Gamifying the web service for the brainwolk walking meeting
Trinh, Trung Hieu (2020)
Trinh, Trung Hieu
2020
Ihmisen ja teknologian vuorovaikutuksen maisteriohjelma, FM (engl) - Master's Degree Programme in Human-Technology Interaction
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2020-05-20
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202004304825
https://urn.fi/URN:NBN:fi:tuni-202004304825
Tiivistelmä
A sedentary lifestyle and lack of physical activity have become more and more prevalent in recent years, and they can contribute factors to risk our physical and mental health. Many health-promoting programs, ergonomic furniture, health tracking devices, and wellness applications are introduced to reduce the health effects of a sedentary lifestyle.
Among solutions, the Brainwolk concept was developed to promote walking meetings for creativity and wellbeing in the workplace. Several studies were conducted to learn about the users’ needs and the context of use. In addition, design guidelines, as well as a concept design of a persuasive walking meeting application were presented to support the Brainwolk concept. Besides, several solutions to the walking meeting were inspired by the concept, but they were designed to target office workers instead of students. Students who can become office workers soon are able to start to form a good habit during their academics. Additionally, students are thought to be attracted less attention by a traditional interface. Thus, gamification, as an innovative approach and growing market, has been implemented in many fields with successful results in altering user behavior. In this thesis, gamification is proposed as a potential alternative to motivate individuals and drive engagement in the conduction of the walking meeting.
This thesis aims to design a gamified Brainwolk walking meeting application to engage the involvement of students. Firstly, the pre-study was conducted to explore the users’ needs, motivation, and challenges in use from surveys of two previous studies. Based on the user research data and literature review, five design implications were formulated and used as the aim of a new walking meeting application design. Secondly, according to a process of engineering gamified software, a paper prototype was created for early validation of application concepts and design approaches. Then, an interactive (high-fidelity) prototype was developed based on user feedback as well as several innovative ideas through a literature review. Finally, the effects of five design implications were validated in user evaluation with usability testing, questionnaires, and interviews.
The results suggested that the gamified system evoked positive experiences on attractiveness and the hedonic quality, while the pragmatic quality aspects need to be enhanced. Besides, several design implications related to meeting support tools are expected to have some further improvement.
Overall, the research of this thesis contributed an approach to gamifying a walking meeting application and an example of applying a gamification framework to design a pervasive gamified system.
Among solutions, the Brainwolk concept was developed to promote walking meetings for creativity and wellbeing in the workplace. Several studies were conducted to learn about the users’ needs and the context of use. In addition, design guidelines, as well as a concept design of a persuasive walking meeting application were presented to support the Brainwolk concept. Besides, several solutions to the walking meeting were inspired by the concept, but they were designed to target office workers instead of students. Students who can become office workers soon are able to start to form a good habit during their academics. Additionally, students are thought to be attracted less attention by a traditional interface. Thus, gamification, as an innovative approach and growing market, has been implemented in many fields with successful results in altering user behavior. In this thesis, gamification is proposed as a potential alternative to motivate individuals and drive engagement in the conduction of the walking meeting.
This thesis aims to design a gamified Brainwolk walking meeting application to engage the involvement of students. Firstly, the pre-study was conducted to explore the users’ needs, motivation, and challenges in use from surveys of two previous studies. Based on the user research data and literature review, five design implications were formulated and used as the aim of a new walking meeting application design. Secondly, according to a process of engineering gamified software, a paper prototype was created for early validation of application concepts and design approaches. Then, an interactive (high-fidelity) prototype was developed based on user feedback as well as several innovative ideas through a literature review. Finally, the effects of five design implications were validated in user evaluation with usability testing, questionnaires, and interviews.
The results suggested that the gamified system evoked positive experiences on attractiveness and the hedonic quality, while the pragmatic quality aspects need to be enhanced. Besides, several design implications related to meeting support tools are expected to have some further improvement.
Overall, the research of this thesis contributed an approach to gamifying a walking meeting application and an example of applying a gamification framework to design a pervasive gamified system.