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Mapping Gamification Elements to Heuristics and Behavior Change in Early Phase Inclusive Design: A Case Study

  • Norwegian University of Science and Technology

Research output: Chapter/Conference proceedingConference proceedingAcademicpeer-review

6 Citations (Scopus)

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 languageEnglish
Title of host publicationUniversal Access in Human-Computer Interaction - 18th International Conference, UAHCI 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Proceedings
EditorsMargherita Antona, Constantine Stephanidis
Pages143-161
Number of pages19
DOIs
Publication statusPublished - 1 Jun 2024
Externally publishedYes

Bibliographical note

Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

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