gamification2013 task management-final
TRANSCRIPT
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)
[email protected]@acm.org
THANK YOU#gameit13
http://hcigames.businessandit.uoit.ca
Dennis L. Kappen (@3D_Ideation)Jens Johannsmeier
Lennart E. Nacke (@acagamic)
[email protected]@acm.org