2013
DOI: 10.1007/978-3-642-40480-1_7
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BinCam: Designing for Engagement with Facebook for Behavior Change

Abstract: Abstract. In this paper we continue work to investigate how we can engage young adults in behaviors of recycling and the prevention of food waste through social media and persuasive and ubiquitous computing systems. Our previous work with BinCam, a two-part design combining a system for the collection of waste-related behaviors with a Facebook application, suggested that although this ubiquitous system could raise awareness of recycling behavior, engagement with social media remained low. In this paper we reco… Show more

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Cited by 33 publications
(30 citation statements)
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“…The effect of a trash can that is capable of taking pictures of its content is investigated in the BinCam [3,4,21]. Here, a bin was modified with sensors and whenever a new item was discarded, a picture was uploaded to a Facebook page.…”
Section: Related Workmentioning
confidence: 99%
“…The effect of a trash can that is capable of taking pictures of its content is investigated in the BinCam [3,4,21]. Here, a bin was modified with sensors and whenever a new item was discarded, a picture was uploaded to a Facebook page.…”
Section: Related Workmentioning
confidence: 99%
“…Wu and Huang (2015) observed players' attitudes while playing a solid waste management simulation game. Similar assessments were conducted by Comber et al (2013), who examined BinCam using surveys, and Berengueres et al (2013), who measured collection rates in an emoticon recycle bin.…”
Section: Discussionmentioning
confidence: 92%
“…BinCam is a trash bin that employs multiple forms of engagement and feedback, such as instantly uploading a picture of trash to a person's Facebook account. Deployed in six student houses at Newcastle University, the bin raised awareness of recycling and food waste behavior, with some gamification elements working better than others (Comber et al, 2013;Comber & Thieme, 2017). Moving away from municipal waste, the Industrial Waste Game aimed to enable players to understand the social dilemma between individual interests of hazardous dumping and the social cost of treating pollution.…”
Section: Gamification To Promote Waste Management and Related Behaviormentioning
confidence: 99%
“…In [33] we list examples of some digital attempts to visualise information regarding food related behaviour. These include the use of technology for visualizing food-miles [34], and helping users to reflect on food waste [35][36][37]. Also, a recent systematic literature review analysed digital behaviour change interventions related to sustainable food consumption, including visual interventions promoting organic food shopping [38].…”
Section: Motives For Buying Organic Foodmentioning
confidence: 99%