Wednesday, July 9, 2008

Debrief

Project 1 Debriefing:

To be considered carbon neutral, an organization must reduce its carbon footprint to zero. To become carbon neutral is not only the environmental goal for the Victoria University, but Wellington and countries all over the world. Determining what to include in the carbon footprint depends upon the organization and the standards they are following. The carbon footprint is a measure of the exclusive global amount of carbon dioxide (CO2) and other greenhouse gases emitted by a human activity or accumulated over the full life cycle of a product or service. The life cycle concept of the carbon footprint means that it is all-encompassing and includes all possible causes that give rise to carbon emissions. In other words, all direct (on-site, internal) and indirect emissions (off-site, external, embodied, upstream, downstream) need to be taken into account. An alternative definition of the carbon footprint is the total amount of carbon dioxide attributable to the actions of an individual (mainly through their energy use) over a period of one year.

The carbon emission is the main carbon pollution resource, what can we create to contribution to reduce this pollution through designing a game as a interaction tool? Inspired by "fly buys" that concerning a range of supermarkets in New Zealand, generally the game is about taking bus each time can get a fly buy point bonus and by this way if users collect a required points in a limited time will be given a gift finally.

Based on the issues about carbon neutral, how can we create a product using temporary techniques and software we are learning? Researching based on practice is necessary and play an significant role during the production process. Also, is there any potential game theory we need to consider such as the interaction between users and product? Moreover, what kind of information can users obtain when they experience it?

Debriefing.pdf

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