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The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis A.E. Rizzoli, A. Castelletti, A. Cominola, P. Fraternali, A. Diniz dos Santos , B Storni, R. WissmannAlves, M. Bertocchi, J.Novak, I. Micheel iEMSs 2014

The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

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Page 1: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  SmartH2O  project  and  the  role  of  social  computing  in  promoting  efficient  residential  water  use:  a  first  analysis

A.E.  Rizzoli,  A.  Castelletti,  A.  Cominola,  P.  Fraternali,  A.  Diniz  dos  Santos  ,  B  Storni,  R.  Wissmann-­‐Alves,  M.  Bertocchi,  J.Novak,  I.  Micheel

iEMSs  2014

Page 2: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  project  concept

Understand  and  model  the  current  behaviour  of  water  consumers  Predict  how  the  consumer  behaviour  can  be  influenced  by  

social  awareness  campaigns    dynamic  water  prices  

Raise  the  awareness  of  the  consumers  on  their  current  habits  and  stimulate  them  to  reduce  water  use

Page 3: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

An  overview

consumerbehaviour

changesabstract numeric

water consumption data

translate

impacts on individual consumer

impacts on othersand environment

SmartH20

visualize

consumption patterns,habits and preferences

interpret

individual awareness

collective awareness

social awareness

gains

smartmeter

trigger

monitor

react

provide

display

social network

water company

municipal supplier

Page 4: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  objectives

Understanding  consumer  behaviour  using  smart  meter  data  to  profile  customers  incorporating  behaviour  data  collected  with  a  smart  app  data  to  create  user  models  simulate  collective  behaviour  and  social  influences  

Page 5: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  objectives

Conserving  water  by  raising  social  awareness    use  social  networks  to  provide  examples  of  virtuous  behaviour  stimulate  “social  competition”  

provide  timely  feedback  with  a  smart  app  (social  game  /  games  with  a  purpose)

Page 6: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  objectives

Saving  water  by  dynamic  pricing  schemes  pricing  is  not  privatizing  we  consider  real-­‐time  tariffs  and  social  pricing  real  time  data  from  smart  meters  can  be  used  to  modulate  prices  

Page 7: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  objectives

Improve  the  efficiency  and  business  operations  of  water  companies  

water  utilities  can  use  the  smart  app  to  “nudge”  customers  towards  more  virtuous  behaviours  water  utilities  can  provide  timely  information  on  the  state  of  supplies  and  involve  citizens  water  saving  means  lest  investments  in  infrastructure,  less  operating  costs,  less  energy  use,  more  efficiency

Page 8: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  domestic  water  user

User/household  attributes  Age  

Income  level  

Education  level  

Household  composition  

Water  devices  efficiency  

Presence  of  garden/swimming  pool  

Environmental  committment

Page 9: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Managing  user  demand

Three  main  approaches  (Grafton  2011)  water  restrictions  water  tariffs  control  voluntary  measures  (user  participation)  

Different  times  scales  Are  these  approaches  effective?    Metering  is  necessary  to  understand  consumer  behaviour

Page 10: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  domestic  water  user

User/household  attributes  Age  

Income  level  

Education  level  

Household  composition  

Water  devices  efficiency  

Presence  of  garden/swimming  pool  

Environmental  committment

External  drivers  Climate  

Water  price  

Regulations  

Incentives  

Page 11: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  domestic  water  user

End  uses  Toilet  

Shower  

Dishwasher  Washing  machine  

Garden  

Swimming  pool

Page 12: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

WORK  PHASES

STATE  OF  THE  ART  ASSESSMENT

DATA  GATHERINGUSER  PROFILES  MODELING

RESPONSE  TO  WDM  STRATEGIES

MULTI-­‐AGENT  MODELS

Page 13: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

SMART  METERS  IN    sH2O

sH2O  CASE  STUDY_UK  

4000  meters  15  min  reading  interval  5  districts:  2  in  London,  1  in  Reading,  1  in  Swindon  

sH2O  CASE  STUDY_Swiss        

 400  meters  will  be  installed  during  the  first  year  of  sH2O  

Page 14: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

RESPONSE  TO    WDM  STRATEGIES

Page 15: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

WDM  STRATEGIES          

PRICE  CONTROL  

WATER  USE  RESTRICTION  

INCENTIVES  for  water  saving  devices  

INFORMATION  CAMPAIGNS  

Page 16: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

WDM  STRATEGIES          

Fielding,  2013

Page 17: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Exploiting  user  interactions

Page 18: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  role  of  Persuasive  Games

Related  concepts:  Serious  games  Gamification  Games  with  a  purpose  Pervasive  games  Persuasive  games

Pervasive

Serious

Persuasive

Games  that  try  to  change  your  opinion/behaviour  on  some  topic

Page 19: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Games  for  the  environment

Extensive  review  of  IEEE  and  ACM  journals  for  the  term:  “persuasive  games”  

year  span:  2009-­‐2013  

8  hits  on  games  for  environment  and  sustainability,  we  focussed  on  four  dealing  with  water  management  issues

Page 20: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Games  for  the  Environment

Water  Wars  http://www.treehugger.com/clean-­‐water/wow-­‐gets-­‐real-­‐3d-­‐role-­‐playing-­‐game-­‐models-­‐water-­‐crisis-­‐video.html  

The  Atoll  Game    http://cormas.cirad.fr/en/applica/atollGame.htm  

The  Basin  Challenge  http://thebasinchallenge.com/playgame.php  

FloodSim  http://playgen.com/play/floodsim/  

AquaRepublica  http://aquarepublica.com

Page 21: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  games

  Water  wars Atoll  Game The  Basin  Challenge  /  Catchment  detox

FloodSim Aqua  Republica

Technology Non  specified VisualWorks©,  CORMAS©platform

Flash Flash Unity

Role  of  the  player Stakeholders   Family  providers  –  1  water  agency  player

Policymakers  (god) Flood  policy  strategist Mayor  (god)

Feedback Message  boards Non  specified Messages  in  game  and  leaderboard

Messages  in  game   Messages  in  game

Mechanics Turn  based  rpg Rpg  computer  assisted Turn  based  Rpg Turn  based  rpg Turn  based  Rpg

WM  Issues -­‐  Policies  -­‐  Variable  water  conditions

-­‐  Variable  water  conditions  (hydrogeological  model)  -­‐  Scarcity  

-­‐  Policies  -­‐  Variable  water  conditions    -­‐  Scarcity  of  water  

-­‐  Floods  (concepts  and  policies)

-­‐  variable  water  conditions  -­‐  policies

Players Multiplayer,  chat  communication

Up  to  16  presential  players  (8  for    board)  

1-­‐2  players 1 1

Primary  focus Facilitating  discourse  among  inhabitants  of  a  real  world  watershed

Land  and  water  allocation  conflicting  rules

Manage  a  river  catchment  so  that  after  50/100  years  you  have  a  healthy  economy  and    environment.

Raising  awareness  of  issues  surrounding  flooding  policy    and    citizen    engagement    in    the    UK

 to  play  and  learn—by  personal  experience,  about  the  conflicts  and  trade-­‐offs  that  exist  in  a  river  basin.

Target  Audience New  mexico  residents Tarawa  atoll  16  representa.  (people  and  policymakers)

Teenage  students  (anyone  can  play)  

Everyone  (UK  residents) Everyone  ()

Platform web  and  mobile PC  supported  board  game

Web Web Web  (portable)

Extracting  data Semi  structured  interview   semi-­‐automatic    software

Not  provided   Not  provided Numerical  computational  models  (MIKE  BASIN  from  DHI)

Page 22: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Their  target

  Water  wars Atoll  Game The  Basin  Challenge  /  Catchment  detox

FloodSim Acqua  Republica

Target  Audience New  Mexico  residents

Tarawa  atoll  16  representa.  (people  and  policymakers)

Teenage  students  (anyone  can  play)  

Everyone  (UK  residents)

Everyone

 Numbers  of    players

Multiplayer,  chat  communication

Up  to  16  presential  players  (8  for    board)  

1-­‐2  players 1 1

Role  of  the  player

Stakeholders   Family  providers  –  1  water  agency  player

Policymakers  (god)

Flood  policy  strategist

Mayor(god)

Page 23: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Some  research  issues

How  to  deal  with  massive  data  How  to  guarantee  the  “sustainability”  of  the  persuasive  game    

best  retention  techniques  limitations  of  eco-­‐feedback  how  to  keep  the  intrinsic  motivation

Page 24: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

The  Munx  experience

Page 25: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

Our  next  challenges

Develop  “good”  user  profiling  algorithms,  suited  to  our  case  studies  

Deploy  “in  the  wild”  a  serious  game  and  motivate  users  to  use  it  

Develop  a  model  of  users  behavioural  change  

Validate  the  model

Page 26: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

We  are  not  alone!

The  ICT  for  Water  Management  Cluster:    a  group  of  projects  working  together  

a  set  of  EU  funded  projects  dealing  with  the  impact  of  information  and  communication  technologies  on  water  use  and  water  resources  management.    These  projects  work  independently,  but  they  regularly  meet  to  exchange  data,  experiences,  results.    International  Co-­‐operation  is  strongly  sought  after,  in  order  to  create  an  even  wider  cluster,  breaking  the  EU  borders

Page 27: The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis