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
http://www2.eecs.berkeley.edu/Pubs/TechRpts/2015/EECS-2015-7.pdf
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