GreenLife: A Persuasive Social Robot to Enhance the Sustainable Behavior in shared Living Spaces

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This research aims to gain understanding of interactive technology, which could persuade building users to behave sustainably inside shared living spaces. By utilizing the research through design approach, we conducted a three-phase qualitative study to explore persuasive technologies for sustainability. First, we ran three focus groups (n=14) to explore what form of interactive technology could persuade building users to behave sustainably, and to investigate their related needs. Second, based on the focus group findings, we designed an application concept called GreenLife for the social robot Pepper. Third, we evaluated the GreenLife concept represented by video scenarios using an online survey (n=20). Most participants believed that social robots can persuade building users to behave sustainably by providing social feedback, valuable rewards, and reliable information on sustainability. A list of design implications was formulated to support the future design of social robots as motivators of sustainability in shared living spaces.

Original languageEnglish
Title of host publicationNordiCHI 2020 - Proceedings of the 11th Nordic Conference on Human-Computer Interaction
Subtitle of host publicationShaping Experiences, Shaping Society
ISBN (Electronic)9781450375795
Publication statusPublished - 25 Oct 2020
Publication typeA4 Article in conference proceedings
EventNordic Conference on Human-Computer Interaction - Virtual, Online, Estonia
Duration: 25 Oct 202029 Oct 2020

Publication series

NameACM International Conference Proceeding Series


ConferenceNordic Conference on Human-Computer Interaction
CityVirtual, Online


  • Environmental sustainability
  • Interactive technology
  • Persuasive social robots
  • Persuasive technology
  • Social robots
  • Social sustainability

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Vision and Pattern Recognition
  • Software


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