Categories
computing

Changing mindsets

Bran Knowles

Values are malleable, the more we are exposed to “it’s good to care”, the more likely we are to care that way. The more we pander to the selfish – “acting this way is protecting your wallet”, this is distracting to the cause.

Bran Knowles argues that green computing that focusses on saving money through efficiency gains – either of computing systems themselves or behaviour change motivated largely by saving money – is actually doing a disservice to sustainability. She says the focus on individualist rational behaviours appeals to a selfish motivation and we need to flip those frames on their head.

Since we recorded this conversation Bran has graduated with her PhD. Dr Bran Knowles is now a post-doc at Lancaster, focussing in on several projects including working with WWF-UK and Common Cause to produce a white paper that explores higher impact routes that sustainable computing may take in the future. She’ll be presenting a note at CHI this year called Rethinking Plan A for Sustainable HCI.

Talking points:

If we stopped and thought about what matters, we could get by with less.

What we need is a change in mindset

(On gamification in sustainability) It’s the goal of game that matters, if we’re not directed to improving the environment, you’re not really changing anyone’s thought patterns that might ultimately lead to long term change

If it’s about scoring as many points as you can, whether or not you do to trick people into being more environmentally responsible, that’s not going to spill over into additional behavioural change for the cause of the environment

If you think of people as selfish (a rational actor, selfishly motivated), you can only get so far. Think of people as you do your friends, I know my friends care about many things – they are multifaceted, the more you talk with them about the environment, the more they begin to understand – to care – but we are not taking that approach to the strangers we design for.

Values are malleable, the more we are exposed to “it’s good to care”, the more likely we are to care that way. The more we pander to the selfish – acting this way is protecting your wallet, this is distracting to the cause.

If you make feedback technology that visualises how much money you save by switching off the lights for example, that’s just reinforcing the selfish mentality.

If you encourage people that the only reason to change their behaviour is to get some financial reward for doing so, then this damages their potential for opting to doing that for other, more altruistic reasons.

I’m working on design patterns that adopt dramatically different frames.

Categories
computing design psychology

Designing for people

Some technologists want to create a seamless future…I ‘m not one of those, I think it’s useful that parts are nubby – some parts leave room for error or space for adjustment, some room for learning behaviour.

Han Pham is Future Cities Experience Strategist, at the Intel Collaborative Research Institute for Sustainable Connected Cities.

HanPham

Talking points:

If you only ask users about your product, they’ll only tell you about your product – we need to be able to step away from the screen.

Before we bring in our life-changing solution, we have to realise that people survive without it – this can be uplifting and challenging together.

We’re designing for how people behave, at an individual level but also considering what does this mean at the community level?

Sometimes you want to make it invisible, sometimes you want to see detail

Sometimes you ask people about the future, and they think about the future as inevitable and they think about it as this glossy surface thing that’s going to come their way whether they like it or not, and it’s not very porous – there’s not a lot of transparency. People are frightened by this – there’s a sense of helplessness.

We are not just designing things, we’re designing how people learn. If we can create frameworks for how they understand something – with frameworks that are sticky and that work for them – builds an expectation of how things should work. We can make use of that learning window so products and services can change how people think.

Users don’t necessarily want to carry an identity card that says ‘I’m a sustainable person’…they are them

Incremental changes can be a sea-change.

Sometimes a sea-change is finding a pattern of behaviour that not only the lead adopters are going to adopt

(are you an activist) Yes, I say to technology companies, people have a place.

Categories
computing

An activist agenda

Ben Shneiderman by  John Consoli University Maryland

If someone is not speaking up then we should be worried

Ben Shneiderman has had a huge impact on everything we do. A father of the field of Human Computer Interaction, Ben is Professor for Computer Science at the University of Maryland Human-Computer Interaction Lab. Ben pioneered the highlighted textual link in 1983, and it became part of Hyperties, a precursor to the web. Ben is the author of Software Psychology: Human Factors in Computer and Information Systems (1980) and Designing the User Interface: Strategies for Effective Human-Computer Interaction (5th ed., 2010, with C. Plaisant) and Leonardo’s Laptop: Human Needs and the New Computing Technologies (MIT Press), won the IEEE Award for Distinguished Literary Contribution in 2004.

What you probably didn’t know is that Ben has strong views about the role of activism within Human Computer Interaction, “we have”, he says “an enormous opportunity to make a difference…the very nature of Human Computer Interaction is an activist agenda”.

We should expect as mature adults and professionals to be engaged in making a better world

If someone is not speaking up then we should be worried

This conversation was recorded after we spoke at a panel on activism at CHI 2013 “CHI at the barricades: an activist agenda?“. Ben highlights some challenges for us to continue to go beyond the technical, and to build sciences around social processes:

We need to shift towards human centred sets of metrics that looks at the number of megacontribs, terracollabs, and petathank-yous.

How do we create a language and metric of the human experience of technology that goes beyond bits and bytes and looks at human questions of trust, empathy, responsibility and privacy?

The problems we face …require technical solutions to be informed by a sensitivity to the social

Thinking with new language is the way we transform ourselves.

How can we enable marginalised individuals and communities to have a voice?

How can we build in leadership structures?

Changing the language we use and the way we engage with people could make a difference

Categories
computing education

Levelling up: sustainability is the epic challenge

Daniel Pargman

As the lines between games and reality become blurred, sustainability is the epic challenge

Dr Daniel Pargman is from Stockholm’s KTH where he holds several roles in the School of Computer Science and Communication, the Department of Media Technology and Interaction, and is associated with the Centre for Sustainable Communication. He teaches courses on the Future of Media, and on Social Media Technologies.

A specialist in virtual communities, particularly those in games, Daniel has another side, a deeply sustainable side that until recently he kept hidden in the manner of Clark Kent. We explore how these two personas and professional lives are increasingly becoming integrated.

This is the last in a series of four on  the interplay of gaming and sustainability.

Categories
computing game design

Information ecologies

Bonnie Nardi

“Information ecologies, using technology with heart”- the heart refers to both bonding with technology and using for social good

As humans we are very attracted to technology, the amount of time we are spending starting at a screen is unprecedented in human history. How can we harness that relationship to facilitate the changes we need to make for a sustainable future. We talk with Professor Bonnie Nardi for some insights.

Recently inducted to the CHI Academy in 2013 , Professor Bonnie Nardi is an anthropologist working in Computer Science at the University of California Irvine. In this extended interview we talk about Bonni’s background in anthropology and social ecologies before going on to explore what we can learn from virtual game worlds for sustainable societal change.

Recorded at CHI 2013 (adding to the collection of Sustainable HCI), this is the second in a series of four on the interplay of gaming and sustainability.