Skip to main content
Log in

Methodology I’M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields

  • Long Paper
  • Published:
Universal Access in the Information Society Aims and scope Submit manuscript

Abstract

The article is based on the development of a new methodology that promotes and contributes to a workshop, incorporating user experience as an evaluation of user’s behavior, and includes the application of gamification as a method of increasing motivations. The study that is presented is based on the explanation of the method used for its creation and in the evaluation of the first results obtained before its application. The evaluation of the design took into account the initial assessment to connect the field of user experience with gamification, assessed a first version and evaluated a second version, and applied it in the context of a workshop. One of the aims that is addressed within the user experience is to evolve in the search of systems, where a starting point is developed from a hypothetico-deductive system, where the consultant established the hypothesis to be solved based on the possible behavior of the user to a system, where users also participate in decisions; therefore, the methodology applied for the design is based on a user-centered design process. The application allows to reveal useful information to design a workshop that can improve the quality of the results, increase the relevance of the resulting report and contribute efficiency compared to the current systems. To illustrate this technique, a use case is presented applied to the redesign of a subject of Master in user experience. The strengths and weaknesses of the system’s applicability as a standard are taken into account.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Institutional subscriptions

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10

Similar content being viewed by others

References

  1. Da Rocha Seixas, L., Gomes, A.S., De Melo Filho, I.J.: Effectiveness of gamification in the engagement of students. Comput. Hum. Behav. (2016). https://doi.org/10.1016/j.chb.2015.11.021

    Google Scholar 

  2. Attali, Y., Arieli-Attali, M.: Gamification in assessment: Do points affect test performance? Comput. Educ. (2015). https://doi.org/10.1016/j.compedu.2014.12.012

    Google Scholar 

  3. Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. (2013). https://doi.org/10.1016/j.compedu.2012.12.020

    Google Scholar 

  4. Villegas, E., Labrador, E., Fonseca, D.S.F.G.: Mejora de las metodologías de experiencia de usuario mediante la aplicación de gamificación. Metodología I’m In. In: 13th Iberian Conference on Information Systems and Technologies (CISTI) (p. pp. 1–6, e-ISBN: 978-989-98434-8-6, Print-ISBN:978-). Cáceres (2018). https://doi.org/10.23919/cisti.2018.8399386

  5. Cruz, C., Hanus, M.D., Fox, J.: The need to achieve: players’ perceptions and uses of extrinsic meta-game reward systems for video game consoles. Comput. Hum. Behav. (2017). https://doi.org/10.1016/j.chb.2015.08.017

    Google Scholar 

  6. Davis, K., Singh, S.: Digital badges in afterschool learning: documenting the perspectives and experiences of students and educators. Comput. Educ. (2015). https://doi.org/10.1016/j.compedu.2015.04.011

    Google Scholar 

  7. Nielsen, J.: The usability engineering life cycle. Computer (1992). https://doi.org/10.1207/s15327914nc5002_2

    Google Scholar 

  8. Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: a systematic mapping study. Educ. Technol. Soc. (2015). https://doi.org/10.1109/educon.2014.6826129

    Google Scholar 

  9. Drachen, A., Mirza-Babaei, P., Nacke, L.E.: Games User Research. Oxford University Press, Oxford (2018). https://doi.org/10.1093/oso/9780198794844.001.0001

    Book  Google Scholar 

  10. Fonseca, D., Redondo, E., Villagrasa, S.: Mixed-methods research: a new approach to evaluating the motivation and satisfaction of university students using advanced visual technologies. Univers. Access Inf. Soc (2015). https://doi.org/10.1007/s10209-014-0361-4

    Google Scholar 

  11. Gabe, Cunningham, C.Z.: Gamification by design. In: Vasa (2011). https://doi.org/10.1017/cbo9781107415324.004

  12. Krug, S.: Don’t Make Me Think. A Common Sense Aproach to Web Usability. Pearson Education, London (2006). https://doi.org/10.1098/rspb.2009.1614

    Google Scholar 

  13. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification using game-design elements in non-gaming contexts. In: Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems—CHI EA’11 (2011). https://doi.org/10.1145/1979742.1979575

  14. Filvà, D.A., Forment, M.A., García-Peñalvo, F.J., Escudero, D.F., Casañ, M.J.: Clickstream for learning analytics to assess students’ behavior with Scratch. Future Gener. Comput. Syst. (2019). https://doi.org/10.1016/j.future.2018.10.057

    Google Scholar 

  15. Hunicke, R., LeBlanc, M., Zubek, R.: MDA: a formal approach to game design and game research. In: Proceedings of the Association for the Advancement of Artificial Intelligence Workshop on Challenges in Game AI (AAAI’04) (2004)

  16. Norman, D.: Emotion and design: attractive things work better. Interactions (2002). https://doi.org/10.1145/543434.543435

    Google Scholar 

  17. Prowting, F.: Gamification: Engaging your Workforce. Ark Group, Hyderabad (2013)

    Google Scholar 

  18. Dignan, A.: Game Frame: Using Games as a Strategy for Success. Free Press, New York (2011)

    Google Scholar 

  19. Fonseca, D., Conde, M.Á., García-Peñalvo, F.J.: Improving the information society skills: Is knowledge accessible for all? Univers. Access Inf. Soc. (2018). https://doi.org/10.1007/s10209-017-0548-6

    Google Scholar 

  20. Fitz-Walter, Z., Johnson, D., Wyeth, P., Tjondronegoro, D., Scott-Parker, B.: Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience. Comput. Hum. Behav. (2017). https://doi.org/10.1016/j.chb.2016.08.050

    Google Scholar 

  21. Garcia, S.: Medición de las emociones: el autoinforme como alternativa de la biométrica. User Experience Magazine (2016). http://uxpamagazine.org/measuring-emotions/?lang=es. Accessed 17 Oct 2018

  22. Zichermann, G., Linder, J.: Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. Int. J. Advert. (2011). https://doi.org/10.2501/ija-30-1-189-190

    Google Scholar 

  23. Brave, S., Nass, C., Hutchinson, K.: Computers that care: investigating the effects of orientation of emotion exhibited by an embodied computer agent. Int. J. Hum. Comput. Stud. (2005). https://doi.org/10.1016/j.ijhcs.2004.11.002

    Google Scholar 

  24. Schmidt-Atzert, L.: Psicología de las emociones. Herder, Freiburg im Breisgau (1985)

  25. LeDoux.: El Cerebro Emocional. Catedratico de Psicología (1999). https://doi.org/10.1115/1.2073227

  26. Norman, D.A.: Designing emotions: Pieter Desmet. Des. J. (2003). https://doi.org/10.2752/146069203789355444

    Google Scholar 

  27. Plutchik, R., Plutchik, R.: Emotions and Life: Perspectives from Psychology, Biology, and Evolution. American Psychological Association, Washington (2003)

    Google Scholar 

  28. Plutchik, R.: The nature of emotions: human emotions have deep evolutionary roots. Am. Sci. (2001). https://doi.org/10.1511/2001.4.344

    Google Scholar 

  29. Valderrama, B.: Motivación inteligente : el impulso para lograr tus metas. Pearson Educación (2010). https://www.leadersummaries.com/ver-resumen/motivacion-inteligente. Accessed 29 Mar 2017

  30. Deci, E.L., Ryan, R.M.: The “what” and “why” of goal pursuits: human needs and the self-determination of behavior. Psychol. Inq. (2000). https://doi.org/10.1207/s15327965pli1104_01

    Google Scholar 

  31. Chulef, A.S., Read, S.J., Walsh, D.A.: A hierarchical taxonomy of human goals. Motiv. Emot. (2001). https://doi.org/10.1023/a:1012225223418

    Google Scholar 

  32. Forbes, D.L.: Toward a unified model of human motivation. Rev. Gen. Psychol. (2011). https://doi.org/10.1037/a0023483

    Google Scholar 

  33. Deckers, L.: Motivation: Biological, Psychological, and Environmental. Pearson Education, New York (2013) (ISBN 9780205941001, 978-0205941001)

    Google Scholar 

  34. Valderrama, B.: La rueda de motivos: hacia una tabla periódica de la motivación humana. Papeles del Psicólogo Psychologist Papers 39(1), 60–70 (2018). https://doi.org/10.23923/pap.psicol2018.2855

    Article  Google Scholar 

  35. Maslow, A.H.: Motivation and Personality. Harper & Row, Manhattan (1970)

    Google Scholar 

  36. Palmero, F., Martínez Sánchez, F., Huertas Martínez, J.A.: Motivación y emoción. McGraw Hill, New York (2008)

    Google Scholar 

  37. Pifarré, M., Tomico, O.: Bipolar laddering (BLA). In: Proceedings of the 2007 Conference on Designing for User Experiences DUX’07, p. 2. ACM Press, New York (2007). https://doi.org/10.1145/1389908.1389911

  38. Pifarré, M., Sorribas, X., Villegas, E., Fonseca, D., García, O.: BLA (bipolar laddering) applied to YouTube. Performing postmodern psychology paradigms in user experience field. J. Behav. Cogn. Educ. Psychol. Sci. (2009). https://doi.org/10.1080/01691864.2013.797141

    Google Scholar 

  39. Labrador, E., Villegas, E.: Sistema fun experience design (FED) aplicado en el aula. ReVisión (2014)

  40. Nazaret, G., Gonz, C.S., Quirce, C., Toledo, P., Marrero-gordillo, N.: Computers in human behavior learning healthy lifestyles through active videogames, motor games and the gami fi cation of educational activities. Comput. Hum. Behav. (2016). https://doi.org/10.1016/j.chb.2015.08.052

    Google Scholar 

  41. Jordan, P.W.: Human factors for pleasure in product use. Appl. Ergon. (1998). https://doi.org/10.1016/s0003-6870(97)00022-7

    Google Scholar 

  42. Krug, S.: Rocket surgery made easy: the do-it-yourself guide to finding and fixing usability problems. Voices Matter (2010). https://doi.org/10.1177/1356389011400889

    Google Scholar 

  43. Hodent, C.: The Gamer’s Brain: How Neuroscience and UX can Impact Video Game Design. CRC Press, Boca Raton (2017) (ISBN 1498775500, 978-1498775502)

    Book  Google Scholar 

  44. Mekler, E.D., Brühlmann, F., Tuch, A.N., Opwis, K.: Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Comput. Hum. Behav. (2017). https://doi.org/10.1016/j.chb.2015.08.048

    Google Scholar 

  45. Valderrama, B.: Desarrollo de competencias de mentoring y coaching. Pearson Education (2009). https://www.pearsoneducacion.net/españa/TiendaOnline/desarrollo-de-competencias-de-mentoring-y-coaching. Accessed 29 Mar 2017

  46. Hamari, J.: Computers in human behavior do badges increase user activity? A field experiment on the effects of gamification. Comput. Hum. Behav. (2015). https://doi.org/10.1016/j.chb.2015.03.036

    Google Scholar 

  47. Sutcliffe, A.: Designing for user engagement: aesthetic and attractive user interfaces. Synth. Lect. Hum. Cent. Inf. (2009). https://doi.org/10.2200/s00210ed1v01y200910hci005

    Google Scholar 

  48. Hamari, J., Koivisto, J.: Measuring flow in gamification: dispositional flow scale-2. Comput. Hum. Behav. (2014). https://doi.org/10.1016/j.chb.2014.07.048

    Google Scholar 

  49. Qahri-Saremi, H., Turel, O.: School engagement, information technology use, and educational development: an empirical investigation of adolescents. Comput. Educ. (2016). https://doi.org/10.1016/j.compedu.2016.07.004

    Google Scholar 

  50. Jorgensen, D.L.: Participant observation: a method for human studies. Particip. Obs. (1989). https://doi.org/10.4135/9781412985376.n1

    Article  Google Scholar 

  51. Schell, J.: The Art of Game Design. A Book of Lenses. Cambridge University Press, Cambridge (2008). https://doi.org/10.1017/CBO9781107415324.004

    Book  Google Scholar 

  52. Labrador, E., Villegas, E.: Unir Gamificación y Experiencia de Usuario para mejorar la experiencia docente. RIED Revista Iberoamericana de Educación a Distancia 19(2), 125 (2016). https://doi.org/10.5944/ried.19.2.15748

    Article  Google Scholar 

  53. Barnum, C.: Usability Testing Essentials. Elseiver, Amsterdam (2011). https://doi.org/10.1016/c2009-0-20478-8

    Google Scholar 

  54. Mathiassen, L.: For the win: how game thinking can revolutionize your business. J. Syst. Softw. (2012). https://doi.org/10.1109/tse.2011.26

    Google Scholar 

  55. Lockwood, T.: Design Thinking: Integrating Innovation, Customer Experience and Brand Value. Allworth Press, New York (2009)

    Google Scholar 

  56. Tonhauser, P.: Design Thinking Workshop: The 12 Indispensable Elements for a Design Thinking Workshop (2015). https://www.amazon.es/Design-Thinking-Workshop-Indispensable-Elements-ebook/dp/B01BHKI148. Accessed 24 Apr 2018

  57. Yayici, E.: Design Thinking Methodology Book (2016). https://www.amazon.co.uk/Design-Thinking-Methodology-Emrah-Yayici/dp/6058603757/ref=sr_1_4?ie=UTF8&qid=1496428708&sr=8-4&keywords=design+thinking. Accessed 24 Apr 2018

Download references

Acknowledgements

The study has received support from the Secretaria d’Universitats i Recerca of the Department of Business and Knowledge of the Generalitat de Catalunya with the help of 2017 SGR 934.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to David Fonseca.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Villegas, E., Labrador, E., Fonseca, D. et al. Methodology I’M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields. Univ Access Inf Soc 18, 507–521 (2019). https://doi.org/10.1007/s10209-019-00675-w

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10209-019-00675-w

Keywords

Navigation