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Sökning: WFRF:(Katzeff Cecilia)

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1.
  • Adams, Sophie, et al. (författare)
  • Social license to automate: A critical review of emerging approaches to electricity demand management
  • 2021
  • Ingår i: Energy Research & Social Science. - : Elsevier BV. - 2214-6296 .- 2214-6326. ; 80:October, s. 102210-12
  • Tidskriftsartikel (refereegranskat)abstract
    •  Electricity demand-side management (DSM) programs are becoming increasingly important to energy system managers in advanced industrialized countries, especially those with high renewable energy penetration. As energy user participation is paramount for their success but has proven to be difficult to obtain, we explore the usefulness of the ‘social license’ concept, originally developed in the mining sector, to refer to the process of creating acceptance in DSM programs aimed at managing or controlling household energy resources such EVs, batteries, and heating and cooling devices. We argue that analyzing the attainment or lack of ‘social license’ may be useful to energy policy-makers and researchers for understanding public concerns with not only supply-side energy resources, but also DSM. We do so by (1) drawing attention to potential frictions between demands for flexibility on the one hand and social practices and habits on the other; (2) attending to the ways that users’ engagement in DSM programs is influenced by their sense of control and agency, and their trust in program providers; and (3) exploring the ways that users may understand their stake in the energy system and may participate in programs as collectives rather than simply as individuals. We argue that a ‘social license to automate’ could not only describe a set of tools to manage participation in DSM projects, but rather assess the ways users effectively feel part of new energy systems designed to serve them. 
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2.
  • Biørn-Hansen, Aksel, et al. (författare)
  • Exploring the Use of a Carbon Footprint Calculator Challenging Everyday Habits
  • 2022
  • Ingår i: Nordic Human-Computer Interaction Conference. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Carbon calculators have been put forth as a tool to motivate sustainable behaviour change in people. However, the approach of “just” presenting numbers to communicate climate footprints has not been found to be an effective strategy. In this paper, we investigate the use of an application that combines carbon footprint calculations with gamelike features in order to address the gap between awareness and behaviour. Our results are based on an interview study and show that while respondents appreciate the idea, there are several problem areas which have implications for the design of carbon calculators, including issues with targeting the “right users”, the use of gamification and the absence of a social context. Furthermore, the results point towards general barriers and opportunities for design when the aim is to design for sustainable behaviour change. This includes a need to be adaptive to the transitioning process towards a low carbon lifestyle.   
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3.
  • Bohné, Ulrica (författare)
  • Exploring the intersection of design, reflection and sustainable food shopping practices : The case of the EcoPanel
  • 2016
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Food production has been shown to have considerable negative impacts on the environment. A means to reduce this is to choose organic products when shopping for food.Through the case of the EcoPanel, a web application prototype that visualises the organic proportion of the household’s food shopping, the thesis explores the intersection between design, reflection and sustainable food shopping practices.In order to contextualise the role of the EcoPanel, the text discusses the concept of food shopping practice, both from the perspective of social practice theory (SPT), and the more focused food choice perspective. The studies show that it is fundamental to understand the complexity of choosing food, and the habitual aspect of practice, in order to understand the role of reflection in food shopping practice, and consequently the role of a tool for reflective decision-making, like the EcoPanel.We have used a research through design approach to develop the EcoPanel prototype. In an iterative process we probed how the EcoPanel could be designed to be as relevant and accessible for the users as possible. Essential in the process were the iterative user feedback sessions. The way in which the users answered the questions from the sessions formed the guiding principles for the development of the design.A central question in the thesis is to explore in what ways the users’ access to their individual sustainable grocery data provided by the EcoPanel affects their food shopping practices. The studies include monitoring sixty-five users of the EcoPanel over five months, a survey regarding aspects of lifestyle and attitudes to food, and interviews with ten of the users.The long-term study shows an increased organic purchase level (17%) for the EcoPanel users in comparison to the reference group. We also see that when the users receive feedback on their organic food purchases through the EcoPanel, they can make more reflective decisions. This is shown to be highly relevant and creates meaning for the users in several different ways. From this result, in combination with the result of the long-term study, we can conclude that the EcoPanel contributes with support for more sustainable food practices.The last question in the thesis is to understand how SPT can be useful for design practice. SPT shows a view that goes beyond the traditional interaction perspective, and points to the importance of approaching complex issues, such as sustainability challenges, with an awareness that also includes social and cultural aspects of the context. As well as this view being pertinent when approaching sustainability issues, it also provides value to designers in their emerging roles of dealing with more socially embedded concerns, such as social innovation and design for public policies.
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4.
  • Bohné, Ulrica, et al. (författare)
  • The EcoPanel: Designing for reflection on greener grocery shopping practices
  • 2015
  • Ingår i: PROCEEDINGS OF ENVIROINFO AND ICT FOR SUSTAINABILITY 2015. - : Atlantis Press. - 9789462520929 ; , s. 221-228
  • Konferensbidrag (refereegranskat)abstract
    • While the purchases of organic food are increasing rapidly, it accounts for only a small fraction of the total consumption, and there is still a big gap between consumer values awareness and the actual consumption. This article explores how detailed personal feedback could help the households to gain insight and reflect on their consumption, the text presents the design process of developing a prototype, the EcoPanel, in collaboration with a major player on the food retail market. Based on the access to detailed tracking of purchase data, the aim of the design was to provide relevant feedback to facilitate for reflection on the user's own food choices. The design prototype is intended to serve as an instrument for insight and reflection and to bring unconscious aspects of grocery shopping to conscious awareness. Following a research through design approach, this article describes the interdependent steps in designing the EcoPanel and design decisions playing a role for users' critical reflection of their food choice practices. It discusses the intention of each module in providing insight. Finally, we discuss how a social practice perspective may be useful for identifying fruitful future research into the design for more sustainable grocery shopping practices
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5.
  • Boork, Magdalena, et al. (författare)
  • Activity-based offices : Synergies and trade-offs between energy efficiency and employees' work environment
  • 2019
  • Ingår i: Eceee Summer Study Proceedings. - : European Council for an Energy Efficient Economy. ; , s. 1499-1504
  • Konferensbidrag (refereegranskat)abstract
    • Energy use in office buildings is significant. At the same time, more than half of the Swedish office buildings were erected before 1970, which means that extensive refurbishments and new establishments are expected. Requirements on efficiency in terms of costs, space and energy use are then usually high. To achieve both energy efficient buildings and stimulating workplaces, there is a trend towards the implementation of activity-based offices. The activity-based workplace is structured to fit the employees' work tasks and may give an impression of stimulating employees' creativity. However, studies show that the work environment does not suit everyone. Instead, mainly managers and employees who frequently interact with others are supported by activity-based working. Practical examples indicate that the efficiency of buildings may affect the employees´ wellbeing and work environment negatively - i.e. aspects linked to social sustainability. Nevertheless, knowledge on synergies and trade-offs between environmental and social sustainability goals is limited regarding the workplace in energy efficient buildings. It has for instance been shown previously that studies on green buildings mainly focus on environmental sustainability aspects, while the social dimension is basically lacking. This includes aspects of physical and psychological well-being. Still, understanding the interaction between different sustainability dimensions is crucial for implementing sustainability work in practice. The study presented in this paper is part of an ongoing Swedish research project exploring the consequences of energy efficient office buildings on the employees' work environment based on case studies and literature. This paper presents a literature review of scientific papers on the topic and describes the outline of the case studies to be executed during spring 2019. It is concluded that scientific literature focusing on both energy efficiency and work environment at the activity-based workplace is scarce. Still, to ensure that environmental benefits are not realized at the expense of the employees' well-being, it is highly important to further explore potential synergies and trade-offs between social and environmental sustainability factors. 
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6.
  • Boork, Magdalena, et al. (författare)
  • OfficeWise : Energy feedback in office workplaces
  • 2015
  • Ingår i: Proceedings for ECEEE Summer study on Energy Efficiency 2015. - : ECEEE. - 9789198048278 - 9789198048261
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the approach, progress and intermediate results from a project on energy feedback in office workplaces. A system of three prototypes for energy visualization targeting office workers has been designed and implemented in an office workplace. Feedback is given both on individual basis (in a PC application) and on accumulated basis (on a screen in the reception and by an ambient representation in shape of a chandelier in the lunch room). A measurement system provides detailed data on individual electricity use, temperature, ventilation and presence. The project aims at engaging office workers to more energy efficient behaviour at work by supplying tools to raise the awareness and ability to take action, but also to implement energy feedback in organizational processes. The main goal is permanent behavioural changes, resulting in 50 % electricity reduction in individual office rooms. The project is built on a multidisciplinary and participatory approach. The visualization tools were designed and constructed in collaboration with the office workers, using interviews, culture probes, co-creation workshops etc. Designing new organizational strategies and action plans will include further workshops and co-creation with staff and management. In spring 2014, a one week challenge was conducted among the office workers to make a first estimation of the energy saving potential. The results show an average reduction of 32 percent compared to a representative ‘normal’ week. On an annual basis, the savings correspond to 65 kWh per office room or 17 percent of the total electricity use. In general, the participants found the challenge interesting and took the opportunity to look over their habits. Everyone claimed they changed their behaviour in one way or another, but also that some habits were not worth the effort. Throughout the project, office workers have stressed that the management lack focus on and appreciation for energy efficiency. The next step is therefore to analyse how energy feedback can be implemented in organizational processes to achieve long-term changes in energy-related routines and behaviour.
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7.
  • Broms, Loove, et al. (författare)
  • Coffee Maker Patterns and the Design of Energy Feedback Artefacts
  • 2010
  • Ingår i: DIS '10 Proceedings of the 8th ACM Conference on Designing Interactive Systems. - New York, NY, USA : ACM. - 9781450301039 ; , s. 93-102
  • Konferensbidrag (refereegranskat)abstract
    • Smart electricity meters and home displays are being installed in people’s homes with the assumption that households will make the necessary efforts to reduce their electricity consumption. However, present solutions do not sufficiently account for the social implications of design. There is a potential for greater savings if we can better understand how such designs affect behaviour. In this paper, we describe our design of an energy awareness artefact – the Energy AWARE Clock – and discuss it in relation to behavioural processes in the home. A user study is carried out to study the deployment of the prototype in real domestic contexts for three months. Results indicate that the Energy AWARE Clock played a significant role in drawing households’ attention to their electricity use. It became a natural part of the household and conceptions of electricity became naturalized into informants’ everyday language.
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8.
  • Broms, Loove, 1977-, et al. (författare)
  • Days in the life of the Energy Aware Clock
  • 2011
  • Ingår i: Swedish Design Research Journal. - 2000-964X. ; :1, s. 30-37
  • Tidskriftsartikel (refereegranskat)abstract
    • There is a potential for greater electricity savings if we can better understand how design affects behaviour. This paper describes om design of an energy awareness artefact - the Energy AWARE Clock- and discusses it in relation to behavioural processes in the home. The Energy AWARE Clock showed to play a significant role in drawing households' attention to their electricity use. It became a natural part of the household and conceptions of electricity became natmalized into informants' everyday language.
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9.
  • Broms, Loove, 1977- (författare)
  • Storyforming : Experiments in creating discursive engagements between people, things and environments
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis introduces and critically reflects on a design programme, Storyforming, that explores ways to design objects and places to enrich daily life narratives. Using an experimental design approach, the goal is to exemplify and explore this idea with discursive artefacts that, through their physical and temporal form, act as catalysts in the construction of meaningful experiences.In the current sustainability discourse, behavioural change has been pointed out as a key factor in achieving a sustainable society. Historically, design has been very effective in increasing production and consumption behaviours by creating new types of needs and, in a way, manufacturing desire (Forty, 1986). Drawing on this, the overarching aim of this thesis is the investigation of the ways design, through a suggested programme, can afford alternative types of meaningful experiences in contrast to the prevailing consumer culture.The empirical work reported in the thesis stems from several research projects looking into the matter of energy use in relation to design. In addition, two of the projects have been carried out in the author’s own design practice. Some concepts are explored more in-depth—involving events such as field studies, situated interviews, workshops, prototype building, design interventions in the form of domestication probes, and contextual studies ranging from a few weeks up to a year—while other concepts exist only as sketches or photo montages. The diversity of these concepts, the design experiments, helps span a design space becoming a new provisional design programme. The idea for this programme has evolved from observations and reflections made throughout the experiments presented in the thesis.The general results are the suggested approach of Storyforming, which focuses on the design of artefacts supporting daily narratives that can be used to create engagement, meaning, and alternative values applicable to the discourse of sustainable behaviour.Specific contributions are the selection of design experiments. In the thesis, the experiments have first been examined from the perspective of stories and forming as a basis for the new programme formulation. Through this articulation of the programme, the experiments are revisited through three leitmotifs, part of the provisional programme focusing on different properties related to the aspect of forming. From the perspective of the user, these themes—seeing and accessing designs, exploring and expressing complexity, and sharing experiences and negotiating use—are finally elaborated on in relation to other theoretical concepts as well as their implications for future research.
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10.
  • Bång, Magnus, et al. (författare)
  • Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
  • 2006. - 11
  • Ingår i: Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings.. - : Springer. - 3540342915 - 3540342915 - 3540342915 ; , s. 167-170
  • Bokkapitel (refereegranskat)abstract
    • Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in the domestic setting. PowerAgent is connected to the household’s automatic electricity meter reading equipment via the cell network, and this setup makes it possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game.
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