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To What Extent is G...
To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool
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- Kolbeinsson, Ari (författare)
- Högskolan i Skövde,Institutionen för ingenjörsvetenskap,Forskningsmiljön Virtuell produkt- och produktionsutveckling,Användarcentrerad produktdesign, User Centred Product Design (UCPD)
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- Palmquist, Adam (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
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- Lindblom, Jessica, 1969- (författare)
- Högskolan i Skövde,Institutionen för informationsteknologi,Forskningsmiljön Informationsteknologi,Interaction Lab (ILAB)
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- Sánchez, Juan Luis Jiménez (författare)
- Scania Sverige AB, Stockholm, Sweden
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(creator_code:org_t)
- 2021-07-03
- 2021
- Engelska.
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Ingår i: Design, User Experience, and Usability: UX Research and Design. - Cham : Springer. - 9783030782207 - 9783030782214 ; , s. 48-66
- Relaterad länk:
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https://urn.kb.se/re...
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https://doi.org/10.1...
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https://urn.kb.se/re...
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https://gup.ub.gu.se...
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Abstract
Ämnesord
Stäng
- 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.
Ämnesord
- NATURVETENSKAP -- Data- och informationsvetenskap -- Människa-datorinteraktion (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Human Computer Interaction (hsv//eng)
- TEKNIK OCH TEKNOLOGIER -- Maskinteknik -- Produktionsteknik, arbetsvetenskap och ergonomi (hsv//swe)
- ENGINEERING AND TECHNOLOGY -- Mechanical Engineering -- Production Engineering, Human Work Science and Ergonomics (hsv//eng)
- SAMHÄLLSVETENSKAP -- Medie- och kommunikationsvetenskap -- Mänsklig interaktion med IKT (hsv//swe)
- SOCIAL SCIENCES -- Media and Communications -- Human Aspects of ICT (hsv//eng)
- NATURVETENSKAP -- Data- och informationsvetenskap (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences (hsv//eng)
Nyckelord
- Gamification
- Digital human modelling
- DHM
- Onboarding
- Evaluation
- INF202 Virtual Ergonomics
- INF202 Virtual Ergonomics
- User Centred Product Design
- Användarcentrerad produktdesign
- Interaction Lab (ILAB)
- Interaction Lab (ILAB)
- DHM
- Digital human modelling
- Evaluation
- Gamification
- Onboarding
Publikations- och innehållstyp
- ref (ämneskategori)
- kon (ämneskategori)
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