1 |
Designing a user interface to promote motivation : Creating a user interface to encourage employees toparticipate in competence development activities.Häggström, William January 2023 (has links)
In this thesis, the user interface design was developed for an internal website to help employees' competence development by getting them to attend more activities for competence development. Since it is generally up to the employee to develop their competence, they must be motivated. Therefore, this thesis aimed to design the website to motivate employees to search for, choose and participate in more competence development activities. The method chosen to design this user interface consisted of 3 phases. The first phase consisted of a preliminary study to understand what motivated employees to apply for activities. This phase proved very important to the final design as most design decisions related to motivation were made during this phase. The second phase involved developing a LoFi prototype based on the preliminary study and refining it based on results from user tests conducted during this phase. The final phase involved designing and implementing a HiFi prototype in code based on the LoFi prototype and then testing the HiFi prototype for motivation. The results from the HiFi prototype tests showed that the website's user interface motivated employees to search for, choose, and attend more activities for competence development. These results showed that the method used did yield good results. However, because many key findings from this motivation-focused preliminary study were related to usability, it is impossible to know how the results would differ if the preliminary study had focused on usability instead of motivation. Although it could not be concluded that the focus on motivation was necessary to achieve these results, it did seem to force the designer to understand users’ needs on a deeper level which could contribute to better results.
|
2 |
Hur Habitica stödjer de psykologiska behoven autonomy, competence och connectedness för bibehållen motivation : En kvalitativ studie av den digitala uppgiftshanteraren Habitica, gamification och inre motivationVikström, Emma, Karlström, Rebecka January 2020 (has links)
The task manager Habitica was studied to explain 1) How Habitica motivates by satisfying the psychological needs identified by SDT and 2) Why users keep using Habitica. Based on theories of gamification, motivation and the theoretical framework METUX an interview study was conducted with 10 participants followed by a thematic analysis. Personalization, avatars, responsibility toward party members and different rewards were identified as motivating factors. However, some participants experienced the opposite with some of the factors mentioned. The motivating factors identified by the study could be connected to one or more psychological needs, based on the theoretical framework of the study. More research is necessary to determine if the findings apply to other settings outside of the context of the study. / Uppgiftshanteraren Habitica studerades för att svara på: 1) Hur tjänsten motiverar genom att tillfredsställa psykologiska behov från SDT och 2) Varför användare fortsätter att använda Habitica. Studien utgick från teorier om gamification, motivation och ramverket METUX. En intervjustudie utfördes med tio användare varpå en tematisk analys utfördes. Personlig anpassning, avatarer, socialt ansvar och olika belöningar identifierades som motiverande faktorer. Däremot hade vissa av dessa faktorer motsatt effekt i vissa fall. Motiverande faktorer som identifierats genom studien kunde kopplas till ett eller flera psykologiska behov. Dessa kopplingar gjordes utifrån studiens teoretiska ramverk. Mer forskning behövs för att avgöra om den här studiens fynd gör sig gällande i andra kontexter och i ett större sammanhang.
|
Page generated in 0.0157 seconds