Roskilde Festival opened its doors for the first time in 1971 inspired by Woodstock festival in America in 1969. Roskilde festival takes place in the last week of June or the first week of July and more than 100.000 people visit the festival every year. For many years Roskilde Festival has had problems with all the trash that is being thrown on the ground during the festival. Things like unfinished food, wrapping paper and non-refundable cans. In this project we are looking at the problems that the trash gives and what Roskilde Festival earlier has done to try to minimize it and finally we suggest one way to solve the problem. Our focus is on the trash that is being thrown during the festival and not all the things that are being left behind at the end of the festival. In recent years technologies are increasingly used to direct people’s behaviour. In particular, the element of making a game out of performing otherwise everyday acts has become popular. Drawing on our data we propose to design an interactive trashcan with gamification aspects integrated in it and including prizes to win, so that it will make it fun for the consumer to use it. The prizes that the consumer can win are to lure people to the design in the first place and to return again. The concept is to make it fun to throw out trash and change people’s view on what to do with their trash. The idea for the interactive trashcan comes from the Fond of welfare-technology that had been putting up trash cans in Næstved and Viborg in 2012 and that had been a success because it minimised the budget in the first year. Based on an interview with a central figure responsible for the waste management at Roskilde Festival, a survey sent out online and a view on the trash left at Roskilde, we got information about the extent of the trash problem and about how changes may influence people's way of handling trash. The project argues how a trash can with sound, light and gamification may be a good solution for the trash problem at Roskilde Festival. It shows that age, sex and mental statement have an influence on how to behave and may be considered when creating new designs, in this case “the interactive trash can”, but gamification may be a potential in attracting all kind of ages and inspire to throw out more trash.
|Uddannelser||Basis - Humanistisk-Teknologisk Bacheloruddannelse, (Bachelor uddannelse) Basis|
|Udgivelsesdato||19 dec. 2015|
- Roskilde festival