27 research outputs found
Applying behavioural theory to the challenge of sustainable development: using hairdressers as diffusers of more sustainable hair-care practices
The challenges presented by sustainable development are broadly accepted, yet resource use increases unabated. It is increasingly acknowledged that while technical solutions may play a part, a key issue is behaviour change. In response to this there has been a plethora of studies into how behaviour change can be enabled, predominantly from psychological and sociological perspectives. This has resulted in a substantial body of knowledge into the factors that drive behaviour change and how they can be manipulated to achieve desired social goals. In this paper we describe a study that draws on this body of knowledge to design an intervention to drive behaviour change across the hairdressing sector, and by the process of diffusion, across the vast social networks of this occupational group to influence domestic hair-care practices. The intervention was successful: hairdressers indicated positive intentions to adopt more sustainable practices within their salons and pass them onto their customers. The customer survey (N=776) confirms this: customers surveyed after their hairdresser attended the Green-Salon-Makeover intervention were significantly more likely to report that environmental issues had been considered in their salon visit and that they themselves would consider such issues in their hair-care practices at home than customers who were surveyed before the intervention
Applying Behavioural Theory to the Challenge of Sustainable Development: Using Hairdressers as Diffusers of More Sustainable Hair-Care Practices
Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies
The current patterns of production and consumption in the industrialized world are not sustainable. The goods and services we consume cause resource extractions, greenhouse gas emissions and other environmental impacts that are already affecting the conditions of living on Earth. To support the transition toward sustainable consumption patterns, ICT applications that persuade consumers to change their behavior into a ‘‘green’’ direction have been developed in the field of Persuasive Technology (PT). Such persuasive systems, however, have been criticized for two reasons. First, they are often based on the assumption that information (e.g., information on individual energy consumption) causes behavior change, or a change in awareness and attitude that then changes behavior. Second, PT approaches assume that the designer of the system starts from objective criteria for ‘‘sustainable’’ behavior and is able to operationalize them in the context of the application. In this chapter, we are exploring the potential of gamification to overcome the limitations of persuasive systems. Gamification, the process of using game elements in a non-game context, opens up a broader design space for ICT applications created to support sustainable consumption. In particular, a gamifi- cation-based approach may give the user more autonomy in selecting goals and relating individual action to social interaction. The idea of gamification may also help designers to view the user’s actions in a broader context and to recognize the relevance of different motivational aspects of social interaction, such as competition and cooperation. Based on this discussion we define basic requirements to be used as guidance in gamification-based motivation design for sustainable consumption.</p
