Gamification for Sustainable Consumption
Abstract
Plastic waste has become a major issue to our environment, tons of different types of plastic are discarded every year, especially the ones used in packaging. In this paper, the concepts of gamification and smart technologies are brought into a nature-centred approach that seeks to motivate and stimulate a more sustainable consumption behaviour. By optimizing the context in smart stores, a system for a sustainable consumption guide was developed to enhance new shopping experiences. We adopted methods used in user research as personas; behavioural assessment; sketches; prototypes and, simulation tools; and interviews with potential users’ using the Self-Assessment Manikin (SAM). Iteration was in place throughout the conception process of the system to justify the design choices through the several cycles of development.