Thanks to the project's tailored methodology based on energy conservation measures, users will be able to make better-informed decisions while also saving on their energy bills. The project will also use gamification to engage people through methods such as notifications, bonus system, energy literacy and visibility so that they can commit to generating savings.
With the development of social media, smartphones, interactive web technologies and the Internet of things, utility companies and mobile app developers are already harnessing the power of gamification. The gamification approach is expected to help consumers understand the environmental implications of their actions and adopt a more active and responsible behaviour. According to the researchers involved in the project, the eTEACHER tailored advice and behavioural change methods could reduce CO 2 emissions and save up to 10% of energy consumption.
The eTEACHER’s project approach is being demonstrated in schools, office buildings, healthcare centres and residential buildings located in Spain, UK and Romania, involving 5204 people as building users across 12 pilot. According to the different types of people involved in the pilots, the project will use several methods to achieve a change in energy behaviour.
Project partners conducted social studies to understand the energy consumption behaviors of different types of users in these locations. They also organized various demo site visits, surveys and workshops to identify the key aspects of behavioral change.
The main issues covered by the project focus on the use of lighting and appliances, thermal comfort and engagement with the ICT tools. The partners believe user engagement is vital for the success of the final ICT solution, so eTEACHER will encourage end-user feedback throughout the app's development.