Big Data and Occupants’ Behavior in Built Environments: Introducing a Game-Based Data Collection Method
Date
Authors
Major Professor
Advisor
Committee Member
Journal Title
Journal ISSN
Volume Title
Publisher
Authors
Research Projects
Organizational Units
Journal Issue
Is Version Of
Versions
Series
Department
Abstract
Energy-related human behavior in buildings is difficult to define and quantify, yet critical to our understanding of total building energy consumption. It substantially influences energy consumption and saving. In the United States, residential and commercial buildings account for more than 70% of the total electrical energy consumed in the country. This paper explores the implementation of an online energy game, e-footprints, which aims to collect data about occupants' energy consumption and saving, and summarizes the feedback related to the first prototype of the user interface. The game was tested with 110 international students. The study focuses on the visualization, aesthetics, and usability of the e-footprints energy game, as these are the important elements of a player's interaction with the user interface and greatly influence the game play and the data that can be gathered. The paper concludes with a summary of the findings and general recommendations that may be useful for others using serious online urban planning games.
Comments
This accepted article is published as Poplin, A. 2020. Big Data and Occupants Behavior in a Built Environment: Introducing a Game-Based Data Collection Method, Journal of Urban Planning and Development (JUPD),146(2) (June 2020), published online on March 19, 2020; doi: 10.1061/(ASCE)UP.1943-5444.0000552. Posted with permission.