The following exploitable results were released at the end of the project:
• Map of users profiles and main driving factors: i) User profiles with differences in socio-demographic factors, norms and attitudes; ii) Three user types in terms of energy efficient behaviour; ii) Influences of different behaviour factors to change user types.
• Replicable ICT monitoring plan: methodology for design, commissioning and operation of ICT-based monitoring solutions for energy efficiency in public buildings, together with a software for monitoring data collection, storage and transmission, and a web-based interface for monitoring installations management and for data analysis.
• Online library of a set of 250 Energy Efficiency Measures categorised by: i) Economic investment (low-medium and large investment costs); ii) Component of the building involved (envelope, HVAC system, DHW, lighting, electrical devices, etc.). The following aspects are evaluated for each measure: type of building, type of user, type of driver (physical, environmental, social, etc.). As potential exploitation pathways, source of information for decision making and as database for energy simulation tools, decision support tools, building renovation market, etc.
• A simulation engine fulfilling the need for an in-game energy simulation, falling into the category of open software solutions for game development, ensuring the reliability of the data to be fed. It consists of three components: a client-server solution, a library of mathematical and logical tools and user behaviour and electricity simulation.
• TRIBE Pack: set of tools to replicate the project solutions by further public authorities, including: energy audit, virtual pilot’s design, ICTs deployment plan, funding schemes and user engagement campaign.
• TRIBE Game: This social game is linked by ICT to real data collected from 5 pilot buildings from university to public offices and social housing. TRIBE is mobile game available for IOS and Android devices, but also an educational tool aiming to change the players’ behaviour towards more energy efficiency attitudes. In its energy simulation it includes a more indept model of the human aspect of buildings, taking into account such factors as attitudes and comfort.
A wide communication and marketing campaign was carried out in order to promote TRIBE outcomes towards the identified stakeholders.
• Project website (
http://tribe-h2020.eu/(se abrirá en una nueva ventana)) and game website (
http://www.tribe2020.eu/(se abrirá en una nueva ventana)) with more than 7.500 visitors.
• A strong online marketing campaign: Universal App Campaigns, Social networks (Facebook, Instagram, Linkedin, Twitter, YouTube). More than 21 M of recipients addressed, with more than 500.000 views and reactions to the publications.
• Events: more than 40 participated; 8 workshops and conferences organised; more than 10 scientific conferences participated; more than 20 workshops and events organised at the pilot buildings, etc.
• Media: more than 50 online news; 10 non-scientific publications, 5 scientific publications; different radio interviews.