Gamification for Sustainable Consumption

Autores/as

  • João Rafael Cruz Abrunhosa Centro de Investigação em Arquitetura, Urbanismo e Design, Faculdade de Arquitetura, Portugal
  • Carolina Bozzi CIAUD, Research Center for Architecture, Urbanism and Design, Lisbon School of Architecture, University of Lisbon, Portugal

DOI:

https://doi.org/10.48619/uxuc.v3i1.481

Palabras clave:

sustainable consumption, smart store, gamification, augmented reality, nature-centred design

Resumen

Plastic waste has become a major issue to our environment, tons of different types of plastic are discarded every year, especially the ones used in packaging. In this paper, the concepts of gamification and smart technologies are brought into a nature-centred approach that seeks to motivate and stimulate a more sustainable consumption behaviour. By optimizing the context in smart stores, a system for a sustainable consumption guide was developed to enhance new shopping experiences. We adopted methods used in user research as personas; behavioural assessment; sketches; prototypes and, simulation tools; and interviews with potential users’ using the Self-Assessment Manikin (SAM). Iteration was in place throughout the conception process of the system to justify the design choices through the several cycles of development. 

Descargas

Los datos de descargas todavía no están disponibles.

Publicado

2021-12-30

Cómo citar

Abrunhosa, J. R. C., & Bozzi, C. (2021). Gamification for Sustainable Consumption. UXUC - User Experience and Urban Creativity, 3(1), 40–75. https://doi.org/10.48619/uxuc.v3i1.481