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Stanford University, Winter 2002

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Caroline Campbell, Sara Jasper, Ling Kong. Slide #1. Tetrash: A Recycling Simulation ... Caroline Campbell, Sara Jasper, and Ling Kong. Design Challenge ... – PowerPoint PPT presentation

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Title: Stanford University, Winter 2002


1
Tetrash 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
2
Recycling 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
3
User Description
  • Cell phone users
  • All ages
  • Visual and physical ability to see the small
    screen and manipulate the phones buttons in a
    game environment

4
Tetrashs 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.
5
Prototype of Tetrash
6
Features/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

7
Theoretical 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

8
Theoretical 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

9
Results 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.

10
Shortcomings 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

11
Expansion - 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.

12
Next 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

13
Summary
  • 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
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