Title: Stanford University, Winter 2002
1Tetrash A Recycling Simulation
- A conceptual captology design by
- Caroline Campbell, Sara Jasper, and Ling Kong
Design Challenge To design a simulation for a
small screen that motivates or influences a
particular user. Time limit 9 hours per team
member, start to finish
2Recycling Simulation
- Persuasive Purpose
- To design a simulation for a small screen that
motivates or influences a particular user to be
more aware of recycling and its benefits, leading
to the user actually recycling more.
Industrial Design
3User Description
- Cell phone users
- All ages
- Visual and physical ability to see the small
screen and manipulate the phones buttons in a
game environment
4Tetrashs influence
He plays Tetrash, and though hes enjoying it as
a fun, accessible game, he actually is exposed to
recycling images, benefits and behaviors.
After the appointment, he notices the green
recycling can and recognizes it as such.
Waiting for his appointment, a cell phone user
decides to pass the time by playing a game on his
cell phone.
He decides to recycle the can from which he was
drinking because he is more aware of easy objects
to recycle, recycling bins, and the benefits of
his action.
He feels great about recycling, and continues
recycling behavior.
5Prototype of Tetrash
6Features/Functionality
- What Tetris-style GAME
- Goal earn high score by correctly and quickly
placing trash objects into their correct
recycling bins - 3 recycling bins bottles, cans, and paper
- 10 levels of difficulty - what changes as the
levels increase trash objects move increasingly
quickly, bins begin to switch around - Level is passed if a certain score is earned.
- Fun sounds accompany falling objects
7Theoretical Justifications
- Elaboration Likelihood Model (ELM) - Simulation
targets both central and peripheral processing
routes for more effective persuasion - Message repetition- Repeated exposure tends to
generate positive attitudes -- positive actions - Message is easily comprehensible
- Seduction- Simulation entices user by diverting
attention with a visual, interactive game design - Positive reinforcement- Game is fun, absorbing,
and positive, thus increasing the likelihood that
users will make positive associations with
recycling images, attitudes and behaviors
8Theoretical Justifications (cont)
- Similar to Tetris game - familiar, simple.
- Green recycling bins like actual bins - easy to
make that connection to the real world. - Informational text minimal - avoids the preachy
feeling of a tutorial, instead focuses on game
with the persuasive aspect being subtle - Varying levels of difficulty- accessible to
users of different ages and skill levels - likely
that users will play repeatedly if they have more
levels to complete - High score displayed to encourage users to try to
top it, thereby playing more
9Results of User Testing
- Preferred consistently colored bins over bins of
three different colored - Liked realistic look of trash objects with
varying colors - Stanford students associated recycling with green
bins more than with blue bins - Positive response to recycling facts that appear
after advancing to a new level - Preferred challenges to the game, i.e. switching
of bins, obstacles.
10Shortcomings of Design
- Simulation is fun, but it may be possible to
ignore the persuasive implications. - Not complex enough to be engaging on an
intellectual level
11Expansion - What else is possible?
- Other form factors or ID possibilities
- Simulation could be implemented in an
informational kiosk at a childrens museum - Could be played on any type of screen, whether on
a computer, a watch, a Palm, or as a video game
on a TV. - Other features or functionalities
- Show video of the way in which things get
recycled, made into new products - Use technique of Negative Esteem - show the
effects of missed recycling opportunities (wrong
bin, no bin) and fine the user for littering,
call him/her a litterbug - When paused, the game will display an information
screen about game play. On subsequent pages, if
the user wants to read, there would be
interesting facts about recycling.
12Next Steps in Design Process
- Fully functional Java to mobile phone software
implementation - More complex interaction between graphics and
sound - More user testing on actual game play
- More level designs, with obstacles
13Summary
- Tetrash allows people to enjoy the challenge of
playing a game while taking in persuasive
messages about the benefits of recycling through
peripheral and central channels - Positive associations with recycling will affect
users attitudes, and eventually result in
behavioral changes. - Heightened awareness of the positive results of
recycling will persuade users of all ages will to
increase their recycling behavior, which has
benefits for their community and the greater
environment
14- Tetrash...
- Download now
- _at_ www.stanford.edu/ling/tetrash/tetrash.html