Sustainable development is nowadays a major concern, requiring to reach a series of urgent environmental, social, and economic targets. To achieve them, technical and legislative interventions are not sufficient: there is a need for individual,
collective, and systemic change rooted in human behavior. As consumers, communities, in our institutional and professional roles, we all contribute to sustainability-related issues, and we should participate in their resolution.
In this situation, the role of design and engineering disciplines and practitioners is
becoming increasingly important. By developing artefacts, interfaces, and environments, designers and engineers shape the contexts where people take actions and make decisions and inevitably affect users’ behavior. Ultimately, this can have a great impact on resources’ consumption, conservation, and distribution. Hence, it implies great responsibility and power, as acknowledged by the field of Design for Sustainable Behavior (DfSB).However, the study of human behavior is not a typical subject in technical fields and education. DfSB researchers have accomplished a great effort to take this knowledge from psychology to design and engineering, leading to the creation of a variety of design tools.
Nevertheless, the integration of DfSB approaches in the industries is not immediate
and trivial. Designing for behavior change merges two extremely complex subjects: human behavior and product development. The former is hard to define, including deliberate choices and habits that we mindlessly replicate, both affected by several variables and difficult to predict. The latter includes a set of tasks, stages, specific technical and legislative standards, it is influenced by the market, and conducted under time pressure. Involving sustainability objectives in the equation makes it even more challenging, implying multiple interrelated social, environmental, and economic problems.
Augmented and Virtual Reality (AR and VR) can support designers, researchers, and
organizations facing this complexity. AR adds information and stimuli into existing contexts, including environments and artifacts. It is a tool to directly affect users’ interaction with their surroundings, their actions, and choices, with an impact on the environment and society. VR allows creating new hypothetical scenarios, replicating and manipulating present and future ones. It is a tool to create awareness and make people experience possible, desired, or undesirable situations, related to sustainability issues. Both these technologies have a great potential to affect human behavior. Moreover, they both can support a variety of product development activities, from concept design to testing and validation of new solutions, improving decision-making processes and collaboration.
This thesis regards the development of methodologies for designers to support sustainable behavior through AR and VR, contributing to enabling change in design and companies’ practices, as well as in users and society.