Information Technology Reference
In-Depth Information
Fig. 4.7 eVision: a main menu. b e-shop and c Snowkin customization
Besides being informed about the environment in their surroundings and the con-
sequences of their action towards the environment, users can also visit the e-shop
(Fig. 4.7 b) and spend the green leaves they earned to buy different items to customize
Snowkin (Fig. 4.7 c), view the statistics of the game and post they achievements
in Facebook. The commitment and time the user puts on building Snowkin's ap-
pearance makes him closer to Snowkin and more likely to follow the character's
advices and recommendations regarding the environment, thus being persuaded by
the application.
eVision's usability and impact tests were performed with a group of thirty par-
ticipants (50 % male) aged 18-56 year old (mean = 30.9). Results from the first test
were very positive. Participants found eVision easy to learn and to use. The Snowkin
character had a particular strong impact, driving the participants to keep scoring,
so they could buy more items to customize the virtual character. About 55 % of
participants considered that the use of the application contributed to increase their
awareness regarding environmental issues, demonstrating the persuasive potential of
the eVision.
The impact tests were carried out, with the same participants, one month after the
usability tests, to better evaluate the persuasive effect of eVision and to check if it still
holds sometime after the first eVision experience. Participants agreed that eVision
played an important role in alerting them to Earth's sustainability problems and they
also reported that their experience with eVision influenced their daily life decisions.
Participants felt that Snowkin's dialogues and information were still relevant to them
a month after the experience.
Search WWH ::




Custom Search