Hostname: page-component-78c5997874-j824f Total loading time: 0 Render date: 2024-11-15T03:23:24.731Z Has data issue: false hasContentIssue false

Gamification as an innovative method in user experience design

Published online by Cambridge University Press:  16 May 2024

David Kessing*
Affiliation:
University of Wuppertal, Germany
Tim Katzwinkel
Affiliation:
University of Wuppertal, Germany
Manuel Löwer
Affiliation:
University of Wuppertal, Germany

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

The growing research field of gamification promises new insights and innovative methods for the active design of user experience. This article examines the extent to which gamification complements the established methods of user experience design in the context of product development. To this end, assessment criteria are proposed that can be used to evaluate human-centred design methods. A qualitative comparison is then used to determine the added value of the innovative field of gamification for future user experience design in consumer products.

Type
Design Organisation, Collaboration and Management
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2024.

References

Christensen, C.M. (2016), Competing Against Luck: The Story of Innovation and Customer Choice, HarperCollins Publishers, New York.Google Scholar
Cohn, M. (2015), User stories applied: For agile software development, Addison-Wesley signature series, Twentieth printing, Addison-Wesley, Boston.Google Scholar
Deterding, S., Dixon, D., Khaled, R. and Nacke, L.E. (2011), From Game Design Elements to Gamefulness: Defining "Gamification", ACM, New York, NY. https://dx.doi.org/10.1145/2181037.2181040.CrossRefGoogle Scholar
Endmann, A. and Keßner, D. (2016), “User Journey Mapping – A Method in User Experience Design”, i-com, Vol. 15 No. 1, pp. 105110.CrossRefGoogle Scholar
Eyal, N. and Hoover, R. (2014), Hooked: How to build habit-forming products, Portfolio/Penguin, New York, New York.Google Scholar
Fogg, B.J. (2009), “A behavior model for persuasive design”, in Proceedings of the 4th International Conference on Persuasive Technology - Persuasive '09, New York, New York, USA, ACM Press, New York, New York, USA. https://dx.doi.org/10.1145/1541948.1541999.CrossRefGoogle Scholar
Godlewsky, T. (2008), “Mood Board”, in Erlhoff, M. and Marshall, T. (Eds.), Design Dictionary, Board of International Research in Design, Birkhäuser Basel, Basel, p. 266. https://dx.doi.org/10.1007/978-3-7643-8140-0_173.Google Scholar
Hampshire, N., Califano, G. and Spinks, D. (2022), “Empathy Mapping”, in Hampshire, N., Califano, G. and Spinks, D. (Eds.), Mastering Collaboration in a Product Team, Apress, Berkeley, CA, pp. 3637. https://dx.doi.org/10.1007/978-1-4842-8254-0_18.CrossRefGoogle Scholar
Hasso, -Plattner-Institut (2022), “Was ist Design Thinking?”, available at: https://hpi.de/school-of-design-thinking/design-thinking/was-ist-design-thinking.html (accessed 10 October 2023).Google Scholar
Huotari, K. and Hamari, J. (2017), “A definition for gamification: anchoring gamification in the service marketing literature”, Electronic Markets, Vol. 27 No. 1, pp. 2131.CrossRefGoogle Scholar
International Organization for Standardization (2019), Ergonomics of human-system interaction: Human-centred design for interactive systems No. 9241-210, available at: https://www.iso.org/standard/77520.html (accessed 8 November 2023).Google Scholar
Jacobson, I., Christerson, M., Jonsson, P. and Övergaard, G. (1991), Object-oriented software engineering, ACM / Association for Computing Machinery.Google Scholar
Kessing, D., “Methodik zur Gamification-basierten Identifikation von Nutzungsanforderungen und Konzeption von Produktmerkmalen”, Dissertation, in Product Safety and Quality Engineering, University of Wuppertal, 6 (in press).Google Scholar
Kessing, D., Katzwinkel, T. and Löwer, M. (2022), “Integration of Gamification Methods to Improve Design-to-Customer in Product Development. Use Case – The German Corona-Warning App”, in Alkhatib, G., Rine, D., Bernardes, O., Amorim, V. and Moreira, A.C. (Eds.), Handbook of Research on Gamification Dynamics and User Experience Design, Advances in Web Technologies and Engineering, IGI Global, pp. 250272. https://dx.doi.org/10.4018/978-1-6684-4291-3.ch012.Google Scholar
Lockton, D., Harrison, D. and Stanton, N.A. (2010), “The Design with Intent Method: a design tool for influencing user behaviour”, Applied ergonomics, Vol. 41 No. 3, pp. 382392.CrossRefGoogle Scholar
Luce, R. and Tukey, J. (1964), “Simultaneous conjoint measurement: A new type of fundamental measurement”, Journal of Mathematical Psychology, Vol. 1 No. 1, pp. 127.CrossRefGoogle Scholar
Marache-Francisco, C. and Brangier, E. (2014), “The Gamification Experience”, in Dwivedi, A., Blashki, K. and Isaias, P. (Eds.), Emerging Research and Trends in Interactivity and the Human-Computer Interface, Advances in Human and Social Aspects of Technology, IGI global, pp. 205223. https://dx.doi.org/10.4018/978-1-4666-4623-0.CH010.Google Scholar
Morschheuser, B., Hassan, L., Werder, K. and Hamari, J. (2018), “How to design gamification? A method for engineering gamified software”, Information and Software Technology, Vol. 95, pp. 219237.CrossRefGoogle Scholar
Nielsen, L. (2013), Personas - User Focused Design, Vol. 15, Springer London, London. https://dx.doi.org/10.1007/978-1-4471-4084-9.CrossRefGoogle Scholar
Ning, B. (2018), “A UX-Driven Design Method for Building Gamification System”, in Marcus, A. and Wang, W. (Eds.), Design, User Experience, and Usability: Theory and Practice, Lecture Notes in Computer Science, Vol. 10918, Springer International Publishing, Cham, pp. 112124. https://dx.doi.org/10.1007/978-3-319-91797-9_9.CrossRefGoogle Scholar
Norman, D.A. and Draper, S.W. (Eds.) (1986), User centered system design: New perspectives on human-computer interaction, Lawrence Erlbaum, Hillsdale, N.J.CrossRefGoogle Scholar
Pahl, G., Beitz, W., Feldhusen, J. and Grote, K.-H. (2007), Engineering design: A systematic approach, 3th ed., Springer, London. https://dx.doi.org/10.1007/978-1-84628-319-2.CrossRefGoogle Scholar
Rodrigues, L.F., Oliveira, A. and Rodrigues, H. (2019), “Main gamification concepts: A systematic mapping study”, Heliyon, Vol. 5 No. 7, e01993.CrossRefGoogle ScholarPubMed
Schoemaker, P.J. (1995), “Scenario Planning: A Tool for Strategic Thinking”, MIT Sloan Management Review.Google Scholar
Tondello, G.F. (2016), “An introduction to gamification in human-computer interaction”, XRDS: Crossroads, The ACM Magazine for Students, Vol. 23 No. 1, pp. 1517.CrossRefGoogle Scholar
Yablonski, J. (2021), Laws of UX, 1st edition, Upfront Books.Google Scholar