User Requirements for GamifyingSports Software3rd International Workshop on Games and Software Engineering (GAS 2013) in I...
Can we perform better?How?Persuade, influence, enhance
Through technologyHow much and what kind of visual feedback?
Experimental set up• 5 users– casual athletes– 21-28• Mean:23.4– 3 Females – 2 Males– 1 cycler– 4 joggers• In two distinct...
In horizontal axis each use of I-gotU is shown,whereas the vertical one depicts the averagespeed of each try for the 3 use...
In the horizontal axis is each use of a device, whereas thevertical one depicts the average speed of each try (km/h).The f...
What we learned/observed• Visual feedback can persuade and improve peoples physical activity???– Average speed  “score” ...
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User Requirements for Gamifying Sports Software

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User Requirements for Gamifying Sports Software- in 3rd International Workshop on Games and Software Engineering (GAS 2013) in ICSE 2013 May 18, 2013 San Francisco, California, U.S.A.

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User Requirements for Gamifying Sports Software

  1. 1. User Requirements for GamifyingSports Software3rd International Workshop on Games and Software Engineering (GAS 2013) in ICSE 2013May 18, 2013San Francisco, California, U.S.A.Konstantinos Giannakis, Konstantinos Chorianopoulos and Letizia Jaccheri
  2. 2. Can we perform better?How?Persuade, influence, enhance
  3. 3. Through technologyHow much and what kind of visual feedback?
  4. 4. Experimental set up• 5 users– casual athletes– 21-28• Mean:23.4– 3 Females – 2 Males– 1 cycler– 4 joggers• In two distinct areas: Corfu and Edessa• 2 GPS systems– igot-U: No Visual feedback– Endomondo App: Rich Visual feedback (Speed, Distance, Time)• 8 tries each one of the 5 users– 4 consecutive tries with each one of the 2 devices– 40 data points in total• Questionnaires after the finish of each quadruplet of tries
  5. 5. In horizontal axis each use of I-gotU is shown,whereas the vertical one depicts the averagespeed of each try for the 3 users shown mapvisualization of their routes (km/h).In horizontal axis each use of Endomondo isshown, whereas the vertical one depicts theaverage speed of each try for the 3 users shownmap visualization of their routes (km/h).the horizontal axis is each use of a device,whereas the vertical one shows thedistance covered in each try (km).
  6. 6. In the horizontal axis is each use of a device, whereas thevertical one depicts the average speed of each try (km/h).The frequency of adjectives usersused to describe their experiencewith the I-gotU device. The rightframe shows the intensity ofobserving or thinking of thedevice….….and this word cloud is about Endomondo .
  7. 7. What we learned/observed• Visual feedback can persuade and improve peoples physical activity???– Average speed  “score” in a game that the users try to beat themselves and probably others.• Trade-off: Rich visual feedback might have an information overload effect• Gamification elements:– Participants tried to improve their average speed• Software requirements:– Minimal screen showing solely the average speed?– Further research with more users over longer time– Further research with diverse types of feedback: vibration, audio

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