1 Introduction

The user-centered design is a philosophy that allows the user to be part of the development process, providing motivations, needs and desires during all its stages. The methods used today in which they require this participation, are based mainly on projective techniques [1]. This type of techniques allow emotional connection with the user and active participation in the session. For this, a constructivist paradigm is used [2], leaving all the protagonism to the user and allowing him to build his own thought. The study shown below is based on the analysis of two systems that allow us to work with the emotions of the users who participate in the session and therefore promote a participatory design.

On the one hand, Design Thinking is a methodology that is normally applied in the creation of new products or strategies. On the other hand is Gamification which can be applied in any development or creation process that requires a solution or measurable result with the introduction of a playful attitude [3,4,5]. In both, it must be based on a working hypothesis and some insights or project objectives. The aim of this study is to analyze the two methodologies, their definitions, phases and objectives, so that their similarities and differences are understood in order to understand which Gamification frameworks are centered on the user and how they apply it.

2 Theoretical Framework

The theoretical framework includes a brief description of the two methodologies used in the study: Gamification and Design thinking, and the two systems in which they are related: participatory design and the constructivist paradigm.

The Gamification [6] is a methodology that is defined as the application of game strategies in non-recreational environments [7]. In 2008, the term was used for the first time, although several documents indicate the use of this system previously by creating several games that were born as a reflection of real life. Nick Pelling in 2002 was the first to use the term as such, but it is not until 2010 that it is disseminated more extensively.

Of the many definitions of the term, it is work with those that are based on the design of the system [8], that is, with those that link the implementation of elements/game components with the requirements or aims to be taken into account in the system. The definition of the method is based in mind by means of three components described by the authors Hunike, Leblanc and Zubec in 2004, the MDA [9]: (M) Mechanics, (D) Dynamics and (A) Aesthetics. Mechanics as rules that define the game system, Dynamics as the relation of the interaction that is established between the system and the users and Aesthetics as the perceptions of the users during the session.

The Design thinking [10] is a methodology that was started, in the case of Gamification in 2008, but it wasn’t until in 2009 Tim Brown of IDEO in his book Change by Design [11] that popularized the term. It is a methodology that focuses processes on people and is used mainly to create/define strategies, products or services, so that creativity is enhanced. The participants can be multidisciplinary profiles involved in the proposal allowing them to work in a transversal way.

The two methodologies are based on a participatory design [12] that promotes the active participation of multidisciplinary teams focused on the product to be created or evaluated. In this, it is tried to validate that all the profiles are covered and have contributed their needs and motivations as an important part of the creation process. For this, the constructivist paradigm that conceives knowledge can be used [13] as a construction of the user.

3 Design Frameworks

In the case of Gamification there is no consensus among the authors and it works using different frameworks. Normally, large companies or professionals have published their frameworks and the rest of the community uses them, although there is no record of which is the most used. Below are some of the most commonly used and known frameworks in the field.

3.1 Gamification Design Framework

Gamification Design Framework de Andrej Marczewski

The Gamification design framework is based on establishing the necessary processes to be able to create a gamified system [14] (see Fig. 1).

Fig. 1.
figure 1

Gamification design framework overview [14]

This framework starts from the definition of three components that will be the basis on which the whole system will be built: The definition of the problem, the definition of the users and the definition of the objectives. Within these axes the rest of the elements are included, such as the level of immersion (Discovery/On-boarding/Immersion/Mastery/Replay), the definition of the mechanics that will modify the behaviors, motivators and emotions, and finally, the activities what the users will have to do, as well as the feedback that will be received.

In this type of system, importance is given to three phases: discovery, design and redefine. In the first phase, the problem or aims are defined, the users who will be part of the session and the register of success. In the second phase, the session is designed taking into account the possible motivations and the applicable game mechanics. The final phase works on the actions to act or to give feedback and then, in an iterative way, the necessary improvements can be made. Therefore, we work in a sequential process but iteration is applied when necessary.

Gamification Model Canvas Framework

The Gamification Model Canvas Framework was developed by Sergio Jiménez from the MDS framework and the Business Model Canvas by Alex Osterwalder [15].

Like its model the Business Model Canvas (see Fig. 2), this framework bases its structure on the different elements based on when designing a gamified system. Although it takes users into account, it is not a framework centered on the user itself, so it is subsequently redesigned.

Fig. 2.
figure 2

Gamification Model Canvas by Sergio Jiménez

The new framework [16] is based on the evolution of Sergio Jiménez’s Gamification Model Canvas [17]. In this case, it is worked on the creation of an intrinsic motivation framework for users, the FBM (Fogg Behavior Model). On the one hand, the profiles are analyzed from a difficulty level point of view. In the next step, the types of motivators in which to work with the users are analyzed, and finally the dynamics to be performed are selected. In the following figure (see Fig. 3) the diagram can be visualized.

Fig. 3.
figure 3

Gamification Model Canvas Framework [16]

Gamification Project Design Framework

The framework shown below (see Fig. 4) is based on the process carried out in projects [18]. In the first phase of the process, the objectives of the project are indicated and it is decided if it is appropriate or not to apply Gamification, information is sought about the company for which it is going to work and finally, the target is decided from a possible point of view of the behavior of the user according to certain actions. In the second phase the possible motivators are defined according to what has been studied and decided in the previous phase. In the final phase, the prototype is created and tested with users, it is produced. Moreover, it is still being tested and once the project is delivered, it will be reviewed and possible errors will be solved.

Fig. 4.
figure 4

How to run a successful gamification project [18]

Fun Experience Design Framework

The Fun Experience Design methodology (FED) is an iterative Gamification methodology developed by Emiliano Labrador and Eva Villegas [19] which consists of four phases. One regarding the knowledge of the users to which the system is directed to gamify through surveys or other means, one of design, one of implementation and new data collection and lastly, a redesign phase where those mechanics that have not worked well are adjusted or improved (see Fig. 5) [4, 5, 20].

Fig. 5.
figure 5

Framework of four steps of Fun Experience Design methodology

3.2 Design Thinking Framework

Design thinking is a methodology that has a unique framework that responds to the evaluation processes necessary to carry out the application of the methodology. Below is the Design thinking framework of Norman Nielsen Group [14]. The methodological process to be followed is indicated: empathize, define, ideate, prototype, test, and implement (see Fig. 6). The first two phases allow us to know more closely the user profiles and identify any point to be taken into account during the session, they are included in the Understand phase. In the next two phases, that of Ideate and Prototype, the first results associated with the project in which one is working within the Exploration phase begin to be given. The next two phases, those of test and implementation, allow the results to be materialized.

Fig. 6.
figure 6

Design thinking, Norman Nielsen Group

The phases are worked sequentially, but iterating among them as the results of the project require it.

3.3 Comparative

Based on the definitions above, it can be determined that both Design thinking and Gamification use systems based on sequential work processes, but giving consultants the freedom to adapt each of the steps to the needs of the project and according to the results of the projects in previous steps, it can be agreed on that they take into account the user, although in different measures where the main objective of the process, the work through the motivators of user behavior is a key point that must always be taken into account. For this, the user profile, the project objective and the insights to be achieved are worked on in the initial phase, which the two methodologies define as the discovery phase. Once the parameters are established, the design and development phase of the process is continued. The exploration phase of the design produced, once there is a defined based on the needs and desires of the users is finalized with a phase of evaluation or testing [21]. This is possibly the most iterative of all since it depends on a large extent on the results of the tests and the opinions of the users. Below is a comparative table of the three phases defined in each of the methodologies (Table 1).

Table 1. Comparison of the phases of the two frameworks

Although all Gamification frameworks have a similar structure, and in turn are somewhat similar to the Design thinking framework, some differences have been observed, as it can be seen in Table 2.

Table 2. Design thinking framework, Gamifications frameworks, and new framework

All the frameworks take into account the users whom they call Players, since they define their characteristics not by the traditional demographic and social parameters but by their behavior in a playful environment [22, 23]. However, not all of them define or treat them equally, and above all, they do not explicitly indicate how this information can be obtained. For this, it is not clear what has to be done to have knowledge of one of its central pillars.

In addition, almost none of them explicitly defines the testing phase. This has also been observed in numerous success stories that can be found in the literature, where all the phases of the design and implementation of a gamified system are explained, except for its testing. Thus, a lack of documentation in gamified systems has been detected in a key phase of Design thinking, which turns it into an iterative methodology based on the results of the project.

4 Conclusions

In conclusion, the purpose of the study is to identify the common and divergent points, strengths and weaknesses of two systems that enhance the participatory design. The main point of the two is to situate the user as the key to be able to make a successful design. All frameworks make it clear that it is essential to know who you are designing for, their needs, motivations and above all their behavior. However, a greater consensus is lacking in allowing users to be those who, through their knowledge or action, provide a very real vision of design. Being normally multidisciplinary work teams that develop these systems, the opinions, needs and desires are identified and work from several points of view.

Constructivist psychology helps to understand how people get involved in user experience processes. To do this, the new methodologies shown, that are still in the study phase, enhance user participation through explicit knowledge of the profiles and a session design based on the results obtained. This knowledge should be generated in every design, and therefore all frameworks should incorporate it and also indicate how to obtain this data.

Gamification is an axis that enhances emotional behavior. The user experience is a philosophy of rigor in the collection of data and evaluation of results. The results of the projects that are made through the union of these systems can be used as systems that enhance the emotions and creativity of users, allowing designs to be created from the needs and desires.

As a future line, it will be worked on the detail of knowing in depth the emotional behavior of the user, the time of attention during the session and the empathy of the facilitator with the participants through the analysis of: number of items that are extracted, quality of ideas based on the aim and intervention times. All this by creating a single session target with two different user groups. Intergroup and intragroup.