2015 IEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference (I 2015
DOI: 10.1109/ice.2015.7438665
|View full text |Cite
|
Sign up to set email alerts
|

Uncovering the needs and wants of end-users towards green apps: A Living Lab approach

Abstract: Abstract-One of the biggest societal challenges is to reduce the impact on the environment [1]. During the last years a lot of digital tools and green apps have been developed in order to help individuals to lower their ecological footprint. These green applications can make use of the specific functionalities of smartphones such as mobility, smartness and connectedness in order to provide better and more personalized services [2-3]. However these applications mostly focus on one aspect of sustainability, such… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2021
2021
2022
2022

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(3 citation statements)
references
References 23 publications
0
3
0
Order By: Relevance
“…In their study, Brauer et al (2016) highlighted that sustainability apps could be implemented with one or more of the following functions: educate, gamify, informate, transformate and collaborate. According to Georges et al (2015), the main persuasive techniques used by app developers to help people to live more sustainably are eco-feedback, reminder, reward, self-monitoring tool, suggestion and trigger. Several studies (Douglas and Brauer, 2021; Johnson et al , 2017; Mulcahy et al , 2020) also suggest that gamification helps creating a condition favorable for the pro-environmental education of the individual.…”
Section: Theoretical Background and Hypothesesmentioning
confidence: 99%
“…In their study, Brauer et al (2016) highlighted that sustainability apps could be implemented with one or more of the following functions: educate, gamify, informate, transformate and collaborate. According to Georges et al (2015), the main persuasive techniques used by app developers to help people to live more sustainably are eco-feedback, reminder, reward, self-monitoring tool, suggestion and trigger. Several studies (Douglas and Brauer, 2021; Johnson et al , 2017; Mulcahy et al , 2020) also suggest that gamification helps creating a condition favorable for the pro-environmental education of the individual.…”
Section: Theoretical Background and Hypothesesmentioning
confidence: 99%
“…As such, our review shows that qualitative research methods are most commonly used for evaluating LLs (Figure 9). Some noteworthy studies which detail their qualitative methods used in LL assessment are Callari et al [29], Cech & Wagner [30], and Georges et al [31]. Within those qualitative methods used, participatory design but also workshops and open-ended qualitative interviews are the most common methods deployed (Figure 9).…”
Section: Qualitative Evaluation Toolsmentioning
confidence: 99%
“…More structured LL evaluation methods that have been applied across jurisdictions and individual studies do exist, but these were under-represented in our dataset and appear to be applied specifically to LLs that aim to design or prototype technologies (specifically ICTs). Some noteworthy studies which give a high level of detail regarding their qualitative methods used in LLs assessment are Callari et al [29], Cech and Wagner [30], and Georges et al [31]. This gap in the academic literature is consequential if LLs want to move beyond particularity to make broader claims about the value of the LL approach.…”
Section: Conclusion and Future Researchmentioning
confidence: 99%