Information Display for Societal Problems: Data, Game, or Choice?
Kalyanaraman Shankari and Janice Park and Tejomay Gadgil and Randy H. Katz and David E. Culler
EECS Department, University of California, Berkeley
Technical Report No. UCB/EECS-2015-7
February 17, 2015
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The effects of climate change are costly and devastating but it is difficult to incentivize people to reduce their carbon footprint. E-Mission is designed to collect accurate data on a user’s travel behavior and the corresponding footprint. Accurate data helps design intelligent climate change policy intervention. The usefulness of E-Mission depends on user engagement, but this is challenging because the consequences of climate change are not salient at a personal level. The study investigates three approaches grounded in behavioral economics to display results and measures their effect on user engagement. The first version displays a data heavy visualization of results, the second converts the results into a game, and the third allows a choice between the two. Among the 20 respondents, the ‘choice’ group had the lowest drop-off rate; this indicates that allowing users to choose their own visualization is more effective than choosing one for them.
BibTeX citation:
@techreport{Shankari:EECS-2015-7,
Author= {Shankari, Kalyanaraman and Park, Janice and Gadgil, Tejomay and Katz, Randy H. and Culler, David E.},
Title= {Information Display for Societal Problems: Data, Game, or Choice?},
Year= {2015},
Month= {Feb},
Url= {http://www2.eecs.berkeley.edu/Pubs/TechRpts/2015/EECS-2015-7.html},
Number= {UCB/EECS-2015-7},
Abstract= {The effects of climate change are costly and devastating but it is difficult to incentivize people to reduce their carbon footprint. E-Mission is designed to collect accurate data on a user’s travel behavior and the corresponding footprint. Accurate data helps design intelligent climate change policy intervention. The usefulness of E-Mission depends on user engagement, but this is challenging because the consequences of climate change are not salient at a personal level. The study investigates three approaches grounded in behavioral economics to display results and measures their effect on user engagement. The first version displays a data heavy visualization of results, the second converts the results into a game, and the third allows a choice between the two. Among the 20 respondents, the ‘choice’ group had the lowest drop-off rate; this indicates that allowing users to choose their own visualization is more effective than choosing one for them.},
}
EndNote citation:
%0 Report %A Shankari, Kalyanaraman %A Park, Janice %A Gadgil, Tejomay %A Katz, Randy H. %A Culler, David E. %T Information Display for Societal Problems: Data, Game, or Choice? %I EECS Department, University of California, Berkeley %D 2015 %8 February 17 %@ UCB/EECS-2015-7 %U http://www2.eecs.berkeley.edu/Pubs/TechRpts/2015/EECS-2015-7.html %F Shankari:EECS-2015-7