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Participatory ideation for gamification:
Bringing the user at the heart of the
gamification design process
Thomas Vilarinho, Babak A. Farshchian,
Jacqueline Floch and Ole Gunhildsberg Hansen
HCSE 2018, SophiaTech, Sophia Antipolis
The user-centered design process
Understand users Design solution Test solution
The basic idea
The user-centered design process
Understand users Design solution Test solution
Where users are traditionally involved
The user-centered design process
Understand users Design solution Test solution
Where users should really get involved
This implies….
From designing innovative
solutions for users
To cooperating with and
guiding users towards their
own solutions
From solutions To processes
What does this transition mean?
Our case: Cystic Fibrosis
• Found in 76 000 people worldwide.
• Demanding regimen to maintain
wellbeing and lung function.
• Up to three hours of daily self-
management with inhaling,
physiotherapy, documenting...
• Individualized disease progression.
Gamification and gameful design
“Gamification refers to technologies used to
promote intrinsic motivation toward
various activities by employing game
design elements“
Hamari and Koivisto 2015.
Gamification ≠ Gaming
Habitica
Our contribution:
Process for co-design of gamification
Understand users Design solution Test solution
Stakeholder
interviews
Ideation workshops:
• Introduction
• Presentation
• Ideation
• Ideation review
• Closing
Test solution
Ideation workshops: A guided process
• Based on researched set of:
• Behavioral outcomes/goals.
• Activities.
• Barriers.
• Ensuring the “gamification
design fit” (Deterding 2015).
• A set of gamification mechanics
“cards”.
• A guided idea generation
process.
Hamari, Koivisto and Sarsa, 2014
Evaluation setup
• Two workshops with healthy
users, 23 and 24 years old.
• Baseline: MyFitnessPal.
• Two workshops with patients, 22
and 16 years old.
• Baseline: MyCyfApp Cysitic
Fibrosis app (right).
Gamified examples from our evaluation
Evaluation results
• Users are triggered to come up with new gamification mechanics and
ideas.
• From gamification mechanics to larger gamification concepts
• An example is the gamified Cystic Fibrosis community.
• Gaming experience does not affect number of ideas, but affects
details in each idea.
• Moderator plays an important role.
• We moved from one moderator to two.
Contributions
• We build on and extend an emerging body of knowledge in the
crossroad between gameful design and co-design of gamification.
• We contribute to existing “card-based” methods of co-design by
testing ideas and processes in a challenging new domain.
• We have contributed with detailed co-design workshop setups.
Future research
• More evaluations with new users.
• Extending gamification mechanics, e.g. for personalization.
• Evaluation of the effect of generated designs.
Thank you!

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Participatory ideation for gamification: Bringing the user at the heart of the gamification design process

  • 1. Participatory ideation for gamification: Bringing the user at the heart of the gamification design process Thomas Vilarinho, Babak A. Farshchian, Jacqueline Floch and Ole Gunhildsberg Hansen HCSE 2018, SophiaTech, Sophia Antipolis
  • 2. The user-centered design process Understand users Design solution Test solution The basic idea
  • 3. The user-centered design process Understand users Design solution Test solution Where users are traditionally involved
  • 4. The user-centered design process Understand users Design solution Test solution Where users should really get involved
  • 5. This implies…. From designing innovative solutions for users To cooperating with and guiding users towards their own solutions From solutions To processes What does this transition mean?
  • 6. Our case: Cystic Fibrosis • Found in 76 000 people worldwide. • Demanding regimen to maintain wellbeing and lung function. • Up to three hours of daily self- management with inhaling, physiotherapy, documenting... • Individualized disease progression.
  • 7. Gamification and gameful design “Gamification refers to technologies used to promote intrinsic motivation toward various activities by employing game design elements“ Hamari and Koivisto 2015. Gamification ≠ Gaming Habitica
  • 8. Our contribution: Process for co-design of gamification Understand users Design solution Test solution Stakeholder interviews Ideation workshops: • Introduction • Presentation • Ideation • Ideation review • Closing Test solution
  • 9. Ideation workshops: A guided process • Based on researched set of: • Behavioral outcomes/goals. • Activities. • Barriers. • Ensuring the “gamification design fit” (Deterding 2015). • A set of gamification mechanics “cards”. • A guided idea generation process. Hamari, Koivisto and Sarsa, 2014
  • 10. Evaluation setup • Two workshops with healthy users, 23 and 24 years old. • Baseline: MyFitnessPal. • Two workshops with patients, 22 and 16 years old. • Baseline: MyCyfApp Cysitic Fibrosis app (right).
  • 11. Gamified examples from our evaluation
  • 12. Evaluation results • Users are triggered to come up with new gamification mechanics and ideas. • From gamification mechanics to larger gamification concepts • An example is the gamified Cystic Fibrosis community. • Gaming experience does not affect number of ideas, but affects details in each idea. • Moderator plays an important role. • We moved from one moderator to two.
  • 13. Contributions • We build on and extend an emerging body of knowledge in the crossroad between gameful design and co-design of gamification. • We contribute to existing “card-based” methods of co-design by testing ideas and processes in a challenging new domain. • We have contributed with detailed co-design workshop setups.
  • 14. Future research • More evaluations with new users. • Extending gamification mechanics, e.g. for personalization. • Evaluation of the effect of generated designs.

Editor's Notes

  1. The reason for increase in life expectancy is the individualized treatment.
  2. The figures: Registering physical activity. Registering food intake. Notifications