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Publications (5 of 5) Show all publications
Palmquist, A. & Gillberg, D. (2020). Eye of the Beholder: Analyzing a Gamification Design Through a Servicescape Lens. In: Miralem Helmefalk, Leif Marcusson (Ed.), Utilizing Gamification in Servicescapes for Improved Consumer Engagement: (pp. 86-118). IGI Global
Open this publication in new window or tab >>Eye of the Beholder: Analyzing a Gamification Design Through a Servicescape Lens
2020 (English)In: Utilizing Gamification in Servicescapes for Improved Consumer Engagement / [ed] Miralem Helmefalk, Leif Marcusson, IGI Global, 2020, p. 86-118Chapter in book (Refereed)
Abstract [en]

Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research- as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.

Place, publisher, year, edition, pages
IGI Global, 2020
Series
Advances in business strategy and competitive advantage book series, ISSN 2327-3429, E-ISSN 2327-3437
Keywords
gamification, servicescapes, servicescape methods, environmental psychology
National Category
Learning Pedagogy Human Computer Interaction
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18134 (URN)10.4018/978-1-7998-1970-7.ch004 (DOI)978-1-7998-1970-7 (ISBN)1-7998-1970-1 (ISBN)978-1-7998-1972-1 (ISBN)978-1-7998-1971-4 (ISBN)
Available from: 2020-01-15 Created: 2020-01-15 Last updated: 2020-02-25Bibliographically approved
Palmquist, A. (2019). A product to gamify other products: Implementing gamification in existing software. In: Fotis Liarokapis (Ed.), 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): Proceedings Vienna, Austria 4 - 6 September 2019. Paper presented at 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Vienna, Austria 4 - 6 September 2019 (pp. 55-63). IEEE, 11
Open this publication in new window or tab >>A product to gamify other products: Implementing gamification in existing software
2019 (English)In: 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games): Proceedings Vienna, Austria 4 - 6 September 2019 / [ed] Fotis Liarokapis, IEEE, 2019, Vol. 11, p. 55-63Conference paper, Published paper (Refereed)
Abstract [en]

Gamification is the incorporation of game elements in non-game contexts. Gamified products are created by including gamification as part of the original product design. However, how is it to implement gamification in already existing products? This paper investigates gamification designers’ and developers’ attitudes and opinions on implementing gamification for already existing software products. The data consist of interviews with a team of gamification developers and designers. This study shows that the practice of designing gamification for already existing software products differs from designing gamified software products from the beginning. This outcome indicates that there might be a need for a separation between “traditional” gamification – designing gamified software products from the beginning –- and what can be referred to as generic gamification applied in existing software products

Place, publisher, year, edition, pages
IEEE, 2019
Series
International Conference on Games and Virtual Worlds for Serious Applications, ISSN 2474-0489, E-ISSN 2474-0470
National Category
Computer and Information Sciences Psychology Human Computer Interaction Software Engineering
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18063 (URN)10.1109/VS-Games.2019.8864535 (DOI)2-s2.0-85074257199 (Scopus ID)978-1-7281-4540-2 (ISBN)978-1-7281-4541-9 (ISBN)
Conference
11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Vienna, Austria 4 - 6 September 2019
Available from: 2020-01-07 Created: 2020-01-07 Last updated: 2020-01-07Bibliographically approved
Palmquist, A. (2019). Det digitaliserade klassrummet (1ed.). Lund: Studentlitteratur AB
Open this publication in new window or tab >>Det digitaliserade klassrummet
2019 (Swedish)Book (Other academic)
Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2019. p. 248 Edition: 1
Keywords
skolan, digitalisering, elever, lärare, datorstödd undervisning
National Category
Pedagogy Human Computer Interaction Learning Applied Psychology
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18069 (URN)978-91-44-12618-0 (ISBN)
Available from: 2020-01-09 Created: 2020-01-09 Last updated: 2020-01-15Bibliographically approved
Fast-Berglund, Å., Thorvald, P., Billing, E., Palmquist, A., Romero, D. & Weichhart, G. (2018). Conceptualizing Embodied Automation to Increase Transfer of Tacit knowledge in the Learning Factory. In: Ricardo Jardim-Gonçalves, João Pedro Mendonça, Vladimir Jotsov, Maria Marques, João Martins, Robert Bierwolf (Ed.), "Theory, Research and Innovation in Applications": 9th International Conference on Intelligent Systems 2018 (IS’18). Paper presented at 2018 International Conference on Intelligent Systems (IS), Funchal - Madeira, Portugal, September 25-27 2018 (pp. 358-364). IEEE, Article ID 8710482.
Open this publication in new window or tab >>Conceptualizing Embodied Automation to Increase Transfer of Tacit knowledge in the Learning Factory
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2018 (English)In: "Theory, Research and Innovation in Applications": 9th International Conference on Intelligent Systems 2018 (IS’18) / [ed] Ricardo Jardim-Gonçalves, João Pedro Mendonça, Vladimir Jotsov, Maria Marques, João Martins, Robert Bierwolf, IEEE, 2018, p. 358-364, article id 8710482Conference paper, Published paper (Refereed)
Abstract [en]

This paper will discuss how cooperative agent-based systems, deployed with social skills and embodied automation features, can be used to interact with the operators in order to facilitate sharing of tacit knowledge and its later conversion into explicit knowledge. The proposal is to combine social software robots (softbots) with industrial collaborative robots (co-bots) to create a digital apprentice for experienced operators in human- robot collaboration workstations. This is to address the problem within industry that experienced operators have difficulties in explaining how they perform their tasks and later, how to turn this procedural knowledge (knowhow) into instructions to be shared among other operators. By using social softbots and co-bots, as cooperative agents with embodied automation features, we think we can facilitate the ‘externalization’ of procedural knowledge in human-robot interaction(s). This enabled by the capabilities of social cooperative agents with embodied automation features of continuously learning by looking over the shoulder of the operators, and documenting and collaborating with them in a non-intrusive way as they perform their daily tasks. 

Place, publisher, year, edition, pages
IEEE, 2018
Series
IEEE Intelligent Systems, ISSN 1541-1672, E-ISSN 1941-1294
Keywords
Embodied Automation, Agent-based Systems, Robot Systems, Collaborative Robots, Co-Bots, Software Robots, Softbots, Social Robots, Knowledge, Transfer, Tacit, Knowledge, Game-based, Activities, Motivation
National Category
Production Engineering, Human Work Science and Ergonomics
Research subject
User Centred Product Design; Interaction Lab (ILAB); INF202 Virtual Ergonomics; INF302 Autonomous Intelligent Systems
Identifiers
urn:nbn:se:his:diva-16264 (URN)10.1109/IS.2018.8710482 (DOI)000469337900052 ()2-s2.0-85065958046 (Scopus ID)978-1-5386-7097-2 (ISBN)978-1-5386-7098-9 (ISBN)
Conference
2018 International Conference on Intelligent Systems (IS), Funchal - Madeira, Portugal, September 25-27 2018
Note

2018 Intelligent Systems: Theory, Research and Innovation in Applications, Madeira Island, Portugal 25-27 September 2018

Available from: 2018-10-01 Created: 2018-10-01 Last updated: 2020-01-08Bibliographically approved
Palmquist, A. (2018). Det spelifierade klassrummet (1ed.). Lund: Studentlitteratur AB
Open this publication in new window or tab >>Det spelifierade klassrummet
2018 (Swedish)Book (Other academic)
Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2018. p. 248 Edition: 1
National Category
Pedagogy Learning Human Computer Interaction Applied Psychology
Identifiers
urn:nbn:se:his:diva-16401 (URN)978-91-44-11912-0 (ISBN)
Available from: 2018-11-16 Created: 2018-11-16 Last updated: 2020-01-08Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-0943-6022

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