MID-FI INSTALLATION DESIGN

Mid-fi

concepts

explained

  1. Currently, all students living in university accommodation must use a washing app to book their washing cycles. So the reason users will engage with the app is out of necessity.

    The app landing screen has been modified to re-iterate the message from the installation (Less heat,
    less plastic, better food) and for students to use lower temperatures to release less microplastics into
    their food.


  2. When users are about to select a washing cycle, a pop up message informs users that by selecting the eco cycle, they can collect points which they can redeem for coffee or food. This uses the behaviour strategy of feedback to inform the users of possible rewards when choosing the target behaviour. The pop up message initially appeared later in the initial lo-fi prototype but users felt that it should appear earlier in order to influence their choices so it was moved.

  3. The washing cycles are colour coded (green less energy use, then orange, and finally red for highest energy use).The eco friendly options are highlighted in green and are marked as recommended options. Additionally, behaviour steering is used as they are set as the default options. Users have to actively select another option if they want a higher heat setting. By increasing the effort required for users to select an alternative option, they are being steered towards the ideal behaviour through the design.

  4. Once the cycle is chosen, users can read further information about the cycle such as indication of use, time and temperature. From user testing, students felt if they knew what clothes could be cleaned using the eco setting, they would be more likely to choose the setting. Lack of knowledge was preventing them from selecting an unknown, new option.

  5. Upon selecting the eco washing cycle, another pop up message uses feedback to congratulate users once the eco setting is selected and that they have collected points. The number of points collected correlate to the cycle chosen and this is indicated in leaf icons next to each cycle (For example, three ‘leaf’ points are collected for the Eco quick wash cycle). Here, gamification is used to encourage the target behaviour. The more eco cycles chosen, the faster points are collected and the more food and drink can be obtained. This positive feedback loop was used in order to sustain the new behaviour in the students.

    Users can also use the app to complete payments for their chosen cycles as they normally would be
    able to.

  6. Time remaining for the cycle is also shown as this was a feature that users felt they wanted in an app.
    It was deemed important to also include features that students highly valued. Although cycle time
    remaining is not related to sustainable behaviour change, it will improve the users experience and
    satisfaction when using the app. As a result, users will have a higher perceived usability of the app
    (Sonderegger and Sauer, 2010) and this can lead to a positive association between the new
    behaviour and the app.

  7. Once enough points are collected, they can be redeemed at various locations on campus cafes for hot drinks or food. Students simply have to take the app to the café and the points can be scanned.

  8. The points collected from the app can be redeemed at any university café. This will
    shown on the app through a campus map. Not only will this point system help students to save
    money, but it will encourage them to buy food and drink from cafes on campus. This
    therefore benefits both students and stakeholders (university cafe’s and the university itself).

1 - Location:
a. The location of the installation was moved to outside a café on campus as it is physically easy to access and a large space is needed.. Based on research feedback, users wanted a space where they are likely to spend free time and so have time to interact with the installation.
Additionally, the café is where the app points can be redeemed and so helps to re-
iterate the ideas of;
points being awarded for better choices and
food being affected by microplastic release.
b. Scale:
Scale of the installation is demonstrated by having students stand next to the structures. The
components should be large enough for users to walk around.
c. Period of use:
The installation will be present every September for the start of the new academic
year to inform new students about sustainable behavioural practices. As previously
discovered through the behaviour strategies, feedback will become background noise
if it is constant.
d. Creating engagement:
Moreover, creating a colourful, large, interactive display in a public setting where
students are not in a rush will increase the likelihood of students stopping to take
interest in the installation (Müller, 2009).

2. The banner contains the message to inform and educate students on the consequence of washing clothes at higher temperatures. By connecting more microplastic release to poorer quality food and eventually personal health, this creates motivation to choose the target behaviour for personal health benefits.

The banner also reiterates the use of the Eco-Washnet app and the same tag line used
in the app (Less heat, less plastic, better food). This helps to connect the installation
directly to the app. Moreover the colour scheme of the banner is duplicated in the app
to again emphasise the link between them.

The flow of the installation:

3. The installation is comprised of 3-dimensional objects with particles flowing through fluid representing the microplastics produced from washing clothes. The installation begins with a washing machine which has two buttons (red for higher 40 degree temperatures and green for 30 degrees). Students can select either button to start the process.

4. Microplastics are demonstrated here by yellow spheres which physically flow from the washing machine, through the pipe to the water.

5. Here they build up in the water supply and are also consumed by the marine life.

6. The water then builds up in the soil, thus further contaminating grown fruit and vegetables.

7. This eventually ends up in the food we consume.

8. Subsequently, this builds up in the person with numerous effects on the human body (Li et al., 2023) hence why the person appears unhappy. This list of effects on the body was not included in the display to avoid information overload which may hinder students ability to take on new information and modify behaviour (Jacoby, 1984).

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