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the correct recycling container, Smart Bins mascots get sad and encourage them
to do it better with the next object. The game ends either when the user fails to
correctly recycle more than three objects, after the recycling of a predefined number
of objects or after a predefined time period. Besides the score and feedback about
objects correctly or incorrectly recycled, the game also provides interesting facts
about recycling.
Smart Bins was created with a framework developed for the creation of context-
sensitive persuasive applications (Lobo et al. 2009b ). The framework allows the
authoring of persuasive smart environments producing the appropriate feedback to
the users based on different sensors spread throughout the environment to capture
contextual information.
Eight and nine year old children evaluated Smart Bins in two user tests sessions.
The second session was carried out one month after the first one with the same
participants (with one exception only) and game setting. While the first test had
a special focus on the usability evaluation of the application, the second test was
directed towards the persuasion effects of Smart Bins, focusing on the effect of the
game in the children's behavior towards recycling. Children were interviewed before
using Smart Bins, they were observed while testing it, and they were interviewed
again after playing with it. Although being based on a questionnaire, interviews
provide a closer interaction with the children, allowing for a more feasible evaluation
of their opinions and feelings.
During the first users' tests, from our observation, the game seemed very enter-
taining and all children but one (who wasn't sure) wanted to repeat the experience.
Fourteen (out of seventeen) players wanted to see Smart Bins available in other
places. Nevertheless, they all agreed that they would like to have Smart Bins at
home. Thirteen interviewees said they had learned about recycling with this experi-
ence and four of them said they had not. Finally, the children said they felt that they
would recycle more after experiencing Smart Bins.
In the second tests, we intended to analyze how users felt about recycling, as-
sessing if there were any changes in their attitude towards recycling. Nine (out of
sixteen) participants said they had recycled more after their first experience with
Smart Bins, six said they didn't and one said that he had done a little more. Only
one participant answered that he didn't talk to anyone about the game, but the other
fifteen did mention the experience to their families and friends. All children were
really excited to play the game again. They all agreed that they had learned about
recycling. They all felt they would recycle more if they had the game at home or at
school and finally, eleven users said they would recycle more after these experiences
while the remaining five were not sure.
In conclusion, Smart Bins seems to be easy to use and the children' opinions make
us believe that they became aware of recycling activities and benefits, and at least
part of them will be more concerned about this matter.
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