A research and user evaluation about expressive methods induce ecological using of home electric appliances
Project/Area Number |
25350014
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Design science
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Research Institution | Kyushu University |
Principal Investigator |
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Co-Investigator(Kenkyū-buntansha) |
MORITA Yoshitsugu 九州大学, 大学院芸術工学研究院, 教授 (20243975)
曽我部 春香 九州大学, 芸術工学研究科(研究院), 准教授 (50437745)
|
Co-Investigator(Renkei-kenkyūsha) |
SOGABE Haruka 九州大学, 大学院芸術工学研究院, 准教授 (50437745)
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Project Period (FY) |
2013-04-01 – 2016-03-31
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Project Status |
Completed (Fiscal Year 2015)
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Budget Amount *help |
¥4,940,000 (Direct Cost: ¥3,800,000、Indirect Cost: ¥1,140,000)
Fiscal Year 2015: ¥650,000 (Direct Cost: ¥500,000、Indirect Cost: ¥150,000)
Fiscal Year 2014: ¥910,000 (Direct Cost: ¥700,000、Indirect Cost: ¥210,000)
Fiscal Year 2013: ¥3,380,000 (Direct Cost: ¥2,600,000、Indirect Cost: ¥780,000)
|
Keywords | エコデザイン / ゲーミフィケーション / 家電製品 / エコロジカルデザイン / 家庭電化製品 / Gamification / Ecological Design / Home Appliance |
Outline of Final Research Achievements |
Based on surveys on successful uses of gamification in diverse fields and the examining continuous use of refrigerator, which is a household appliance that consumes a large amount of energy, I derived a hypothesis that use of three game elements of “behavior conversion”, “behavior empathy”, and “behavior approval” for expressing the acts of users is essential for effective use of gamification in ecological indicator of home electric appliances. On the other hand ,the use of gamification for the ecological indicator was shown to be effective not in suppressing or preventing users from performing a necessary act but in promoting their energy-saving consciousness.
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Report
(4 results)
Research Products
(3 results)