GroupInteractive Institute Eskilstuna

Interactive Institute Eskilstuna

Energy Design is a studio based in Eskilstuna, Sweden. The studio develops tools and artefacts that help people to become more energy efficient. New design solutions are necessary to motivate people to change their behaviour in addition to new technology.

We develop alternative objects and services that we study in real life settings. Our group consists of an interdisciplinary team of designers, social anthropologists, psychologists and engineers. Our partners are widely spread, representing academia, private sector and governmental organizations. The Swedish Energy Agency, Vinnova, Elforsk and the EU are main contributors in our research.

Since 2004, our research has resulted in many concepts and academic papers. 

Design results

Our research is oriented towards service design, explorative design, game development and behaviour studies within the field of energy savings.

Some of Energy Design's greatest results are to find in the sub-menu to the right.

People

Therese Balksjö
Project Manager
+46 76 197 10 00
therese.balksjo [at] tii.se

Annelise de Jong
Senior Researcher
+46 (0)73 033 18 80
annelise [at] tii.se

Anton Gustafsson
Senior Researcher
+46 70 364 34 34
anton.gustafsson [at] tii.se

Marius Johansen
Industrial / Interaction Designer
+46 72 565 33 50
marius.johansen [at] tii.se

Niklas Johansson
Acting Studio Director / PhD
+46 70 225 94 88
nikjoh [at] tii.se

Caroline Karlsson
Studio Director (Parental leave until 2016)
+46 70 113 00 07
caroline.karlsson [at] tii.se

Sofie Nyström
Project Assistant
+46 76 241 59 23
sofie.nystrom [at] tii.se

Doenja Oogjes
Project assistant

doenja [at] tii.se

Lizette Reitsma
Designer
+46 723 41 09 14
lizette.reitsma [at] tii.se

Monica Säter
Senior Researcher
+46 704 61 00 54
monica.sater [at] tii.se

Carin Torstensson
Senior Project Manager
+46 702 44 35 33
carin.torstensson [at] tii.se

Linnea Våglund
Project Assistant

linnea.vaglund [at] tii.se

Stina Wessman
Experience Designer (Parental leave until Autumn 2016)
+46 702 23 35 45
stina.wessman [at] tii.se

Elin Önnevall
Researcher
+46 73 041 04 64
elino [at] tii.se

Publications
Number of items: 14.

de Jong, Annelise and Balksjö, Theresea and Katzeff, Cecilia (2013) Challenges in Energy Awareness: a Swedish case of heating consumption in households. In: ERSCP-EMSU Conference 'Bridges for a sustainable Future', 4-7 June 2013, Istanbul, Turkey.

Ehrnberger, Karin and Broms, Loove and Katzeff, Cecilia (2013) Becoming The Energy Aware Clock - Revisiting The Design Process Through A Feminist Gaze. Experiments in Design Research, 2013, 5 .

Jönsson, Li and Broms, Loove and Katzeff, Cecilia (2010) Watt-Lite; Energy Statistics Made Tangible. In: DIS 2010, 18-20 August 2010, Arhus, Denmark.

Katzeff, Cecilia (2010) Engaging Design for Energy Conservation in Households. Metering International Magazine (1).

Broms, Loove and Katzeff, Cecilia and Bång, Magnus and Nyblom, Åsa and Ilstedt Hjelm, Sara and Ehrnberger, Karin (2010) Coffee maker patterns and the design of energy feedback artefacts. In: DIS 2010, 16-20 August 2010, Arhus, Denmark.

Katzeff, Cecilia and Nyblom, Åsa and Öhman, Christina and Sjögren, Jan-Ulric and Andersson, Jonas (2009) CLOCKWISE – Smarta lösningar till stöd för energieffektiva beteenden Slutrapport för forskningsprojekt 24, CERBOF 2:2 Beteende, processer och styrmedel. Energimyndigheten.

Broms, Loove and Bång, Magnus and Ilstedt Hjelm, Sara (2009) Persuasive Engagement: Exploiting lifestyle as a driving force to promote energy-aware use patterns and behaviours. In: Undisciplined! Proceedings of the Design Research Society Conference 2008, 16-19 July 2008, Sheffield, UK.

Bång, Magnus and Svahn, Mattias and Gustafsson, Anton (2009) Persuasive design of a mobile energy conservation game with direct feedback and social cues. In: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009. Digital Games Research Association (DiGRA).

Gustafsson, Anton and Bång, Magnus and Katzeff, Cecilia (2009) Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers. Computers in Entertainment (CIE), 7 (4). ISSN 1544-3574

Gustafsson, Anton and Bång, Magnus and Svahn, Mattias (2009) Power Explorer – a casual game style for encouraging long term behavior change among teenagers. In: Proceedings of the International Conference on Advances in Computer Enterntainment Technology. ACM International Conference Proceeding Series (422). ACM New York, NY, USA, pp. 182-189.

Bång, Magnus and Gustafsson, Anton and Katzeff, Cecilia (2006) Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games. In: Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings. Lecture Notes in Computer Science, 3962 (3962). Springer, pp. 167-170. ISBN 3-540-34291-5

Gyllenswärd, Magnus and Gustafsson, Anton and Bång, Magnus (2006) Visualizing Energy Consumption of Radiators. In: Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings. Lecture notes in computer science (3962). Springer, pp. 167-170.

Katzeff, Cecilia and Ware, Vanessa (2005) The aesthetic zone of interaction. How are aesthetic design qualities experienced? In: The workshop “Aesthetics as critical computing”, Critical Computing Conference 2005, August 2005, Århus, Denmark.

Gustafsson, Anton and Gyllenswärd, Magnus (2005) The Power-Aware Cord: Energy Awareness through Ambient Information Display. CHI '05 extended abstracts on human factors in computing systems . pp. 1423-1426. ISSN 1-59593-002-7

This list was generated on Sun Aug 28 13:59:37 2016 CEST.
Projects

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Press Images

Press images

Energy Designs press images are available on our Flickr account.

Flickr image

Design results: Watt-lite

Watt-lite

The Watt-lite is delivered as a set of three and have the exterior shape of an over dimensioned torch. The size of the light beam projected from the torches indicates the company's electricity consumption and expands and contracts depending on the electricity usage at the industry.

The dark grey Watt-lite is a real-time electricity meter. If the light beam is small, the electricity consumption at the industry is low, if the light beam is large the electricity consumption is high.

The two light grey Watt-lites are used as reference points displaying maximum and minimum electricity usage during the day. The Watt-lite projecting a blue light beam displays the smallest amount of electricity used during the day. The orange light beam displays the highest amount of electricity used during the day.

Watt-lite web

Watt-lite also includes a web service developed as a user-friendly, simple and aesthetically pleasing interface where employees can check the industries historic consumption.

The design result is part of the project Industrywise, a cooperation between Interactive Institute, Eskilstuna Energi och Miljö and Eskilstuna Kommun and is funded by Energimyndigheten.

 

For press images; Flickr

For further information contact; loove [at] tii.se (Loove Broms) or li [at] tii.se (Li Jönsson )

Design results: PowerHouse

PowerHouse

Under hösten 2005 har en spelprototyp som simulerar energianvändningen i ett hus utvecklats av projektgruppen. För att göra det aptitligt för målgruppen är temat för spelet en dokusåpa där det gäller för spelaren att se till att alla deltagarna som flyttar in i huset trivs samtidigt som han/hon måste hålla koll på energiförbrukningen.

External homepage

http://www.youngenergy.se

Design results: PowerAgent

PowerAgent

In PowerAgent the home energy use is connected directly to a mobile game. Information about energy use is transmitted from automatic meters to a game server, that in its turn forward the information to the mobile game.

This makes it possible to create a game where you interact with the energy demanding activities of the home and actively attempt to reduce the energy use of the home

External homepage

http://www.youngenergy.se

Design results: Power Explorer

Power Explorer is a prototype mobile phone based serious game. It is designed to teach players how much electricity household appliances actually consume, and to change their attitudes about it.

Power Explorer reaches the target group by giving the players a chance to "live the message", and to "learn by doing", by exploring new previously unknown aspects of their own home.  It is played not only on its’ game console – the whole of the players’ home turns into the game interface. A winning game play strategy can be to turn off the tumble dryer in reality.

Pervasiveness and persuasiveness are achieved by a unique system where the home electricity meters are fed into the game-system, giving near instantaneous feedback of household electricity consumption into the game system.

Design results: Power Aware Cord

Power Aware Cord

The Power Aware Cord is designed to visualise the energy of the current use of electricity of the appliances connected with it through glowing pulses, flow, and intensity of light.

In everyday life we are surrounded by energy at all times. The TV set might be using electricity all night long without us noticing. The mobile phone charger is an energy thief that is easy to forget.

The Power Aware Cord may be used as a ‘tool’ for people to rediscover energy in their homes as well as an ambient ‘display’ to see energy consumption at a glance at any given time. For instance, the effects of changing the volume on stereo equipment becomes immediately and dramatically apparent – as do appliances that are silently stealing electricity while on standby. The Power Aware Cord is one of the prototypes from the Interactive Institute's project "Static!".

Design results: Flower Lamp

The Flower Lamp builds on an increasingly prevalent technology – remote energy metering – to visualise electricity used in the household as a whole.

It is not just the light of the Flower Lamp – but its actual form – that reflects energy consumption in the home. Its shape is responsive to the overall trend in consumption.

With a decrease in household electrical use, the Flower Lamp slowly opens up and appears to ‘bloom’. If, on the other hand, energy consumption increases, the lamp closes into a more contracted form, which also affects the quality of light emitted.

In order to make the Flower Lamp more beautiful, a collective change in behaviour is needed. The Flower Lamp is one of the prototypes from the Interactive Institute's project "Static!" and was made in collaboration with Front Design.

Design results: Energy Plant

The Energy Plant is an ambient transparent LCD-display that shows the electricity consumption of the household in the form of a growing plant.

The device is connected wirelessly to the domestic electricity meter. Each month, a new type of digital seed is “planted” and starts to grow on the screen.

Modest electricity consumption result in a thriving fast growing plant and heavy consumption makes the plant wither and this is shown on the transparent screen.

Energy Plant means thinking about your electricity consumption while enjoying the reward to see the plant grow.

Design results: Energy Life

Energy Life

Energy Life includes a mobile phone application and an ambient interface that makes use of the home lighting and lamps as a means to communicate with the user.

Energy Life utilises mobile devices and ambient interfaces to support residents in developing power conservation strategies in their homes. It applies principles from gaming and learning environments to ensure a sustainable and engaging service, and includes next to real time feedback, different levels and goals, advice, and a community aspect to motivate householders into using electricity more efficiently.

Energy Life is created within BeAware, a joint European research project. BeAware is co-funded by the European Union in the FP7/ICT program and is a three year project.

Design results: Energy Coach

Energy Coach

Energy Coach is a service that helps people to get better control over their energy use.

The users can with help from the service find out how much energy is being consumed in various appliances. It is also possible to see what measures the household can do in order to lower energy use.

It is up to the user to set an energy target. They can with help from the mobile phone and the web service get feedback on how good they are.

The project is funded be Vinnova, and is made in cooperation with Interactive Institute, Svenska Energigruppen and Mobile Interaction. Partners are Eskilstuna Energi och Miljö and Snopptorps villaägarförening.

Design results: Energy AWARE Clock

Energy AWARE Clock is an electricity meter that resembles an ordinary kitchen clock.

Energy AWARE Clock is designed to make energy awareness a part of everyday life. The clock visualises the daily energy rhythms of the household and reminds us of the ordinary kitchen clock, both in form, place and use.

If, for example, the dishwasher is switched on it shows immediately on the display of the unit. Yesterday’s graphs fade away slowly and today’s consumption is drawn on top of previous days, making it possible to compare your energy use for several periods.

Energy AWARE Clock is wirelessly connected to an energy meter.

Design results: BoEl

BoEL is an experimental social ambient interface and web service that presents daily consumption figures to home owners and neighbours to promote joint savings and foster competitive energy saving behaviours. The service includes an ambient lamp that provides feedback on the energy consumption in the household and these interfaces are installed so that the neighbours can observe each others energy status.

We have chosen to explore whether the local street can motivate people to reduce their electricity consumption. By using the local setting as a key element for the project we hope to make use of the stereotypical neighbourhood behaviour. One always wants to beat the neighbour by having the most well trimmed lawn, the best barbecue, the nicest car (hence the expression ‘keeping up with the Jones’). By using this competing element between neighbours/users we hope to trigger them to changed behaviour through peer pressure.