In recent years, the use of video games has increased worldwide. A variety of industries such as business and education have taken a great interest in this phenomenon by applying game elements in a non-game context with the goal to increase users motivation. However, there are still areas where the use of Gamification is yet to be explored. One of these areas is Gamification applied to statistics, where there is a limited amount of research. Research suggests that statistics can be difficult for people to interpret, especially when there is a lack of interest involved. Therefore this study examined if Gamification could be used to to influence the user experience when presenting data in a dashboard. The user centered design method double diamond was used to create two prototypes, one with gamification and one without. These prototypes were compared through A/B testing, where the gamified prototype proved to be the winner, resulting in that gamification did have an positive impact of the user experience when presenting data in a dashboard. The resulting prototype proposes a way of how gamification can be applied when presenting data in a dashboard.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:umu-200010 |
Date | January 2022 |
Creators | Svensson, Jacob |
Publisher | Umeå universitet, Institutionen för tillämpad fysik och elektronik |
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 |
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