Gamification2013 task management-final

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Deconstructing ‘Gamified’ Task-Management Applications

DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKELaboratory for Games And Media Entertainment Research (GAMER Lab)University of Ontario Institute of Technology

DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKELaboratory for Games And Media Entertainment Research (GAMER Lab)University of Ontario Institute of Technology

MeHi guys,I’m a designer. Thanksfor listening to myresearch at Gamification2013. Tweet me yourthoughts @3D_Ideation

Dennis L. KappenPh.D. Student at UOIT GAMER LabIndustrial Designer, Prof. Humber CollegeSupervised by Dr. Lennart E. Nacke

» Takeaway

» Challenges

» Rationale for Study

» Our approach

» Conclusions

Overview(GAMIFIED TASK-MANAGEMENT APPLICATIONS)

» Takeaway

» Challenges

» Rationale for Study

» Our approach

» Conclusions

Takeaway» Enabling satisfaction

» Visual stimuli

» Usefulness

» Social integration elements

» Resistance to change

» Enabling satisfaction

» Visual stimuli

» Usefulness

» Social integration elements

» Resistance to change

Challenges» Time crunch in doing daily chores and

activities

» Productivity and using game elements?

» Usefulness of gamified task-management (TM) applications?

» Efficiency of daily chores using TMapps?

» Time crunch in doing daily chores andactivities

» Productivity and using game elements?

» Usefulness of gamified task-management (TM) applications?

» Efficiency of daily chores using TMapps?

Rationale for Initial Study» Routine tasks may not be intrinsically

motivating

» Difficulty in managing daily activitieswithout a task management application

» Task management is a boring activity

» Would gamified task managers be moremotivating to use?

» Routine tasks may not be intrinsicallymotivating

» Difficulty in managing daily activitieswithout a task management application

» Task management is a boring activity

» Would gamified task managers be moremotivating to use?

Initial Study» Participants

» Task Hammer (Android Application)

» EpicWin (iPhones)

Task HammerTask Hammer

Epic Win

Initial Study Design

Task Hammer

STUDY

TASK HAMMER EPIC WIN

Task Hammer

Epic Win

EXTENDED USEQUESTIONNAIRE

EXTENDED USEQUESTIONNAIRE

INTERVIEWS INTERVIEWS

QUANTITATIVE

QUALITATIVE

Findings(GAMIFIED TASK-MANAGEMENT APPLICATIONS)» Easy to learn

» Compare conventional vs. gamified apps

» Usefulness

» Reward system

» Visual stimuli

» Easy to learn

» Compare conventional vs. gamified apps

» Usefulness

» Reward system

» Visual stimuli

Limitations• Presumption of use

• Sample size

• Duration of initial study

• Presumption of use

• Sample size

• Duration of initial study

Future Work» Follow-up study

» Motivational aspects of the extended USE questionnaire

Conclusions» Only presence of points, badges and rewards

» would not excite the users in engaging in the gamified app

» Usefulness of the gamified app» appealed to the sensibilities of the user

» Positive correlations between intrinsic motivation and usefulness

» Positive correlations between extrinsic motivation andsatisfaction

» Motivational user experience design

» Only presence of points, badges and rewards» would not excite the users in engaging in the gamified app

» Usefulness of the gamified app» appealed to the sensibilities of the user

» Positive correlations between intrinsic motivation and usefulness

» Positive correlations between extrinsic motivation andsatisfaction

» Motivational user experience design

Questions//Comments//Emotions?THANK YOU#gameit13

http://hcigames.businessandit.uoit.ca

Dennis L. Kappen (@3D_Ideation)Jens Johannsmeier

Lennart E. Nacke (@acagamic)

EMAILdennis.kappen@humber.ca

jjohannsmeie@uos.delennart.nacke@acm.org

THANK YOU#gameit13

http://hcigames.businessandit.uoit.ca

Dennis L. Kappen (@3D_Ideation)Jens Johannsmeier

Lennart E. Nacke (@acagamic)

EMAILdennis.kappen@humber.ca

jjohannsmeie@uos.delennart.nacke@acm.org