The use of visualizations to promote energy saving is no longer a new concept and, as mentioned earlier, a wide range of such visualizations have already been proposed and developed. Our interest here, however, is mainly in interactive visualizations which allow users to not only view some aspects of their energy consumption data but also to interact with the provided visualization in some form. It is this interactivity aspect that we believe could—if designed effectively—provide users with control and ability to investigate their energy usage behavior and patterns more closely, and as such, motivate and assist them to change their underlying energy consumption behavior.
It should also be pointed out that in this paper we consider visualizations which change over time—either automatically or interactively—as being dynamic. These changes could, for instance, be the result of changes in the real-time energy consumption data used by the visualization, or due to the interactions between the user and the visualization. Therefore, one can assume that interactive visualizations are in almost all cases dynamic, and dynamic visualizations go beyond mere static visualizations which are typically used in conventional print media (e.g., visualized snapshots of past usage data).
In this section, we classify and review the most common types of interactive visualizations used in energy-related areas. The aim here is not to make this review systematic or comprehensive but rather to identify behavior-changing factors that could make these categories of interactive visualizations more effective.
4.1. Charts and Graphs
Time-series type charts and graphs are widely used to visualize energy-related data, such as energy consumption data, which are often time-stamped. There are many example of these kinds of visualizations, for instance created using Google’s
PowerMeter online service [
22] (for an example see Reference [
23]). Time-series charts or graphs are useful for visualizing variations in energy use between a minimum “base load” value and a maximum “peak load” value over a period of time. Depending on the granularity of the time scale used, these visualization can make it possible for the user to identify some predominant consumption patterns, such as the day and night cycles or typical peak load time periods. If the visualization tool allows the user to change data selection parameters (e.g., time span of interest), then such visualizations can be considered interactive.
Google stopped offering its
PowerMeter service after two years (2009–2011) due to the lower than expected uptake by the consumers. As pointed out by a number of online bloggers (e.g., see Reference [
24]), a visual representation of energy usage load on its own is not very likely to affect users’ behavior, and therefore would not contribute much towards any of the energy saving objectives identified here earlier.
Furthermore, the use of such visualizations without any means of comparison does not motivate users to change their behavior, simply because they are not able to judge whether their energy consumption is normal, exhaustive or economical. Also, a chart alone does not provide any practical hints about what could be done to use energy more efficiently, nor to enable users to take any steps to save energy. In order to achieve a motivational effect, the charted consumption data could be related to other data. Using charts, one option is to relate a user’s load profile to the profile of a more energy-efficient user, or to the user’s own consumption data over a past period with a lower consumption rate. To this end, different charts can be aligned or different curves could be overlaid in a single chart. Another strategy is to relate energy consumption data to data of another type. The most straightforward approach is to associate energy consumption (measured in kWh) with incurred costs (in currency units). A diagram that shows both, a consumption curve and a cost curve is especially useful in case of a non-linear mapping between both values, which can occur due to stacked pricing models of some power suppliers.
4.2. Energy Gauges
Another method for providing visual feedback on energy consumption is through the use of energy gauges. An early popular example of this was the
Google-o-Meter widget [
25] as shown in
Figure 1 (or its new alternative gauge visualization [
26]). This type of widget is a dynamic representational graphics which maps a user’s current energy consumption onto a scale, similar to an analog meter device. Visual elements such as color and text annotations, can be modified to provide easy-to-understand real-time feedback to users and inform them about their current energy usage, for example by a specific device or the entire household (e.g., see Reference [
27]).
Figure 2 provides an example of the use of a gauge feedback visualization in the
USEM mobile app [
28] for showing the current power usage (at the top). In addition, the interface of the USEM mobile app includes a number of iconic representations of energy consuming devices. This enables users to trace back the share of individual devices on the accumulated overall energy consumption and based on this information, make informed decisions about which devices to turn off to reduce energy consumption.
Visualizations that provide real-time feedback make the strong assumption that users are actually interested in a continuous monitoring of their energy usage. As such, gauges are often included in energy visualization
dashboards, which to a large extent follow the idea of using dashboards in cars for informing drivers of the current state of their car (e.g., speed, engine temperature, fuel level, etc.).
Figure 3 provides an example of such an energy visualization dashboard [
29], which uses gauges not only for showing the current total power consumption (at the bottom center) but also the amount of power currently being generated from different power sources (on either sides). Similar examples of the use of energy dashboards, with gauges and other visualizations, have been provided by Sequeira et al. [
30].
The assumption regarding the usefulness of gauges on a dashboard is generally valid while driving a car and therefore, an indicator showing whether the current style of driving is, for instance, economical or not is likely to have a positive impact on drivers’ behavior.
Figure 4 shows part of the dashboard of a Toyota Corolla car, in which the “ECO” indicator turns off automatically when acceleration exceeds a certain limit, to inform drivers that their driving style is less economical. Based on Fogg’s model, this kind of “ECO” indicator can provide the trigger for responsible drivers who, since they are in control of their driving, wish to adopt more economical driving behavior. In contrast, in the case of energy usage monitoring, it is unlikely that users would devote the same level of attention to a web-based or mobile device dashboard that shows their current overall household power consumption (as was the case in Google
PowerMeter service). The success of a real-time energy consumption feedback tool is not only a matter of effective visualization but rather, the application context is perhaps a more critical factor which needs to be carefully analyzed when designing such tools.
4.3. Eco-Visualizations
As mentioned earlier, energy usage is often invisible to most ordinary people. In attempt to make energy consumption data, as well as other relevant environmental data, more visually accessible, graphic design an media arts techniques have been used to create a particular category of visualizations, commonly known as “eco-visualizations” [
10]. In the application area of energy conservation, an eco-visualization refers to a real-time dynamic mapping of energy usage data onto a domain that: (1) can be associated with an effect caused by the amount of the consumption, (2) addresses a concern of the ecologically responsible user and (3) that is visually accessible [
10]. It is important to note that the prefix “eco” in this context emphasizes an
ecological responsibility rather than necessarily an
economic advantage—while in practice ecological responsibility sometimes may also lead to economic benefits (e.g., a lower cost due to less energy use), in some cases more ecological responsibility may actually be more costly.
In an early form of an eco-visualization developed by Holmes [
10], energy usage data is converted to the estimated amount of carbon dioxide resulting from fossil-fuel based generation of the used energy. The amount of carbon dioxide is then mapped onto a the number of oak trees which need to be planted to compensate for the carbon footprint of the used energy.
A wide variety of other eco-visualizations have since been proposed [
16,
31,
32] (for other examples also see [
33]).
Figure 5 provides an example of an eco-visualization developed by Bühling [
34]. In this visualization, consisting of photo-realistic representation of trees, a healthy tree shown on the left can gradually die because of the user’s less efficient energy consumption behavior, as shown on the right.
Figure 6 gives another similar example, which uses a meadow metaphor to provide users with ecological feedback based on their energy consumption behavior [
35]. Eco-visualizations of this type provide a mapping of energy consumption data, resulting from users’ behavior, to wanted or unwanted impacts on the environment. As such, they play a motivational role in changing users’ behavior, and for people who are committed to saving energy, eco-visualizations may also serve as a reminder not to neglect their good intentions.
A well-designed eco-visualization can serve two discourse purposes at once. Firstly, a unique benefit of an eco-visualization is in its potential as an artistic or decorative element, which can be used to enhance a user’s home or work environment (e.g., as an image on a digital photo-frame). In addition, such an “eco-decoration” visualization can also provide its users with ambient energy usage feedback more effectively over a longer time period.
It should however be mentioned that, so far, not many evaluations of eco-visualizations have actually been carried out. Therefore, despite their perceived potential, the effectiveness of eco-visualizations in promoting change of behavior in energy usage is largely unknown. One of the handful of studies evaluating an eco-visualization has been carried out by Kim et al. [
15]. In this study a coral-reef metaphor was used as an eco-visualization for showing the amount energy used by a computer during its idle times. This study found that the visualization increased users’ awareness of their computer usage and consequently some of the users changed their behavior to save energy (e.g., by putting their computers to sleep-mode or turning them off).
Another example of an eco-visualization, which has been evaluated over several months, is provided by Tiefenbeck et al. [
36]. In this project, an eco-visualization was designed to give real-time feedback on water and energy consumption to people while having a shower, using a small measurement and display device called
amphiro b1. This device is mounted between the shower-hose and the shower-head, and automatically turns on to display information on water and energy consumption when the water is turned on. The monochromatic display screen is divided vertically into three sections. The upper section shows the current water temperature (in degree Celsius), the middle section shows the aggregated water/energy consumption (in liters/kWh) and the bottom section shows an eco-visualization in the style of a simplistic line drawing. This eco-visualizations depicts a polar bear standing on an ice floe, which melts and gets smaller as more hot water is used. A large-scale field study of
amphiro b1 [
36] showed that the real-time feedback resulted in shorter shower duration, and on average energy savings of about 20%—an impressive rate indeed.
Finally, a heuristic evaluation of a paper prototype of two eco-visualizations by Olsen [
37] has shown some interest in such visualizations by potential users taking part in the study. However, in this study one of the eco-visualization was actually used in combination with a conventional graph. This may indicate the benefit of using eco-visualizations in combination with other supplementary visualizations or forms of feedback, as was also the case with
amphiro b1.
In terms of Fogg’s behavior change model, we propose that an eco-visualization can play two important roles in supporting behavior change. Firstly, it can remind motivated users about their energy saving objectives and secondly, it can trigger them to stop their undesirable behavior (e.g., reduce their shower time as soon as the area of the melting ice floe has fallen below a critical size in
amphiro b1 [
36]).
4.4. Visualizations for Analytics
The visualization categories discussed so far are not usually designed to support direct exploration of energy data interactively, in the sense that a user can actively select or modify the visual elements to explore the underlying data. In a visual analytics approach, visualizations serve as tools that support a user-driven data exploration and help users to gain a better understanding of their energy-related data. This would in turn, hopefully, contribute to users identifying those of their energy-consuming behavior that could be improved.
As partners in the IT4SE project [
2], we have previously developed a wide variety of interactive visualizations to support users in their investigation of energy consumption data—for instance, to allow them to compare their current usage data with their own past data (historic), or those of others (normative). Examples of these include the
time-pie [
38] and
time-stack [
39] visualizations, as shown in
Figure 7, which support not only historic and normative comparisons, but also provide contextual information such as inside and outside temperatures at different time periods. Other visualizations which support analysis of energy consumption data together with other environmental data include a visualization tool developed by Itoh et al. [
40] that links to a Building Energy Management System for business offices.
There are also interactive visualizations that aim to support analysis of different aspects of energy consumption, other than just representing the amount consumed. For example, the
time-tone visualization [
41] allows visual analysis of variations in energy consumption by different categories of devices over time and their respective contributions to the total energy usage load.
Figure 8 shows an example of the
time-tone visualization along with its corresponding area chart alternative.
Time-tone uses variations in tonal value of a selected color hue to represent the percentage load of a device in relation to its maximum energy usage load. Similarly, the total energy usage load, say for an entire household, is shown as variations in grey-scale. Sato et al. [
42] provide similar visualizations, for instance, using heath maps for analysis of energy consumption in different laboratories in an office building.
Figure 9 shows yet another example of an interactive visualization of energy data developed by the IT4SE project partners. This interactive visualization is the interface of a simulation tool, which allows users to explore different options of an energy generation portfolio, consisting of renewable (e.g., wind, solar, bio-gas, geothermal) and non-renewable (e.g., coal, oil, gas, atomic power) energy resources. The upper part of the visualization compares the overall amount of generated energy (shown as stacked bars) to a power load profile (line curve). The bar chart in the lower part of the interface consists of interactive bars which represent different energy resources. The user can adjust the share of a certain energy resource by modifying the size of its corresponding bar and dynamically observe the consequences of those changes in the upper visualization. The simulation part of the system takes into account historic weather data to compute the performance of weather-dependant renewable energies. The system is meant to be used as a decision-making support tool for deciding on what investments to make in terms of future renewable energies resources. The tool enables what-if explorations of scenarios assuming different energy portfolios. Given a certain share of renewable resources and a certain time period (e.g., the last year), the upper diagram shows both energy shortfall gaps that must be compensated for with non-renewable resources, as well as over-capacities renewable energy generation that, for instance, require investment in energy storage capacities. Tools such as this can contribute to users’ understanding of the choices available to them, and the consequences of the choices they make in terms of the main energy saving objectives discussed earlier (i.e., relying on renewable energy resources as much as possible).
Figure 10 shows another interactive visual analysis tool, developed as part of a dashboard tool [
29] presented earlier (see
Figure 3). Clicking on the house icon shown in
Figure 3, brings up this visual tool, which shows the daily energy consumption of the household over the past week and compares the current day’s usage and cost with that of the past week. The user can modify the comparison period. The pie chart provided in the visualization shows the distribution of energy consumption by different functional areas. Drilling down further using the pie chart provides even more detail.
Finally, the
FigureEnergy visualization system [
17] allows users to interactively annotate and manipulate a time-series line graph of their own electricity consumption data. A video-demo of
FigureEnergy has been created to show this annotation feature [
43]).
The visualizations discussed in this section all aim to support one of the main energy conservation objectives discussed earlier in this paper (i.e., helping to ease energy management). While such visualizations are mainly concerned with the motivation and trigger factors of Fogg’s behavior change model, their longer-term success is largely dependant on also satisfying Fogg’s third factor, by enabling users to act accordingly once they have been motivated and triggered by the information the visualization has provided them through their interactive visual analytics process.
4.5. Gamified and Serious Game Visualizations
Over the past decade the use of games for non-entertainment purposes—known as
serious games [
44]—and the use of game-like elements (e.g., scores, rewards and levels) within non-game applications—known as
gamification [
45]—have become more popular in a number of areas, including sustainability. The basic idea behind both serious games and gamification is to utilize elements of play for engaging users in the underlying areas target by the applications. Increasingly, interactive visualizations are also being used within serious games or gamified tools and applications. If designed well, such serious games or gamified visualizations can be very effective in targeting one or more of the factors identified by Fogg for better motivating users (especially younger users), providing them with triggers or enabling them to act in a timely manner to change their behavior.
Due to the ever-increasing popularity of computer games, particularly amongst younger people, many attempts have been made to use games, for instance to raise users’ awareness of energy-related issues and to stimulate pro-environmental behavior. Examples of these include energy management simulation games like
EnerCities [
46],
2020 Energy [
47] and
Power Matrix [
48], as well as pervasive multiplayer games or mobile energy games such as EnergyLife [
49], as shown in
Figure 11 and
Power Agent [
50] which rely on the ubiquitous nature of mobile devices to support user engagement on a more regular basis (e.g., daily or even hourly) over longer time periods (e.g., months or years).
A number of other serious games aim to promote social interactions between people, for instance people living in a local neighborhood, to motivate them to save energy. For example, the
Social Power Game [
51] attempts to help people save energy not only on their own but also by fostering community collaboration and through increasing people’s intrinsic motivations.
Figure 12 shows examples of the visualizations provided by
Social Power Game.
Figure 12a shows a player’s profile screen, with information related to individual energy consumption, social contributions, experience progression, missions and friends.
Figure 12b, on the other hand, shows information related to an individual’s
Energy Hive, which incorporates wider energy-related information such as transportation, infrastructures and so on.
In another example, Hedin et al. [
52] report on a serious game they have designed, called
Energy Piggy Bank, which aims to reduce households’ energy consumption by enabling and motivating users to learn new energy-saving habits. In this game, players are part of a team and they collect points for their team by doing energy-saving actions. Based on their user evaluation of
Energy Piggy Bank, Hedin et al. suggest that the designers of this type of serious games should take into considration the theories and frameworks they have used in their study. They also emphasize that “in order for ICT-driven behavior change interventions to be successful it is important these interventions are mindful of the many barriers for achieving long-term behavior change and aim at promoting behaviors that are intrinsically motivated which have a greater potential for standing the test of time.” [
52] (p. 6).
With the widespread availability of easy-to-assemble and use tools from the Internet of Things (IoT) domain, as well as many WiFi-enabled energy measurement components and sensors, increasing number of serious games have been developed in recent years to motivate users to save energy. For example, Garcia-Garcia et al. [
53] introduce a serious game that provides realistic representation of buildings with which players can interact. It also gets current weather conditions of the geographical area surrounding a target building from a server and uses this information to change the game scenario. Another serious game which uses data from WiFi-enabled energy usage measurement components—in this case not only electricity but also gas—is
EnerGAware [
54]. In this game, the player is represented as an
Energy Cat whose aim is to live in a house which is comfortable and energy-efficient. The main objective of the game is to increase the understanding and engagement of the social housing tenants in energy efficiency.
As an alternative approach to serious games, gamified visualizations are designed to change users’ behavior by trying to benefit from some of the fun and engaging elements of games, without having to fully design and implement a gameplay or any game mechanics. An interesting example of a gamified visualization, which also adopts artistic elements of an eco-visualization, is
ChArGED [
55]. The aim of this gamified framework is to change the energy consumption-related behavior of the occupants of public buildings and reduce their energy wastage. This gamified mobile app visualizes data about users’ behavior both at an individual level, as well as a team level. Users’ energy saving behavior and achievements result in accumulating scores, which are eco-visualized in the form of a living tree that grows and prospers according to the users’ accumulated scores.
An example of a gamified mobile app, which has been designed to assists its users to reduce CO
2 emissions and save energy through sustainable mobility [
56], is
GoEco! [
57]. This gamified app utilizes the location-tracking component of a mobile phone to provide its users with eco-feedback and social comparisons, in an attempt to persuade them to use alternative (i.e., more environmentally-friendly and sustainable) modes of transport. Based on the evaluation of this app, its developers propose that such apps should be designed in a way that their features support creating personal relationships and make users feel that they belong to a community.
Although not in the area of interactive energy data visualization, Micheel et al. [
58] also provide an interesting example of the use of gamification elements in supporting a visualization for sustainability—in this case the visualization of water usage data to assist behavior change towards water conservation—as part of the
SmartH2O project (see
Figure 13).
More recently, due to their processing and rendering capabilities and a wide range of level-building and other visual elements and tools, 3D game engines have become increasingly popular as platforms for creating interactive visualizations and other applications. For instance, the
EEPOS project [
59] developed a game-like environment in which a user navigates through a 3D model of a virtual neighborhood to inspect the energy consumption of the models’ real-world counterparts. Using color coding, the surface color of the virtual buildings indicates the amount of energy they consume (for an image, see Reference [
60]).
Another example of the use of a 3D game engine to create a game-like environment for energy-related visualizations is the
3D-Infokit prototype [
61].
Figure 14 shows several images form different parts of this prototype, which provides an interactive 3D model of a building. Users can navigate the 3D model using a conventional game pad, to discover and explore different building materials and HVAC (Heating, Ventilating and Air Conditioning) technologies (
Figure 14a). A number of choice points are embedded into the 3D exploration space (
Figure 14b). Selecting an option changes the initial investment costs, and generates potential energy saving estimates on a 20-year time horizon (
Figure 14c).
Such virtually executed changes on a building could help users to learn about available energy saving measures. Using Fogg’s terminology, this can be seen as a form of enablement. The
3D-Infokit also features a so-called
energy passport gauge (
Figure 15), which is used to provide direct visual feedback on the quality of a choice in terms of its energy efficiency (indicator on the left, showing ratings A–G), initial cost (amount on the bottom left of the bar, showing 800 in red), and the resulting annual and total monetary savings made (amount on the top right of the bar, showing 940 in green). During an interactive exploration session with
3D-Infokit, this
energy passport gauge could provide the users with triggering information to increase their virtual scores, by motivating them to making better energy saving decisions based on their testing of different available choices.
While the underlying game concepts or gamification elements used in existing examples are rather different, most of them include visualizations of energy-related data in some form or another (e.g., the use of charts, graphs, gauges or even interactive virtual 3D environments as discussed above). However, as with any type of game, the design choices must be made very carefully and the game-specific requirements are critical to the success or failure of such serious games or gamified applications. Indeed, most games—whether serious or not—fail due to shortcomings in the their underlying game concept or their basic game design, including their visual design elements.
4.6. Ambient and Physical Visualizations
Though not always interactive, many forms of ambient (for examples, see Reference [
31]) and tangible or physical (for examples, see Reference [
62]) visualizations have been created in recent years to provide users with feedback about their energy consumption to: (a) motivate them to change their behavior, (b) generate information triggers or even (c) enable users to act to save energy.
An interesting example of a tangible energy visualization has been developed by Quintal et al. [
63,
64], in a system called
Watt-I-See. The aim of
Watt-I-See is to raise consumers’ awareness about energy production. As shown in
Figure 16a, glass pipes filled with distilled water and liquid paraffin are used to create color effects representing different energy sources, including thermal (purple), wind (clear), hydro (dark blue) and solar (yellow). In addition, visual feedback on the overall quota of renewable energy in the grid is given using colored power sockets, as shown in
Figure 16b. A mixed method evaluation of
Watt-I-See has been conducted using surveys, observations of the exploration of the actual installation and semi-structured interviews of users [
63]. The results of this evaluation showed an increase in users’ energy literacy and awareness. It also showed that users much preferred simple representative interfaces, as well as ubiquitous immediate feedback.
Figure 17 shows two versions of a key-holder interactive display device, which is placed near the entrance door of a home as part of the
Smart Living project [
66]. In this application, Fogg’s design mantra of “putting hot triggers in the path of motivated people” is taken literally. The aim is to provide users with information about their energy-consuming devices as they are leaving their home, to enable them to take action and turn off immediately those devices that are no longer needed.
Another example of an interactive visualization, which could be considered a mixed-device or a physical visualization, is
Show-Me [
67].
Show-Me is designed to support individual users to focus on their own data and areas of interest using their private mobile devices (e.g., tablets) in the context of shared common visualization displayed on a group display (e.g., a tabletop). While
Show-Me could be used for a range of co-located collaborative visualization tasks, we have previously used it in combination with the
time-pie [
38] visualization (see
Section 4.4).
Figure 18a shows this visualization in use. As depicted in
Figure 18b, each tablet can be used for presenting its own
time-pie view of the shared
time-pie visualization shown on the tabletop display.
The main potential of ambient and physical visualizations is due to their availability over longer periods of time in people’s living and work environments. As interactive technologies are incorporated into physical environments to a greater extent in the future, this potential is likely to increase further. Based on Fogg’s model, this potential could be used to motivate users more continuously, provide triggers more timely and more literally and allow inclusion of physical enablers in people’s real-world.