While digitalization is changing the way we work and live, new methods and strategies are needed for motivating future generations at work. An approach to this is gamification, described as the use of game mechanics and elements for creating motivation and engagement in non-game contexts. In this thesis, theory on gamification is studied along with connecting areas of games, user-centred design and motivation. The theory is used for conducting a case study with a user-centred approach, applied in a design process. The case study investigates the use of an optimization tool for production of district heating, developed by the thesis initiator Sigholm, and used by operating technicians in the control room at power plants. The use and use context of the product is studied where user needs, goals and motivations are addressed and used as design problems to investigate. By applying the theories studied, ideas are generated, visualised, tested and evaluated in a prototype. The results of the case study show that including gamification in a user-centred design process helps in focusing on the user motivations and acts as an inspiration in finding engaging design solutions. Applying gamification in the case study showed that the game mechanics and elements themselves were not appealing to the whole user group, but that solutions directly connected to the user needs and use context were more appreciated. The thesis addresses a wide scope of integrated fields where several areas of further studies are identified.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-138938 |
Date | January 2017 |
Creators | Rosengren, Malin |
Publisher | Linköpings universitet, Institutionen för datavetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0018 seconds