#StandardsGoals for 2024: What’s new for BISAC - Tech Forum 2024
#Gamification of Task Management
1.
2. Deconstructing ‘Gamified’ Task-
Management Applications
DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKE
Laboratory for Games And Media Entertainment Research (GAMER Lab)
University of Ontario Institute of Technology
DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKE
Laboratory for Games And Media Entertainment Research (GAMER Lab)
University of Ontario Institute of Technology
3. Me
Hi guys,
I’m a designer. Thanks
for listening to my
research at Gamification
2013. Tweet me your
thoughts @3D_Ideation
Dennis L. Kappen
Ph.D. Student at UOIT GAMER Lab
Industrial Designer, Prof. Humber College
Supervised by Dr. Lennart E. Nacke
4. » Takeaway
» Challenges
» Rationale for Study
» Our approach
» Conclusions
Overview
(GAMIFIED TASK-MANAGEMENT APPLICATIONS)
» Takeaway
» Challenges
» Rationale for Study
» Our approach
» Conclusions
5. Takeaway
» Enabling satisfaction
» Visual stimuli
» Usefulness
» Social integration elements
» Resistance to change
» Enabling satisfaction
» Visual stimuli
» Usefulness
» Social integration elements
» Resistance to change
6. 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 TM
apps?
» 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 TM
apps?
7. Rationale for Initial Study
» Routine tasks may not be intrinsically
motivating
» Difficulty in managing daily activities
without a task management application
» Task management is a boring activity
» Would gamified task managers be more
motivating to use?
» Routine tasks may not be intrinsically
motivating
» Difficulty in managing daily activities
without a task management application
» Task management is a boring activity
» Would gamified task managers be more
motivating to use?
13. 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 and
satisfaction
» 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 and
satisfaction
» Motivational user experience design
14. Questions//Comments//Emotions?
THANK YOU
#gameit13
http://hcigames.businessandit.uoit.ca
Dennis L. Kappen (@3D_Ideation)
Jens Johannsmeier
Lennart E. Nacke (@acagamic)
EMAIL
dennis.kappen@humber.ca
jjohannsmeie@uos.de
lennart.nacke@acm.org
THANK YOU
#gameit13
http://hcigames.businessandit.uoit.ca
Dennis L. Kappen (@3D_Ideation)
Jens Johannsmeier
Lennart E. Nacke (@acagamic)
EMAIL
dennis.kappen@humber.ca
jjohannsmeie@uos.de
lennart.nacke@acm.org
Editor's Notes
Hi Everyone
Welcome to the paper presentation on “Deconstructing ‘Gamified’ Task-Management Applications”
Myself, I am an industrial designer, and a PhD student at UOIT (in the GAMER Lab) under the supervision of Dr. Lennart Nacke, the Research Director of the UOIT GAMER Lab.
This is an overview of the structure of our presentation
Key message from this paper is that :
The extrinsic reward system in-built in the gamified application enabled satisfaction in certain applications
Usefulness of the application (app) and gamified elements was related to presence of visual stimuli indicating acknowledgement
and a sense of accomplishment.
Usefulness also depended on the possibility of integration with existing software
Lack of social integration elements in the gamified TM impeded change to a gamified app
Resistance to change from their existing apps were also due to reasons of familiarity and convenience of use
While there are many applications to help us remember our chores, tasks and activities,
Most of us are in a time crunch, running around with millions of items to do.
the activity of inputting information into the app is a mundane task itself
Standard apps and gamified apps for task management are available in abundance in the marketplace
Often at times., we have no choice but to do that tasks, chores, engage in activities and attend events
One may even at times, forget to pick-up kids in the heat of our busy activities, I’ve been there and was in the dog house for quite sometime
hence can there be a better experience for the user in going about remembering to do the tasks
and getting to do the tasks in an efficient manner
We wanted to compare standard task management applications with gamified task management apps
At the GAMER Lab, we decided to conduct an initial Study using Task Hammer and EpicWin
Participants
14 Participants; 7 participants using EpicWin; 7 using TaskHammer
Use the gamified application for a minimum of 4 days
Survey questionnaire
Take part in interview sessions
Maintain a Dairy Log of their experience of using the app.
This was the structure of our preliminary study where we used the
USE Questionnaire: which consisted of dimensions of
Usefulness, Satisfaction and Ease of Use, Ease of Learning
Added questions for Intrinsic Motivation and Extrinsic Motivation (total 10 dimensions)
7-point Likert Scale strongly disagree (1) to strongly agree (7)
Interview Protocol
Players were interviewed for player motivation, frustrations and experience
16 categories of interview questions
User experience, frustrations in using the app, motivations to playing the app, reward system, levels of achievement,
the importance of game elements, and the engagement aspects in the specific apps they had played
From our results we found that
Task Hammer was easy to learn than EpicWin
Conventional task management apps were preferred over gamified ones because of their speed and efficiency
The participants perception of task managers’ usefulness related to how motivated the participants were to use the app
Participants who felt good about the apps’ reward system were more satisfied with its use
They were also excited by visual stimuli (or a better aesthetic representation) which provided a greater motivation to continue playing the game
Based on demographic questionnaire, we presumed that the participants had proficiency in using conventional task management apps.
However having a control group would have been preferred.
We had only 14 participants, and it would be interesting to run the study with a larger sample size
We asked the participants to play the gamified app for a minimum time of 4 days.
Prolonged usage of these apps could allow for greater assimilation of gamification and yield different results
In regards to future work
We intend to condust a Follow-up study with a wider population and a longer duration.
Further development of the question sets for the intrinsic and extrinsic motivation dimensions of the ‘use’ questionnaire
could help with finer understanding of motivational user experience design
Finally in Concluding we found that
Significant positive correlations between intrinsic motivations and
usefulness indicates that participants perceive the usefulness of the gamified app in relation to the game elements.
Furthermore, positive correlations between extrinsic motivation and satisfaction dimensions
indicate that badges points and rewards were influencers for satisfaction in the gamified app
Meaning that Participants who felt good about the apps’ reward system were more satisfied with its use
We believe that gamified business applications will not be used pervasively because of the presence of game design elements,
but because of motivational user experience design, which drives the application to being a pleasurable experience.
Ryan, R.M. and Deci, E.L. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary educational psychology 25, 1 (2000), 54–67.
Hamari, J. and Eranti, V. Framework for Designing and Evaluating Game Achievements. DiGRA 2011: Think Design Play, (2011), 1–20
Lund, A.M. Measuring usability with the USE questionnaire. STC Usability SIG Newsletter 8, 2 (2001)