Inspiration
Ted Talk
"Social pressure is powerful stuff"
Experiment
"Your neighbour are doing better"
http://www.energysavingtrust.org.uk/blog/2013/07/26/green-choices-are-in-app-arently/ "Mobile apps: everyone’s producing one these days. But one area where there seems to be room for growth is in those that help consumers make sustainable choices."
“Shoppers may choose a ‘greener’ product over another item which is the same price if they know that it has less of an impact on the environment. The desired knock-on effect of this would be that manufacturers would refocus their priorities.
“Delivering ecological cost statements to consumers is a real breakthrough which will inform shoppers about their impact on the environment and help them make more sustainable choices when buying goods and services.”
"Collaborate to accelerate
To meet goals around profitability and energy efficiency, utilities face the need to transform their business. Utilities should consider partnering, at least in the short to medium term, to acquire and scale the necessary capabilities."
" Best Buy, an electronics retailer, is an excellent example of a retailer open to partnering with utilities."
" In Canada, Home Depot, a large North American home improvement supply store, has partnered with multiple energy retailers, including BC Hydro and Toronto Hydro, to distribute rebates on energy efficiency purchases. Working on Toronto Hydro’s “Keep Cool” air conditioning recycling project, Home Depot helped to save more than 1.5 megawatts (MW)."
" As consumers become increasingly accustomed to interacting with utility partners for value-added products and services, these partners could also become commodity competitors."
" In the United Kingdom, multiple utilities, including Scottish and Southern Energy, are creating strategic front-office partnerships with consumer goods retailers to sell energy and energy related products to consumers."
Scottish and Southern Energy (SSE) partnered with Marks & Spencer (M&S) to
provide “white-labeled” gas and electricity services through M&S’s website and retail stores."
"British Gas partners with Nectar and Sainsbury’s"
"“Gamifying” the consumer energy experience"
“gamification”— the process of using game thinking and game mechanics to engage users and solve problems—combined with the rollout of smart technology offers a powerful new way to create a unique consumer experience and encourage conservation behaviour."
" With the availability of more granular energy usage data and the ability to
easily control consumer energy devices, energy management and conservation are well suited to gamification. Consumers can be motivated by the social prestige that comes with conserving energy and protecting the environment. They can also be influenced by saving money or earning rewards—particularly
in the context of a social game"
" EnCon CITY© http://www.enconcity.com/index.htm demonstrates the benefits of conservation by teaching players how energy is consumed and where it might be wasted.43 This is also an opportunity to engage the younger generation and encourage family participation in energy education."
" Simple Energy, a US-based company, has designed an online platform that allows users to score their energy usage against friends and receive rewards for conservation behavior."
" Gamification is a useful avenue for utilities to engage some, but not all, consumer groups."
How to win at gamification
With gamification, energy providers have a powerful new tool for educating and influencing the behavior of consumers...
• Emphasize the right results . Energy providers should design gaming characteristics with care. It is critical that games incent the right employee and consumer behaviors. It is also important to balance intrinsic motivation with friendly competition.
• Shorten the feedback loop . Gamification relies on short feedback loops to drive momentum and engagement by drawing clear connections between actions and resulting outcomes and rewards.
• Create social connections . Playing a game alone can be effective; playing a social game is even better. By tapping into competition, fostering social connections and providing social recognition, energy providers can create a cycle of positive reinforcement that keeps players engaged and motivated.
• Provide incentives . Gamification relies on incentives to encourage
specific actions or behaviors. Those incentives may include recognition, access to exclusive offers or monetary rewards. Some games even have users put their own money on the line. Such extrinsic rewards should complement rather than diminish the intrinsic rewards in a gaming environment.
• Define achievable challenges . Successful gaming techniques provide users with challenges that are difficult and require effort but that are achievable and rewarding. Effective games present different levels of challenges to meet a range of ability and to keep participants engaged.
Case in point: Recyclebank
https://www.recyclebank.com/?___store=us&___from_store=uk
Recyclebank, an online company... gives consumers innovative incentives to make greener choices in their everyday lives. In exchange for taking actions such as recycling waste, using CFL bulbs and washing clothes in cold water, Recyclebank members earn points that can be redeemed for coupons, discounts and gift cards from partner brands. Recyclebank has 3 million users in the United States and the United Kingdom and continues to expand partnerships with leading global brands. Its platform encourages changes in consumer behavior while providing opportunities for partner companies to market their brands and products.
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An app to measure the impact of your choices... They both connect conscious consumers with trusted causes
Ready to become a sponsored athlete? Save energy and receive rewards... like cash back sites
Donate to what inspires you.Learn about a different cause every day.Amplify your impact by matching your friends' donations.
Find a new challenge everyday, and save energy and compare to your friends... little by little saving money.
Like Foursquare with a humanitarian twist, Check-in for Good uses geo-targeted advertising to connect businesses and causes with willing individuals in order to raise money.
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"Unfortunately, too many companies build their products betting users will do what they should or have to do, instead of what they want to do. They fail to change behaviors because they neglect to make their services enjoyable for its own sake, often asking users to learn new, unfamiliar actions instead of making old routines easier.
Instead, products that successfully change behavior present users with an implicit choice between their old way of doing things and the new, more convenient solution to existing needs. By maintaining the user’s freedom to choose, products can facilitate the adoption of new habits and change behavior for good."
"To change behavior, products must ensure the user feels in control. People must want to use the service, not feel they have to."
"However, by making an existing behavior easier to do, a product can imply a choice more likely to be accepted. By making the existing behavior simpler and more rewarding, products give users the choice between their old way of doing things or porting their habits to the better, new solution instead."
====================
This Grid take you to change behaviour
====
This website show how to use this grid on how to decide the design of change behaviour http://www.behaviorwizard.org/wp/
I did the wizard and it advice to follow the green path http://www.behaviorwizard.org/wp/all-previews-list/GreenPath-behaviors-preview/
"Green Path Behaviors are the result of three elements: Motivation, Ability, and Triggers. As the Fogg Behavior Model describes, you must Trigger the behavior when the person is both Motivated and Able to perform it. The specific steps
The challenge is in influencing the target audience to perform the behavior and then getting them to repeat it, from today onward. Green Path relates to forming new habits.
Green Path behaviors can be difficult to achieve. But they are not impossible. One key is to simplify the behaviour.
You can make the behavior easier to do by explaining where flax seed oil is kept in the grocery store (it’s in the refrigerated section!) and by giving suggestions how to use this oil (pour one teaspoon over a serving of cooked vegetables). Instructions and simplification are vital for most Green Path Behaviors.
Beyond making the behavior simple to do, the key to Green Path Behaviors is triggering the behavior."
======

Examples:
====================================
“Shoppers may choose a ‘greener’ product over another item which is the same price if they know that it has less of an impact on the environment. The desired knock-on effect of this would be that manufacturers would refocus their priorities.
“Delivering ecological cost statements to consumers is a real breakthrough which will inform shoppers about their impact on the environment and help them make more sustainable choices when buying goods and services.”
The New Energy Consumer
Balancing Strategic and Operational Imperatives
Reference guide 2.0"Collaborate to accelerate
" Best Buy, an electronics retailer, is an excellent example of a retailer open to partnering with utilities."
" In Canada, Home Depot, a large North American home improvement supply store, has partnered with multiple energy retailers, including BC Hydro and Toronto Hydro, to distribute rebates on energy efficiency purchases. Working on Toronto Hydro’s “Keep Cool” air conditioning recycling project, Home Depot helped to save more than 1.5 megawatts (MW)."
" As consumers become increasingly accustomed to interacting with utility partners for value-added products and services, these partners could also become commodity competitors."
" In the United Kingdom, multiple utilities, including Scottish and Southern Energy, are creating strategic front-office partnerships with consumer goods retailers to sell energy and energy related products to consumers."
"Spotlight on Scottish and Southern Energy and Marks & Spencer partnership
provide “white-labeled” gas and electricity services through M&S’s website and retail stores."
"British Gas partners with Nectar and Sainsbury’s"
“Gamification”: The next engagement frontier
"“Gamifying” the consumer energy experience"
“gamification”— the process of using game thinking and game mechanics to engage users and solve problems—combined with the rollout of smart technology offers a powerful new way to create a unique consumer experience and encourage conservation behaviour."
" With the availability of more granular energy usage data and the ability to
easily control consumer energy devices, energy management and conservation are well suited to gamification. Consumers can be motivated by the social prestige that comes with conserving energy and protecting the environment. They can also be influenced by saving money or earning rewards—particularly
in the context of a social game"
" EnCon CITY© http://www.enconcity.com/index.htm demonstrates the benefits of conservation by teaching players how energy is consumed and where it might be wasted.43 This is also an opportunity to engage the younger generation and encourage family participation in energy education."
" Simple Energy, a US-based company, has designed an online platform that allows users to score their energy usage against friends and receive rewards for conservation behavior."
" Gamification is a useful avenue for utilities to engage some, but not all, consumer groups."
How to win at gamification
With gamification, energy providers have a powerful new tool for educating and influencing the behavior of consumers...
• Emphasize the right results . Energy providers should design gaming characteristics with care. It is critical that games incent the right employee and consumer behaviors. It is also important to balance intrinsic motivation with friendly competition.
• Shorten the feedback loop . Gamification relies on short feedback loops to drive momentum and engagement by drawing clear connections between actions and resulting outcomes and rewards.
• Create social connections . Playing a game alone can be effective; playing a social game is even better. By tapping into competition, fostering social connections and providing social recognition, energy providers can create a cycle of positive reinforcement that keeps players engaged and motivated.
• Provide incentives . Gamification relies on incentives to encourage
specific actions or behaviors. Those incentives may include recognition, access to exclusive offers or monetary rewards. Some games even have users put their own money on the line. Such extrinsic rewards should complement rather than diminish the intrinsic rewards in a gaming environment.
• Define achievable challenges . Successful gaming techniques provide users with challenges that are difficult and require effort but that are achievable and rewarding. Effective games present different levels of challenges to meet a range of ability and to keep participants engaged.
Case in point: Recyclebank
https://www.recyclebank.com/?___store=us&___from_store=uk
Recyclebank, an online company... gives consumers innovative incentives to make greener choices in their everyday lives. In exchange for taking actions such as recycling waste, using CFL bulbs and washing clothes in cold water, Recyclebank members earn points that can be redeemed for coupons, discounts and gift cards from partner brands. Recyclebank has 3 million users in the United States and the United Kingdom and continues to expand partnerships with leading global brands. Its platform encourages changes in consumer behavior while providing opportunities for partner companies to market their brands and products.
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Smart cities
http://www.ibm.com/smarterplanet/us/en/smarter_cities/overview/================================================
6 Apps That Fit Charity Into Your Daily Routine
Instead
it change behaviour, change one thing for another... we can change house behaviour to save energy
I Can Go Without
The same as before
Charity Miles
One Today
http://www.google.com/onetoday/Donate to what inspires you.Learn about a different cause every day.Amplify your impact by matching your friends' donations.
Find a new challenge everyday, and save energy and compare to your friends... little by little saving money.
Check-in for Good
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Behaviour change
Why Behavior Change Apps Fail To Change Behavior
http://techcrunch.com/2013/07/13/why-behavior-change-apps-fail-to-change-behavior/Fitocrazy App
"I haven’t used Fitocracy for long, but it’s easy to see how someone could get hooked. Fitocracy is first and foremost an online community. The app roped me in by closely mimicking real-world gym jabber among friends. The ritual of connecting with like-minded people existed long before Fitocracy, and the company leverages this behavior by making sharing words of encouragement, exchanging advice, and receiving praise, easier and more rewarding. In fact, a recent study in the Netherlands found social factors were the most important reasons people used the service and recommended it to others.""Unfortunately, too many companies build their products betting users will do what they should or have to do, instead of what they want to do. They fail to change behaviors because they neglect to make their services enjoyable for its own sake, often asking users to learn new, unfamiliar actions instead of making old routines easier.
Instead, products that successfully change behavior present users with an implicit choice between their old way of doing things and the new, more convenient solution to existing needs. By maintaining the user’s freedom to choose, products can facilitate the adoption of new habits and change behavior for good."
"To change behavior, products must ensure the user feels in control. People must want to use the service, not feel they have to."
"However, by making an existing behavior easier to do, a product can imply a choice more likely to be accepted. By making the existing behavior simpler and more rewarding, products give users the choice between their old way of doing things or porting their habits to the better, new solution instead."
====================
Mobile App Design for Behavior Change
http://www.slideshare.net/kaniasty/mobile-app-design-for-behavior-changeThis Grid take you to change behaviour
====
This website show how to use this grid on how to decide the design of change behaviour http://www.behaviorwizard.org/wp/
I did the wizard and it advice to follow the green path http://www.behaviorwizard.org/wp/all-previews-list/GreenPath-behaviors-preview/
"Green Path Behaviors are the result of three elements: Motivation, Ability, and Triggers. As the Fogg Behavior Model describes, you must Trigger the behavior when the person is both Motivated and Able to perform it. The specific steps
1. Boost motivation (if needed)
2. Enhance ability by making the commitment act simple
3. Issue the trigger when #1 and #2 are in optimal states...
For example,
- Couple the trigger with an existing habit
- Increase the perceived ability (self-efficacy) by making the behavior easier to do
- Reduce demotivation by making the behavior more familiar
The challenge is in influencing the target audience to perform the behavior and then getting them to repeat it, from today onward. Green Path relates to forming new habits.
Green Path behaviors can be difficult to achieve. But they are not impossible. One key is to simplify the behaviour.
You can make the behavior easier to do by explaining where flax seed oil is kept in the grocery store (it’s in the refrigerated section!) and by giving suggestions how to use this oil (pour one teaspoon over a serving of cooked vegetables). Instructions and simplification are vital for most Green Path Behaviors.
Beyond making the behavior simple to do, the key to Green Path Behaviors is triggering the behavior."
======

My app should have these features
Examples:
====================================
The A-B-C of Behaviour
Changing behaviour through good design, one step at a time.
http://johnnyholland.org/2011/01/the-a-b-c-of-behaviour/
http://johnnyholland.org/2011/01/the-a-b-c-of-behaviour/
The model suggests that in order to predict whether a person intends to do something, we need to know:
- Whether the person is in favour of doing it (attitude);
- How much the person feels social pressure to do it (subjective norm);
- Whether the person feels in control of the action in question (perceived behavioural control).
FUN another ingredient
The explosion of games and apps on mobile phones show that games present a real opportunity to change people’s behaviours and habits. Examples include Frog’sTempt’d (resisting the temptation of unhealthy eating through leaning on your social network as DesignMind explains), and Runkeeper (a way to track, measure and improve your workouts). I’ve also heard of great ideas for encouraging people to save money, water and energy through a game-like applications. Watch this space! The game explosion and their application for driving positive behaviour change is going to intensify.
the best way to do this is to first consider the customers culture and context, before we even start on ideas.
Here are a few takeaways to consider when you are designing solutions that need to drive behaviour change.
- Define the desired behaviour change you want to observe;
- Feed this into the business strategy and design process, let it guide these processes;
- Define your target audience, then go a bit outside the norm. You often learn more from those who don’t meet your assumed or expected specifications;
- Conduct research and understand the behavioural predictors of the population (attitudes, norms, control, stages of change). Qualitative and quantitative data is needed here;
- Monitor, measure and modify. Remember, changing a behaviour can take time, so let’s be patient!
==============================
"I was rudely interrupted by an iPhone-style app notification"
"I used this device to underline my point that technology used for behaviour change must still be fundamentally insight-driven and human-centred and the behaviour change must be sustainable and empowering."

"it’s very easy to lie to technology. Ironic then that many tech for change
innovations are based on collecting self-reported data"
The results are according to what you enter as data Garbage in - Garbage out
"One of the common pitfalls with using technology for behaviour change, is that the technology itself often requires a behaviour a change—it expects us to do new things, or old things in new ways. Rather than being based on an understanding of existing user behaviour patterns and lifestyles, the tech is designed—or simply developed—with an assumption that users will willingly, happily and sustainability bolt new behaviours on to their existing behaviours in order to change some other behaviours. "
Example:
Meal, exercise and drinks tracking apps for instance—unless you are already keeping a written journal of these activities, starting tracking is a behaviour change in itself, and the reason why much of this sort of technology fails.
In other words this is innovation driven by technological capability, rather than human need or insight.
"we’re all eagerly waiting for the internet of things to take care of the data collection for us, but for now the fact that many tech-for-change innovations rely on self-reported data is a fundamental barrier. "
"What do I mean by an insight-driven approach? Well, essentially a creative solution driven by a considered understanding of the problem and the people, And on this, I want to share just a couple of the 10 principles that I use in both my behaviour change training and my projects."
Behaviour is complex… and it happens over time.
One highly effective way of doing this is to organise influences into personal, social and structural categories.
So when developing a piece of behaviour change technology, it’s important to consider how it can be designed to respond to different user needs as they shift over time. If this is not possible, at least ensure you understand which stage of the journey your target user is at and design according to those needs.
Now, the only way to get at this depth of insight, is to get as close as possible to your user community—understand the people, understand the problem.
Start with tool or solving problems of the users to start a behaviour change program, for example start with everyday needs and start to introduce the change that is wanted.
Ah, finally an app that is useful—context specific, relevant and helpful.
They proposed that start with small change on actual people behaviour rather than design a technology that would need then change, for example the business card that they use for drug addicts "It’s valuable, kept on the person and is present at the time and place that the behaviour needs to be executed…"
================
http://www.huffingtonpost.com/news/internet-of-everything/
http://www.huffingtonpost.com/dave-evans/cisco-beyond-things-the-interne_b_3976104.html
""a proposed development of the Internet in which everyday objects have network connectivity, allowing them to send and receive data." "
"The fact is, the Internet of Things is just one of four dimensions — people, process, data, and things "
"The Internet of Everything is built on the connections among people, processes, data, and things. However, it is not about these four dimensions in isolation. Each amplifies the capabilities of the other three. It is in the intersection of all of these elements that the true power of IoE is realised."
Can Technology Drive Behaviour Change?
http://considered-creative.co.uk/can_tech_drive/#zhttp://considered-creative.co.uk/can_tech_drive/#"I was rudely interrupted by an iPhone-style app notification"
"I used this device to underline my point that technology used for behaviour change must still be fundamentally insight-driven and human-centred and the behaviour change must be sustainable and empowering."

"it’s very easy to lie to technology. Ironic then that many tech for change
innovations are based on collecting self-reported data"
The results are according to what you enter as data Garbage in - Garbage out
"One of the common pitfalls with using technology for behaviour change, is that the technology itself often requires a behaviour a change—it expects us to do new things, or old things in new ways. Rather than being based on an understanding of existing user behaviour patterns and lifestyles, the tech is designed—or simply developed—with an assumption that users will willingly, happily and sustainability bolt new behaviours on to their existing behaviours in order to change some other behaviours. "
Example:
Meal, exercise and drinks tracking apps for instance—unless you are already keeping a written journal of these activities, starting tracking is a behaviour change in itself, and the reason why much of this sort of technology fails.
In other words this is innovation driven by technological capability, rather than human need or insight.
"we’re all eagerly waiting for the internet of things to take care of the data collection for us, but for now the fact that many tech-for-change innovations rely on self-reported data is a fundamental barrier. "
"What do I mean by an insight-driven approach? Well, essentially a creative solution driven by a considered understanding of the problem and the people, And on this, I want to share just a couple of the 10 principles that I use in both my behaviour change training and my projects."
Behaviour is complex… and it happens over time.
One highly effective way of doing this is to organise influences into personal, social and structural categories.
So when developing a piece of behaviour change technology, it’s important to consider how it can be designed to respond to different user needs as they shift over time. If this is not possible, at least ensure you understand which stage of the journey your target user is at and design according to those needs.
Now, the only way to get at this depth of insight, is to get as close as possible to your user community—understand the people, understand the problem.
Start with tool or solving problems of the users to start a behaviour change program, for example start with everyday needs and start to introduce the change that is wanted.
Ah, finally an app that is useful—context specific, relevant and helpful.
They proposed that start with small change on actual people behaviour rather than design a technology that would need then change, for example the business card that they use for drug addicts "It’s valuable, kept on the person and is present at the time and place that the behaviour needs to be executed…"
‘We need an app’,
make sure you ask ‘why’?
What’s the insight?
How is this relevant to our the people we need to engage?
Is this the right solution, or are we just doing it because we can?
is it useful—context specific, relevant and helpful.
==============================
A pill that Tracks your health?
"The Internet of Everything, after all, is about connecting people, processes, data, and things in startling new ways. "
"Quantified Self movement employs technology to drive greater self-awareness by tracking data related to exercise, diet, health maintenance, financial management, learning and so forth."
"Some of this data will be captured from such sources as social media interactions. Other data will come from sensors embedded in clothing and wearable bands."
"A key tenet of the Quantified Self movement is that by setting concrete goals and quantifying progress, people drive their own success. And by co-opting some of the techniques of gaming, Quantified Self introduces one of the greatest motivators of all: fun."
"By adopting some of the key concepts of the Quantified Self movement, enterprises -- and self-motivated employees -- can get a much clearer picture of where they are, where they are going and how to get there faster."
Internet of Everything
http://www.huffingtonpost.com/news/internet-of-everything/
http://www.huffingtonpost.com/dave-evans/cisco-beyond-things-the-interne_b_3976104.html
""a proposed development of the Internet in which everyday objects have network connectivity, allowing them to send and receive data." "
"The fact is, the Internet of Things is just one of four dimensions — people, process, data, and things "
"The Internet of Everything is built on the connections among people, processes, data, and things. However, it is not about these four dimensions in isolation. Each amplifies the capabilities of the other three. It is in the intersection of all of these elements that the true power of IoE is realised."




























































































