Energy and resource management is an important and growing research area at the intersection of conservation, sustainable design, alternative energy production, and social behavior. Energy consumption can be significantly reduced by simply changing how occupants inhabit and use buildings, with little or no additional costs. Reflecting this fact, an emerging measure of grid energy capacity is the negawatt: a unit of power saved by increasing efficiency or reducing consumption.Visualization clearly has an important role in enabling residents to understand and manage their energy use. This role is tied to providing real-time feedback of energy use, which encourages people to conserve energy.The challenge is to understand not only what kinds of visualizations are most effective but also where and how they fit into a larger information system to help residents make informed decisions. In this article, we also examine the effective display of home energy-use data using a net-zero solar-powered home (North House) and the Adaptive Living Interface System (ALIS), North House's information backbone.
These data suggest that expansion of information services to households will not leave the poor and the undereducated population groups "behind." They will use computer services, though such services may not have an impact on their health status or cost of care.
Abstract. This paper describes the design and evaluation of an adaptive museum guide for families. In the Kurio system, a mixture of embedded and tangible technology imbues the museum space with additional support for learning and interaction, accessible via tangible user interfaces. Families engage in an educational game where family members are assigned individual challenges and their progress is monitored and coordinated by the family member with a PDA. After each round of challenges, the family returns to a tabletop display to review their progress. In this paper we present the overall evaluation result of Kurio and, using the model discovery approach, we determine which experience structuring factors have a substantial influence on the learning experience.
This exploratory study investigates the value of constructivist theory for the field of interaction design. In this paper we explore how designer intentions and outcomes can be expressed in constructivist terms, and how constructivism can describe the relationship of design intentions to outcomes. This study's findings point to the potential of an emerging constructivist framework. The authors present the findings of two case studies of designer intentions and outcomes from two museum design projects. The paper presents themes drawn from the analysis that include designing for personal experience, play, and social interaction.
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