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Towards Optimizing Place Experience Using Design Science Research and Augmented Reality Gamification

  • Nikolche VasilevskiEmail author
  • James Birt
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 1067)

Abstract

Studies suggest that augmented reality and game mechanics can lead to increase sense of place. This is important as sense of place provides many benefits ranging from personal place significance, to increase interest and stewardship at the place. These benefits combined can lead to enhancement of an offered service. Therefore, the question asked in this research is how to effectively design an experience using these emerging technologies and optimize for successful outcomes? In this study we outline the design and development process of a pervasive mobile application solution using design science research methodology guidelines to answer this question. Specifically, the application solution replicates a human guide and narration experience in the exhibition of indigenous artworks in a university place by integrating augmented reality, micro location, audio and enhancement through gamification service to increase engagement and experience value. We present observation result data from the first iteration of the design science research methodology by analyzing qualitative usability testing of the application by expert stakeholders. The results indicate that the performance usability of the app is satisfactory, and it provides solid base for the next iteration of the development process.

Keywords

Sense of place Augmented reality Gamification Design science research 

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Copyright information

© Springer Nature Singapore Pte Ltd. 2019

Authors and Affiliations

  1. 1.Bond UniversityGold CoastAustralia

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