Design of Smart Urban Lighting by Using Social Sustainability Approach
Creating cities, objects and spaces that are economically, environmentally and socially sustainable and which meet the challenge of social interaction and generation change will be one of the biggest tasks of designers. Social sustainability is about how individuals, communities and societies live with each other and set out to achieve the objectives of development model which they have chosen for themselves. Urban lightning as one of the most important elements of urban furniture that people constantly interact with it in public spaces; can be a significant object for designers. Using intelligence by internet of things for urban lighting makes it more interactive in public environments. It can encourage individuals to carry out appropriate behaviors and provides them the social awareness through new interactions. The greatest strength of this technology is its strong impact on many aspects of everyday life and users' behaviors. The analytical phase of the research is based on a multiple method survey strategy. Smart lighting proposed in this paper is an urban lighting designed on results obtained from a collective point of view about the social sustainability. In this paper, referring to behavioral design methods, the social behaviors of the people has been studied. Data show that people demands for a deeper experience of social participation, safety perception and energy saving with the meaningful use of interactive and colourful lighting effects. By using intelligent technology, some suggestions are provided in the field of future lighting to consider the new forms of social sustainability.
Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1316558Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 528
 M. Weiser, “The Computer for the Twenty-First Century,” in Scientific American. September 1991.
 G. Moore, “Cramming More Components onto Integrated Circuits," Electronics Magazine, Vol. 38, No. 8 (April 19, 1965).
 J. Gubbi, R. Butta, S. Marusic & M. Palaniswami, (2013), “Internet of Things (IoT): A vision, architectural elements, and future directions,” In Future Generation Computer Systems, Vol 29, Elsevier, 2013, pp. 1645-1660.
 G. Lakoff, and M. Johnson, Philosophy in the Flesh: The Embodied Mind and Its Challenge to Western Thought. New York: Basic Books.
 B. Fogg, “A Behavior Model for Persuasive Design,” In Design Issue. Volume 27, Number 3, April 26, 2009.
 http://www.urenio.org/2006/02/15/the-internet-of-things/ (retrieved 23.03.2018).
 M. C. Domingo, “An overview of the Internet of Things for people with disabilities,” In Journal of Network and Computer Applications, Vol 35, Elsevier, 2012, pp.584-596.
 N. Tromp, P. Hekkert, P. Verbeek, “Design for Socially Responsible Behaviour.” In Design Issue. Volume 27, Number 3, 2011.
 D. Lockton, N. Stanton, D. Harrison, “The Design with Intent Method,” In Applied Ergonomics, Volume.41, Number.3, 2010.
 N. K. Katyal, Architecture as Crime Control: A modern guide to English usage. New York: Athenaeum, 2002.
 T. O’Riordan, & V. Heather, “Sustainable Development in Western Europe: Coming to Terms with Agenda 21,” In Environmental Politics (Frank Cass Hardcover) Series, Environmental politics; vol.6, Psychology Press, 1998.
 L. Caistor-Arendar, Design for social sustainability. London: Social Life, 2011.
 D. McKenzie-Mohr, “Promoting Sustainable Behavior: An Introduction to Community-Based Social Marketing,” In Journal of Social Issues, 2000, pp.547-548.
 S. McKenzie, Social Sustainability: Towards Some Definitions. Magill, South Australia: Hawke Research Institute, N° 27, 2004.
 R. D. Young, “Changing behavior and making it stick,” In SAGE Social Science Collections, 1993.
 S. Consolvo, D. W. McDonald, J. A. Landay, “Theory-Driven Design Strategies for Technologies that Support Behavior Change in Everyday Life,” In Proceeding CHI’09 SIGCHI Conference on Human Factors in Computing systems, 2009, pp.405-414, NY: ACM.
 W. IJsselsteijn, Y. De Kort, C. Midden, B. Eggen & E. Van Den Hoven, Persuasive Technology for Human Well-Being: Setting the Scene. Springer, 2006, pp.1-5.
 G. Zichemann, & C. Cunningham, Gamification by design. Canada: O'REILLY, 2011, p.10.
 H. Pihlajaniemi, A. Luusua, M. Teirilä, T. Österlund & T. Tanska, “Experiencing Participatory and Communicative Urban Lighting through Light Stories”. In ACM, 2012, pp.65-74.