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The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis
A.E. Rizzoli, A. Castelletti, A. Cominola, P. Fraternali, A. Diniz dos Santos , B Storni, R. Wissmann-‐Alves, M. Bertocchi, J.Novak, I. Micheel
iEMSs 2014
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The project concept
Understand and model the current behaviour of water consumers Predict how the consumer behaviour can be influenced by
social awareness campaigns dynamic water prices
Raise the awareness of the consumers on their current habits and stimulate them to reduce water use
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An overview
consumerbehaviour
changesabstract numeric
water consumption data
translate
impacts on individual consumer
impacts on othersand environment
SmartH20
visualize
consumption patterns,habits and preferences
interpret
individual awareness
collective awareness
social awareness
gains
smartmeter
trigger
monitor
react
provide
display
social network
water company
municipal supplier
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The objectives
Understanding consumer behaviour using smart meter data to profile customers incorporating behaviour data collected with a smart app data to create user models simulate collective behaviour and social influences
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The objectives
Conserving water by raising social awareness use social networks to provide examples of virtuous behaviour stimulate “social competition”
provide timely feedback with a smart app (social game / games with a purpose)
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The objectives
Saving water by dynamic pricing schemes pricing is not privatizing we consider real-‐time tariffs and social pricing real time data from smart meters can be used to modulate prices
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The objectives
Improve the efficiency and business operations of water companies
water utilities can use the smart app to “nudge” customers towards more virtuous behaviours water utilities can provide timely information on the state of supplies and involve citizens water saving means lest investments in infrastructure, less operating costs, less energy use, more efficiency
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The domestic water user
User/household attributes Age
Income level
Education level
Household composition
Water devices efficiency
Presence of garden/swimming pool
Environmental committment
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Managing user demand
Three main approaches (Grafton 2011) water restrictions water tariffs control voluntary measures (user participation)
Different times scales Are these approaches effective? Metering is necessary to understand consumer behaviour
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The domestic water user
User/household attributes Age
Income level
Education level
Household composition
Water devices efficiency
Presence of garden/swimming pool
Environmental committment
External drivers Climate
Water price
Regulations
Incentives
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The domestic water user
End uses Toilet
Shower
Dishwasher Washing machine
Garden
Swimming pool
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WORK PHASES
STATE OF THE ART ASSESSMENT
DATA GATHERINGUSER PROFILES MODELING
RESPONSE TO WDM STRATEGIES
MULTI-‐AGENT MODELS
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SMART METERS IN sH2O
sH2O CASE STUDY_UK
4000 meters 15 min reading interval 5 districts: 2 in London, 1 in Reading, 1 in Swindon
sH2O CASE STUDY_Swiss
400 meters will be installed during the first year of sH2O
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RESPONSE TO WDM STRATEGIES
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WDM STRATEGIES
PRICE CONTROL
WATER USE RESTRICTION
INCENTIVES for water saving devices
INFORMATION CAMPAIGNS
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WDM STRATEGIES
Fielding, 2013
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Exploiting user interactions
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The role of Persuasive Games
Related concepts: Serious games Gamification Games with a purpose Pervasive games Persuasive games
Pervasive
Serious
Persuasive
Games that try to change your opinion/behaviour on some topic
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Games for the environment
Extensive review of IEEE and ACM journals for the term: “persuasive games”
year span: 2009-‐2013
8 hits on games for environment and sustainability, we focussed on four dealing with water management issues
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Games for the Environment
Water Wars http://www.treehugger.com/clean-‐water/wow-‐gets-‐real-‐3d-‐role-‐playing-‐game-‐models-‐water-‐crisis-‐video.html
The Atoll Game http://cormas.cirad.fr/en/applica/atollGame.htm
The Basin Challenge http://thebasinchallenge.com/playgame.php
FloodSim http://playgen.com/play/floodsim/
AquaRepublica http://aquarepublica.com
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The games
Water wars Atoll Game The Basin Challenge / Catchment detox
FloodSim Aqua Republica
Technology Non specified VisualWorks©, CORMAS©platform
Flash Flash Unity
Role of the player Stakeholders Family providers – 1 water agency player
Policymakers (god) Flood policy strategist Mayor (god)
Feedback Message boards Non specified Messages in game and leaderboard
Messages in game Messages in game
Mechanics Turn based rpg Rpg computer assisted Turn based Rpg Turn based rpg Turn based Rpg
WM Issues -‐ Policies -‐ Variable water conditions
-‐ Variable water conditions (hydrogeological model) -‐ Scarcity
-‐ Policies -‐ Variable water conditions -‐ Scarcity of water
-‐ Floods (concepts and policies)
-‐ variable water conditions -‐ policies
Players Multiplayer, chat communication
Up to 16 presential players (8 for board)
1-‐2 players 1 1
Primary focus Facilitating discourse among inhabitants of a real world watershed
Land and water allocation conflicting rules
Manage a river catchment so that after 50/100 years you have a healthy economy and environment.
Raising awareness of issues surrounding flooding policy and citizen engagement in the UK
to play and learn—by personal experience, about the conflicts and trade-‐offs that exist in a river basin.
Target Audience New mexico residents Tarawa atoll 16 representa. (people and policymakers)
Teenage students (anyone can play)
Everyone (UK residents) Everyone ()
Platform web and mobile PC supported board game
Web Web Web (portable)
Extracting data Semi structured interview semi-‐automatic software
Not provided Not provided Numerical computational models (MIKE BASIN from DHI)
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Their target
Water wars Atoll Game The Basin Challenge / Catchment detox
FloodSim Acqua Republica
Target Audience New Mexico residents
Tarawa atoll 16 representa. (people and policymakers)
Teenage students (anyone can play)
Everyone (UK residents)
Everyone
Numbers of players
Multiplayer, chat communication
Up to 16 presential players (8 for board)
1-‐2 players 1 1
Role of the player
Stakeholders Family providers – 1 water agency player
Policymakers (god)
Flood policy strategist
Mayor(god)
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Some research issues
How to deal with massive data How to guarantee the “sustainability” of the persuasive game
best retention techniques limitations of eco-‐feedback how to keep the intrinsic motivation
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The Munx experience
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Our next challenges
Develop “good” user profiling algorithms, suited to our case studies
Deploy “in the wild” a serious game and motivate users to use it
Develop a model of users behavioural change
Validate the model
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We are not alone!
The ICT for Water Management Cluster: a group of projects working together
a set of EU funded projects dealing with the impact of information and communication technologies on water use and water resources management. These projects work independently, but they regularly meet to exchange data, experiences, results. International Co-‐operation is strongly sought after, in order to create an even wider cluster, breaking the EU borders
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