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To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool
University of Skövde, School of Engineering Science. University of Skövde, Virtual Engineering Research Environment. (Användarcentrerad produktdesign, User Centred Product Design (UCPD))ORCID iD: 0000-0003-2627-0079
Department of Applied IT, University of Gothenburg, Gothenburg, Sweden.ORCID iD: 0000-0003-0943-6022
University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment. (Interaction Lab (ILAB))ORCID iD: 0000-0003-0946-7531
Scania Sverige AB, Stockholm, Sweden.
2021 (English)In: Design, User Experience, and Usability: UX Research and Design: 10th International Conference, DUXU 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I / [ed] Marcelo M. Soares; Elizabeth Rosenzweig; Aaron Marcus, Cham: Springer, 2021, Vol. 12779, p. 48-66Conference paper, Published paper (Refereed)
Abstract [en]

Applying game-like elements to tasks or computer systems meant for serious, non-game, activities is becoming more common, and is seen as a way to support users in learning a system or to support users in performing tasks better. Applying game-like elements requires an understanding of users, the target task, and what can motivate the target users in their tasks. As in any system development, the success of the design requires validating, and this may be done multiple times in the development cycle. Some concepts, such as usability or user experience have well-established testing methods, while gamification is still a relatively immature field and evaluation methods are still being developed. This paper follows the first evaluation of a gamification system to aid with onboarding new users into the IPS IMMA digital human modelling system, offering details on the heuristic evaluation method. So early in the process, it is inevitable that problems were found, largely to do with how the motivation of users was handled, and multiple suggestions for improvements are offered.

Place, publisher, year, edition, pages
Cham: Springer, 2021. Vol. 12779, p. 48-66
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12779
Keywords [en]
Gamification, Digital human modelling, DHM, Onboarding, Evaluation
National Category
Human Computer Interaction Production Engineering, Human Work Science and Ergonomics
Research subject
INF202 Virtual Ergonomics; User Centred Product Design; Interaction Lab (ILAB)
Identifiers
URN: urn:nbn:se:his:diva-20249DOI: 10.1007/978-3-030-78221-4_4ISI: 000766164500004Scopus ID: 2-s2.0-85112157262ISBN: 978-3-030-78220-7 (print)ISBN: 978-3-030-78221-4 (electronic)OAI: oai:DiVA.org:his-20249DiVA, id: diva2:1581934
Conference
10th International Conference, Design, User Experience and Usability, DUXU 2021, Held as Part of the 23rd International Conference on Human-Computer Interaction, HCII 2021, Virtual Event, July 24–29, 2021
Part of project
Synergy Virtual Ergonomics (SVE), Knowledge Foundation
Funder
Knowledge Foundation, 20180167
Note

Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 12779)

© Springer Nature Switzerland AG 2021

This work has been realised with support from the Knowledge Foundation and the INFINIT research environment (KKS Dnr. 20180167) who have financially supported the Synergy Virtual Ergonomics project (SVE), as well as partner organisations.

Available from: 2021-07-27 Created: 2021-07-27 Last updated: 2022-03-31Bibliographically approved

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Kolbeinsson, AriPalmquist, AdamLindblom, Jessica

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