Design for Global Challenges: Communicating Emergencies for Behavioral Change through Disruptive Technologies
Abstract
The current emergencies such as climate change and sustainable development, are outlining the responsibility we have as researchers and designers to transform disruptive technologies into action/reaction tools able to address and overcome the nowadays challenges.
From this perspective, as designers, we indeed believe that the key to change lies in human behavior, and thus precisely in this direction design can impact using disruptive technologies in raising awareness by resulting into behavioral change.
Specifically, this paper aims to encompass how advanced technologies such as Data Visualization and Immersive Realities can cooperate in order to activate proactive behaviors in contemporary society through a careful analysis of opportunities and limitations.
On the one hand, Data Visualization has always been used as a tool for analyzing and communicating emergencies (Snow, Nightingale, etc.), on the other hand, immersive realities are more recently beginning to explore this field.
It is indeed at the meeting point between technology and Human Interface that the biggest gaps emerge, sometimes making the deployment of these technologies fail, due to sensory, sociological, psychological, and cognitive limitations.
Have we ever wondered, for example, whether the rules of Gestalt and Bertin's theories, belonging to the first half of the 1900s, are sufficient today in making effective Data Visualization?
Are we relying too much on the "astonishing" effect of immersive realities, paying more attention to their use rather than to the conveyance of the content?
This paper attempts to critically analyze – in a multidisciplinary way and through a historical analysis, case studies, and personal experimentation – the use of disruptive technologies, such as XR and Data Visualization, trying to clarify their limits, potentialities, and plausible common application fields.
The objective of the study is in fact related to the determination of possible theoretical and practical approaches for the development of validation tests regarding the use of disruptive technologies and their relationship with the Human Interface.
Full text article
References
Aime, M., Favole, A., & Remotti, F. (2020). Il mondo che avrete. Virus, antropocene, rivoluzione, UTET, Milano.
Bateman, S., Mandryk, R. L., Gutwin, C., Genest, A., McDine, D., & Brooks, C. (2010). Useful junk?. In CHI ’10: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2573–2582). Association for Computing MachineryNew YorkNYUnited States. https://doi.org/10.1145/1753326.1753716
Bihanic, D. (2015). New challenges for data design. In Springer eBooks. https://doi.org/10.1007/978-1-4471-6596-5
Brooke, J. H. (1996). SUS: A “Quick and Dirty” Usability Scale. In CRC Press eBooks (pp. 207–212). https://doi.org/10.1201/9781498710411-35
Carey, K. B., Saltz, E., Rosenbloom, J., Micheli, M., Choi, J. O., & Hammer, J. (2017). Toward Measuring Empathy in Virtual Reality. https://doi.org/10.1145/3130859.3131325
Columbro, D. (2021). Ti spiego il dato. Quinto Quarto Editore, Faenza.
Gaggioli, A., Villani, D., Serino, S., Baños, R., & Botella, C. (2019). Editorial: Positive Technology: Designing e-experiences for Positive Change. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.01571
Gausby E.: Attention Span: Consumer Insights. Microsoft Canada (2015). dl.motamem.org/microsoft-attention-spans-research-report.pdf
Gazzaley, A., & Rosen, L. D. (2016). The Distracted Mind: Ancient Brains in a High-Tech world. https://muse.jhu.edu/book/65912/
Giovanetti, F. (2020). How to Stand Out Online in a 3-Second World, BetterMarketing. bettermarketing.pub/how-to-stand-out-online-in-a-3-second-world-a533bd7bd84
Holmes, N. (1984). Designer’s guide to creating charts and diagrams. Watson Guptill.
Iaconesi, S. (2020, March 31) Come la ‘spettacolarizzazione dei dati’ cambia la nostra percezione della realtà. CheFare. https://che-fare.com/almanacco/societa/corpi/iaconesi-dati-societa-covid-19/?fbclid=IwAR25BZz3mUVb-IOO-yrooK5oPgcTvBRo9ikpHMQxgvmbnRMLCcX31GlpCoo
Jacobson, R. (2000). Information design. MIT Press.
Licaj, A. (2018). Information Visualization. Disciplina liquida intersoggettiva [Doctoral dissertation]. University of Genoa. doi:10.15167/licaj-ami_phd2018-05-09
Lotti, G., Marseglia, M., Vacca, M., & Sottani, M. (2022). Designing Futuring beyond the emergency scenario. Altralinea Edizioni.
Mitra, S., & Sameer, A. (2022). Storytelling for Behavior Change: Use of Folktales for Promoting Sustainable Behaviors. In Problemy Ekorozwoju (Vol. 17, Issue 2, pp. 243–247). Politechnika Lubelska. https://doi.org/10.35784/pe.2022.2.26
Murray, S. A. (2014). Changing minds to changing the world. In Springer eBooks (pp. 293–312). https://doi.org/10.1007/978-1-4471-6596-5_16
Riva, G., Baños, R. M., Botella, C., Wiederhold, B. K., & Gaggioli, A. (2012). Positive Technology: Using Interactive Technologies to Promote Positive Functioning. Cyberpsychology, Behavior and Social Networking, 15(2), 69–77.
Rhodes, M. (2015, October 8). What infographics looked like before computers. WIRED. https://www.wired.com/2015/10/infographics-looked-like-computers/
Sbarbati, S. (2020, March 30). CoviDash: la nuova dashboard con i dati della diffusione del virus, sviluppata da Sheldon Studio. Frizzifrizzi. https://www.frizzifrizzi.it/2020/03/30/covidash-la-nuova-dashboard-con-i-dati-della-diffusione-del-virus-sviluppata-da-sheldon-studio/
Tromp, N., Hekkert, P., & Verbeek, P. P. (2011). Design for Socially Responsible Behavior: A Classification of Influence Based on Intended User Experience. Design Issues, 27(3), 3–19. https://doi.org/10.1162/desi_a_00087
Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using Presence Questionnaires in Reality. Presence: Teleoperators & Virtual Environments, 9(5), 497–503. https://doi.org/10.1162/105474600566989
Witmer, B. G., & Singer, M. B. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators & Virtual Environments, 7(3), 225–240. https://doi.org/10.1162/105474698565686
Wojdecka, A., Hall, A., & Judah, G. (2021). Transdisciplinary behaviour change: a burst mode approach to healthcare design education. In DS 110: Proceedings of the 23rd International Conference on Engineering and Product Design Education (EPDE 2021). 23rd International Conference on Engineering and Product Design Education. The Design Society. https://doi.org/10.35199/epde.2021.62
Authors

This work is licensed under a Creative Commons Attribution 4.0 International License.
- The Author shall grant to the Publisher and its agents the nonexclusive perpetual right and license to publish, archive, and make accessible the Work in whole or in part in all forms of media now or hereafter known under a Creative Commons Attribution 4.0 License or its equivalent, which, for the avoidance of doubt, allows others to copy, distribute, and transmit the Work under the following conditions:
- Attribution: other users must attribute the Work in the manner specified by the author as indicated on the journal Web site;
With the understanding that the above condition can be waived with permission from the Author and that where the Work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license.
- The Author is able to enter into separate, additional contractual arrangements for the nonexclusive distribution of the journal's published version of the Work (e.g., post it to an institutional repository or publish it in a book), as long as there is provided in the document an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post online a pre-publication manuscript (but not the Publisher's final formatted PDF version of the Work) in institutional repositories or on their Websites prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (see The Effect of Open Access). Any such posting made before acceptance and publication of the Work shall be updated upon publication to include a reference to the Publisher-assigned DOI (Digital Object Identifier) and a link to the online abstract for the final published Work in the Journal.
- Upon Publisher's request, the Author agrees to furnish promptly to Publisher, at the Author's own expense, written evidence of the permissions, licenses, and consents for use of third-party material included within the Work, except as determined by Publisher to be covered by the principles of Fair Use.
- The Author represents and warrants that:
- The Work is the Author's original work;
- The Author has not transferred, and will not transfer, exclusive rights in the Work to any third party;
- The Work is not pending review or under consideration by another publisher;
- The Work has not previously been published;
- The Work contains no misrepresentation or infringement of the Work or property of other authors or third parties; and
- The Work contains no libel, invasion of privacy, or other unlawful matter.
- The Author agrees to indemnify and hold Publisher harmless from Author's breach of the representations and warranties contained in Paragraph 7 above, as well as any claim or proceeding relating to Publisher's use and publication of any content contained in the Work, including third-party content.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Article Details
Accepted 2023-10-17
Published 2023-12-31
