FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create.

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Presentation transcript:

FIREFLY The smart game blanket A conceptual captology design by Nicole Cheslock, Melissa Cheung, Shuli Gilutz and John Wong Design Challenge To create an interactive technology that persuades people to use less electricity in their home. Time limit: 180 minutes/team member

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Firefly Persuasive Purpose To inspire children (ages 4-8) to use alternative sources of energy (solar and human body heat) in order to reduce commercial energy consumption. Industrial Design Various sizes and colors Glow-in-the-dark patterns Embedded energy conversion sensors Plug-in energy adapters Energy meter Storytelling mechanism

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” User Description Urban American kids 4-8 years old and their parents Middle class and affluent families (HHI $50,000+) Kids who are afraid of the dark Kids who like stories at night Kids who play video games or watch television Homes that do not always turn off the lights in unoccupied rooms Homes that do not lower the temperature at night

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Body heat and the Firefly Blanket Mary and her mom have bought several blankets to use around the home. They attached their new Playstation to it. Firefly gives its friendly reminder to turn off the lights. As Mary plays, she notices that the screen dims, so she calls her friends over to play with her. The kids in her apartment building are saving energy from their homes by all playing in the same place. Mary and her mom have noticed their energy bill has skyrocketed over the last six months. Mary and her mom like to keep the apartment at a toasty 72 degrees. They like it warm At night, as Mary climbs into bed, Firefly senses Mary ’ s body heat. It reminds them, “ Lower the house temperature. I ’ ll keep you warm tonight. Mary urges her mom to lower the temperature. Once she does, Firefly sense it and rewards them with a bedtime story. As the kids play, Firefly rewards them when they win with a Firefly Salute, blinking lights on the blanket. When they lose, it re-enforces their behavior by telling them how much money they saved.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Prototype of Firefly Plug in adapters for electronic games Light sensor to monitor electricity use Story telling selection box Plush fabric that converts body heat and solar energy to electricity Changing glow-in-the-dark patterns

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Features and Functionality Firefly provides an alternative light source which motivates kids to turn off lights and use the blanket as a nightlight. Firefly urges kids to minimize use of commercial electricity by providing outlets for electronic games and charging areas for batteries. Firefly reminds kids to reduce home temperature through sensors imbedded in the blanket. The user may hear a verbal alert and can view an energy meter. Firefly rewards kids for using less energy in their home by telling them how much they have saved. Firefly contains a storytelling mechanism that persuades kids to save energy and at the same time provide hours of entertainment.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Theoretical Justifications Reward: Kids will receive positive re-enforcement while playing Playstation Alerts and Triggers: Kids will be reminded at “ critical moments ” to adjust temperature or turn of lights. Motivation: Kids will be motivated to play collaboratively, since they will get more “ power ”. Attachment: Kids will repeatedly use the blanket as source of energy because stories and entertainment create attachment. Education: Kids will learn about wasting energy and may be motivated to take additional steps in conservation.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Results of User Testing No product testing at this stage. Initial conversation with elementary school teacher suggest that product will be most attractive to 4-6 year olds.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Shortcomings of Design Provides power for limited number of devices Depends on many people for effective conservation Promotes emotional attachment (e.g. Linus). Requires inconvenient charging Requires advanced material and technology Becomes potential fire hazard Promote laziness and/or neglect outdoor activities.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Expansion - What else is possible? Other features Built-in LCD display for energy meter Option for powering other popular electronic items. Area for drawing, painting, or doodling Solar energy capture eBook reader to allow kids to read Photo slots to personalize blanket Other interactions Generate focused light to act as flashlight Use as emergency power supply for the car Use as outdoor generator

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Expansion - What else is possible? Other form factors/industrial design possibilities A sofa or a table that is commonly found in the living room. A pillow or stuffed animal that is commonly hugged by a child. A backpack or sweater so that it could be used outdoors. Allergen and dust free for people with asthma/allergies. Adapters for different electronic games/devices. Different colors, sizes, designs and voices. Senses if all family members are under the blanket it will lower the energy consumption throughout the house. Builds competition among kids on who has the most energy.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Next Steps in Design Process Generate ideas for games and stories User test the games and stories for learning and appeal Create a prototype of the blanket and user test Iterate Research new contexts and ideas that harness Galvani ’ s energy saving technology.

Stanford University, Spring 2001 Ed 225x “ Persuasive Technology & Education ” Firefly - the smart game blanket Provides an alternative energy source - human and solar- for residential use Senses electricity use to help you lower energy costs Kids have fun while learning about energy consumption