Abstract
This paper identifies the connection between heuristics, gamification, and system visualization in the early design phase of a mobile application in order to create what we call environmental behavior change. Participant motivations, abilities, and triggers are identified as a part of the design process using Fogg’s behavior model. Through purposive focus groups and the design of wireframes, features that can enable environmental behavior change are identified and turned into design goals. Example User stories, or personas, were generated for each goal. These goals are also mapped to heuristics for interface design, white hat drives for motivation using the Octalysis framework, and aspects of behavior change. The gamification of these aspects are discussed. Network features and competition were elements identified by participants as motivating factors that may enable environmental behaviour change. Key heuristics identified by participants include: 1. a match between the system and the real world, 2. user control and freedom, and 3. recognition rather than recall. These factors align with Fogg’s Hope, social acceptance, and social rejection.
| Original language | English |
|---|---|
| Title of host publication | Universal Access in Human-Computer Interaction - 18th International Conference, UAHCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Proceedings |
| Editors | Margherita Antona, Constantine Stephanidis |
| Pages | 143-161 |
| Number of pages | 19 |
| DOIs | |
| Publication status | Published - 1 Jun 2024 |
| Externally published | Yes |
Bibliographical note
Publisher Copyright:© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
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