This project directly addresses the challenge of how to motivate and enable professionals, tradespeople and consumers to increase their uptake of low carbon living products and services and to work collaboratively to maximise low carbon outcomes in the built environment. 

This is central to the CRCLCL’s purpose of overcoming barriers to the adoption of low carbon living products and services, and is relevant to all industry partners. The project addresses this challenge by trialing the efficacy of team-based and game-based mobile learning in the related streams of research and development. The first stream focuses on professionals and tradespeople and the second on consumers. Participants will be recruited through partner organizations. Both streams aim to increase motivation, enable collaboration and stimulate action in relation to implementing LCL-solutions. 

For live information on the project follow:

 @mobileLCL

Program

Program 3: Engaged Communities

Project leader

Prof. Peter Graham

Project status

Complete

Project period

01/2014 to 01/2018

Peer Reviewed Research Publications

RP3015: Journal Article: Learning for low carbon living: the potential of mobile learning applications for built environment trades and professionals in Australia

Professionals and tradespeople do not promote low carbon building options unless they have proven solutions and confidence to implement them. Consequently, without effective education and training they continue to ‘lock in’ high carbon options. Studies of education and training in sustainable and low-carbon building practices indicate collaborative learning approaches are required to address this issue.

This paper presents interim results arguing there is potential to explore mobile learning application opportunities using user segmentation and emotional goal modelling methods. The research challenge addressed by this project is how to equip and motivate professionals, tradespeople and consumers to adopt low carbon opportunities.

Read the full article

RP2015: Journal Article: Emotional attachment framework for people-oriented software

In organizational and commercial settings, people often have clear roles and workflows against which functional and non-functional requirements can be extracted. However, in more social settings, such as platforms for enhancing social interaction, successful applications are driven more by user emotional engagement than functionality, the drivers of user engagement are difficult to identify. A key challenge is to understand people's emotional goals so that they can be incorporated into the design.

This paper proposes a novel framework called the Emotional Attachment Framework that is based on existing models and theories of emotional attachment. Its aim is to facilitate the process of capturing emotional goals in software engineering. To demonstrate the framework in use, emotional goals are elicited for a software application that aims to provide help for homeless people. The outcomes are evaluated by domain experts and compared with an alternative approach. The results indicate that the Emotional Attachment Framework has the potential to help system analysts uncover additional emotional goals as well as provide valuable insights into these emotional goals.

Read the full article

RP3015: Journal Article: Does it fit me better? User segmentation in requirements engineering

Deriving requirements that satisfy the needs and desires of users is crucial in software engineering. However, to be able to specify these requirements, potential users must be identified and perhaps prioritised first. In organisational and commercial settings, users often have well-defined roles and responsibilities tied to specific work-flows, which are exploited in requirements engineering methodologies. However, in more social settings, such as platforms for enhancing social interaction, there are a range of non-specific users with ill-defined roles.

This paper proposes a novel approach to segment potential and target users based on system goals, adopting customer segmentation concepts adopted from the field of marketing. The authors evaluate the appropriateness of the proposed approach on two different case studies. Results indicate the proposed method is a suitable approach for finding potential and target users and that user segmentation gives system analysts a better insight for requirements elicitation.

Read the full article


CRCLCL Project Reports

RP 3015: Final Report: Learning for Low Carbon Living: The Building Quality Passport - Mobile Learning for Australian built environment trades and professionals - Final Report

This final report supports the completion of the Cooperative Research Centre for Low Carbon Living (CRC LCL) Research Project (RP) 3015: Increasing knowledge and motivating collaborative action on Low Carbon Living through team-based and game-based mobile learning (2014-2018). 

The project aimed to address a challenge which is central to the CRC LCL's stated purpose, of overcoming barriers to the adoption of low-carbon construction processes, products and services. Regardless of technological advances or policy changes toward energy efficient and low carbon building design, the quality of construction practices needs to improve to harness the significant opportunities available in the market. The central question for this project was: How might we facilitate a sense of responsibility toward embedding sustainable practice into the culture of the tradespeople and builders?

Input from project industry partners, as well as semi-structured interviews and surveys with trades instructors, builders and students supported the contention that leveraging situated peer to peer and authentic learning on the building site (contextualising rather than abstract instruction), combined with social learning strategies might be well suited to addressing these issues during teaching of trades apprentices, builders and design professionals.

This project therefore focussed on how this could be facilitated by mobile learning (M-Learning) using smart-phone technology to align the learning needs of apprentices, the instructional needs of trainers, and builders needs for work-site efficiency, business benefits through continuous improvement, compliance, quality assurance tracking, and documentation. It recognises that “…learning and acting are interestingly indistinct, learning being a continuous, life-long process resulting from acting in situations” (Brown, Collins and Duguid 1989).

The Building Quality Passport - Mobile Learning for Australian built environment trades and professionals (5683684 PDF)


CRCLCL Project Posters

Research Snapshot Poster - RP3015

Research Snapshot A3 size poster from Participants Annual Forum 2014

Research Snapshot Poster - RP3015 (443564 PDF)

Student Poster 2014 - RP3015

Student Poster - Participants Annual Forum 2014, Tomi Winfree - Size A2

Student Poster 2014 - RP3015 (5828882 PDF)

Student Poster 2014 - RP3015

Student Poster - Participants Annual Forum 2014, Paul Goldacre - Size A2

Student Poster 2014 - RP3015 (412177 PDF)

Student poster 2015: RP3015 Team-based and game-based mobile learning

Student poster - Participants Annual Forum 2015 - Mohammed Sherkat

Value-driven approach for requirements engineering in people-oriented software

Mohammed Sherkat student poster 2015 RP3015 (501396 PDF)

Student Poster 2015: RP3015 Team-Based and Game-Based Mobile Learning

Student Poster – Participants Annual Forum 2015 – Tommi Winfree

An activity theory study of built environment culture

Tommi Winfree Student Poster 2015 RP3015 (319949 PDF)

Student poster 2016: RP3015 Aec cocio-cultural activity & digital technology

Student poster - Participants Annual Forum 2016 - Tomi Winfree Aec cocio-cultural activity & digital technology

Tomi Winfree Student Poster 2016 RP3015 (760395 PDF)

Student poster 2016: RP3015 User segmentation in designing mobile learning applications for built environment professionals and real estate agencies

Student poster - Participants Annual Forum 2016 - Mohammad Sherkat User segmentation in designing mobile learning applications for built environment professionals and real estate agencies

Mohammad Sherkat Student Poster 2016 RP3015 (157725 PDF)

Student Poster 2017: RP3015 - BUILDING DESIGN CULTURE, COLLABORATION AND LEARNING

Tomi Winfree: Student Poster 2017 - RP3015 (145914 PDF)

Student Poster 2017: RP3015 - PEDAGOGICALLY INFORMED MOBILE LEARNING AS AN ENABLER OF SOCIAL INNOVATION

Paul Goldacre: Student Poster 2017 - RP3015 (362232 PDF)

News articles

Game-Based Learning to Reduce Carbon Footprint

6 March 2014

Swinburne University is leading a 3.5-year project using game-based mobile learning to promote low carbon living. Funded by the CRC for Low Carbon Living, the project aims to educate tradespeople, professionals, and consumers on sustainable choices.

Professor Leon Sterling says many professionals lack the knowledge or confidence to recommend low carbon options, often defaulting to high carbon alternatives. The project will use mobile apps to boost awareness and collaboration, helping users make informed, low carbon decisions.

With 84% of Australians using smartphones, the initiative will connect consumers and industry to drive demand for sustainable products and services, contributing to a greener built environment.

Read Swinburne's press release

Partners on this project

  • Victorian Building Authority (VBA)
  • Master Builders Australia
  • The University of Melbourne
  • Swim Coastal Councils
  • Swinburne University of Technology
  • buildingSMART Australasia

View all partners

Students related to this project

Mohammad Hossein Sherkat

Tomi Winfree