent to regularly interacting with the application through evaluating user engagement.


Wednesday, May 11, 2011 11:00 - 12:20

Case Study & Paper: Sustainability 1 - Honorable Mention

Session Chair: Eli Blevis (Indiana University)


Creek Watch: Pairing Usefulness and Usability for Successful Citizen Science - Paper

Sunyoung Kim Carnegie Mellon University,

Christine Robson IBM Almaden Research Center; University of California, Berkeley,

Thomas Zimmerman IBM Almaden Research Center,

Jeffrey Pierce IBM Almaden Research Center,

Eben Haber IBM Almaden Research Center

Abstract » Citizen science projects can collect a wealth of scientific data, but that data is only helpful if it is actually used. While previous citizen science research has mostly focused on designing effective capture interfaces and incentive mechanisms, in this paper we explore the application of HCI methods to ensure that the data itself is useful. To provide a focus for this exploration we designed and implemented Creek Watch, an iPhone application and website that allow volunteers to report information about waterways in order to aid water management programs. Working with state and local officials and private groups involved in water monitoring, we conducted a series of contextual inquiries to uncover what data they wanted, what data they could immediately use, and how to most effectively deliver that data to them. We iteratively developed the Creek Watch application and website based on our findings and conducted evaluations of it with both contributors and consumers of water data, including scientists at the city water resources department. Our study reveals that the data collected is indeed useful for their existing practices and is already in use in water and trash management programs. Our results suggest the application of HCI methods to design the data for the end users is just as important as their use in designing the user interface.


Designing eco-feedback systems for everyday life – Paper [Honourable Mention]

Yolande A A Strengers Centre for Design, RMIT University

Abstract » Eco-feedback systems currently frame householders as micro-resource managers, who weigh up the costs and benefits of their consumption, and make autonomous, rational and efficient decisions. Reporting on findings from a qualitative study of three Australian energy and water eco-feedback programs utilising an in-home display (IHD) system, this paper challenges this view. The research finds that householders consume energy and water to carry out everyday practices, such as showering, laundering and cooling, which are mediated by social, cultural, technical and institutional dynamics. The paper proposes an alternative design paradigm for eco-feedback systems premised on the realities of everyday life and identifies several design directions that emerge from this new starting point.


With a Little Help from a Friend: A Shower Calendar to Save Water - Case Study (Long)

Matthias Laschke Folkwang University of the Arts,

Marc Hassenzahl Folkwang University of the Arts,

Sarah Diefenbach Folkwang University of the Arts,

Marius Tippkämper Folkwang University of the Arts

Abstract » This design case presents and discusses the Shower Calendar, a "persuasive" concept for reducing the con-sumption of water for showering. It starts from a dis-cussion of different types of feedback employed by earlier design cases. Based on this, we designed the Calendar concept as an ambient, persistent and indi-vidualized feedback. A field study with two families (6 individuals) revealed that the Calendar fosters goal setting, comparison, competition, and communication. In addition, quantitative data showed one family to have been more successful in translating the Calendars offer into actual behavior change, i.e., saving water. This highlights that change is not achieved by the product itself (as in automation or regulation), but by the people involved.


BeeParking: Feedback Interfaces for Collective Behavior Change - Note

Silvia Gabrielli Create-Net,

Alessandra Sabatino Create-Net,

Jesus Munoz Create-Net,

Michele Marchesoni Create-Net,

Oscar Mayora Create-Net

Abstract » Recent years have seen a growing interest for the study of feedback interfaces to support behavior change in different research areas, from personal healthcare and wellbeing, to energy saving and proenvironmental sustainability. While HCI design has been primarily inspired by behavior change models that best fit individual change, less attention has been deserved to test their validity in the context of collective behavior change, where interdependencies between people’s choices and behaviors matter, as in the shared use of limited resources or public goods.

We discuss some relevant directions to fill this gap, based on the iterative design of BeeParking, a feedback display aimed to induce more cooperative use of a parking facility within a work environment.


GreenHat: Exploring the Natural Environment Through Experts’ Perspectives - Note [Honourable Mention]

Kimiko Ryokai UC Berkeley,

Lora Oehlberg UC Berkeley,

Michael Manoochehri UC Berkeley,

Alice Agogino UC Berkeley

Abstract » We present GreenHat, an interactive mobile learning application that helps students learn about biodiversity and sustainability issues in their surroundings from experts’ points of view, before participating in unfamiliar debates about their familiar surroundings. Using the interactive location-sensitive map and video on a smart phone, GreenHat simulates how experts go about making observations in the field and encourages students to actively observe their environment. We present our design process, our initial prototype, report the results from our preliminary evaluation, and discuss ongoing work.




Wednesday, May 11, 2011 14:00 - 15:20

Session Chair: Thomas Erickson (IBM Research)


Ceci N'est Pas Une Pipe Bombe: Authoring Urban Landscapes with Air Quality Sensors - Paper

Stacey Kuznetsov Carnegie Mellon University,

George Davis Carnegie Mellon University,

Jian Cheung Carnegie Mellon University,

Eric Paulos Carnegie Mellon University

Abstract » Our work explores the convergence between participatory sensing, political activism and public expressions. Unlike prior research, which focuses on personal sensing, we present low-cost, networked air quality sensors, designed to be repositioned across public landscapes by communities of citizen stakeholders. Our GPS-enabled sensors report dust, exhaust, or VOC’s (volatile organic compounds), along with temperature, humidity and light levels to a website that visualizes this data in real time. The sensors can be attached to a variety of surfaces serving as research probes to demarcate (‘tag’) public spaces with environmental concerns. We deploy our fully functional system with four urban communities- parents, bicyclists, homeless and activists, positioning our system as a tool for studying and supporting community togetherness and public activism. Our findings highlight community sharing of the physical sensors and dialogues surrounding the collected data.


Second-Hand Interactions: Investigating Reacquisition and Dispossession Practices around Domestic Objects - Paper

James Pierce Carnegie Mellon University,

Eric Paulos Carnegie Mellon University

Abstract » We present a qualitative study of reacquisition—the acquisition of previously possessed goods—involving in-depth interviews with 18 reacquirers within or nearby Pittsburgh, PA, USA. Based on critiques of sustainable consumption and our findings, we reframe technology consumption as acquisition, possession, dispossession and reacquisition. We present four reacquisition orientations describing our participants’ motivations and practices: casual, necessary, critical, and experiential. We then present a range of findings including issues with work, time and effort involved in reacquisition, and values and practices of care and patience associated with invested reacquirers. We conclude with implications for designing technologies to support current reacquisition practices, as well as broader opportunities for HCI and interaction design to incorporate non-mainstream reacquisition practices and values into more mainstream technologies.


Practices in the Creative Reuse of e-Waste - Paper

Sunyoung Kim Carnegie Mellon University,

Eric Paulos Carnegie Mellon University

Abstract » E-waste is a generic term embracing various forms of electric and electronic equipment that is loosely discarded, surplus, obsolete, or broken. When e-waste is improperly discarded as trash, there are predictable negative impacts on the environment and human health. Existing e-waste solutions range from designing for reuse to fabricating with eco-friendly decomposable materials to more radical critiques of current practices surrounding capitalism and consumerism. Complementary to theses efforts, this paper presents an accessible reuse framework that encourages creativity while maintaining personal ownership of e-waste. Through a series of online surveys of existing personal e-waste stockpiling behaviors combined with observational studies of existing reuse practices, we developed a design reuse vocabulary: materials, shapes, and operations to enable wide ranging and creative reuse of obsolete electronics by everyday people. We operationalized this vocabulary and evaluated its legibility and usefulness. As a result, we derived a novel reuse composition framework: reuse as-is, remake, and remanufacture designed to be accessible and to have broader impact in encouraging creative reuse across a wide range of e-waste types beyond those specifically used in our study. We believe these frameworks will be a catalyst for the creative reuse of e-waste.


A Phenomenology of Human-Electricity Relations - Note [Honourable Mention]

James Pierce Carnegie Mellon University,

Eric Paulos Carnegie Mellon University

Abstract » This paper investigates the philosophical question of how we can experience energy with the aim of informing the design of future ways of experiencing energy by means of technology. Four human-technology relations formulated by philosopher of technology Don Ihde are presented. Each is then developed in the context of electrical interactive technologies. In conclusion these human-electricity and human-technology relations are employed in order to interpret current work related to energy and sustainability within HCI and point to future work in these areas.


Flo: Raising Family Awareness about Electricity Use - Case Study (Short)

Paul Shrubsole Philips Research, Eindhoven,

Tine Lavrysen Delft University of Technology,

Maddy Janse Philips Research, Eindhoven,

Hans Weda Philips Research, Eindhoven

Abstract » In this case study, we designed a family game to explore whether this could be an effective and fun approach for raising the awareness of family members towards their energy use and, in the long run, to provide an effective tool for affecting their habits regarding sustainable behavior. The design of the family game implemented the metaphor of electricity as flowing liquid, fostered fun experiences and supported competitive and social elements. Dutch families with children, aged 5-11 years, participated in the design and evaluation of the concept. We obtained valuable insights into the use and understanding of electricity by the families, how the families looked at responsible behaviors around their usage and how a game could integrate into the family context in a fun way.


Thursday, May 12, 2011

Student Design Competition & Works In Progress: Poster Group 2 Displayed - Ballroom Foyer

(SAME AS Wednesday, May 11, 2011 09:00 - 11:00)

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