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To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool

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Design, User Experience, and Usability: UX Research and Design (HCII 2021)

Abstract

Applying game like elements to tasks or computer systems meant for serious, non-game, activities is becoming more common, and is seen as a way to support users in learning a system or to support users in performing tasks better. Applying game like elements requires an understanding of users, the target task, and what can motivate the target users in their tasks. As in any system development, the success of the design requires validating, and this may be done multiple times in the development cycle. Some concepts, such as usability or user experience have well established testing methods, while gamification is still a relatively immature field and evaluation methods are still being developed. This paper follows the first evaluation of a gamification system to aid with onboarding new users into the IPS IMMA digital human modelling system, offering details on the heuristic evaluation method. So early in the process it is inevitable that problems were found, largely to do with how motivation of users was handled, and multiple suggestions for improvements are offered.

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Acknowledgements

This work has been realised with support from the Knowledge Foundation and the INFINIT research environment (KKS Dnr. 20180167) who have financially supported the Synergy Virtual Ergonomics project (SVE), as well as partner organisations.

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Correspondence to Ari Kolbeinsson .

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Kolbeinsson, A., Palmquist, A., Lindblom, J., Jiménez Sánchez, J.L. (2021). To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds) Design, User Experience, and Usability: UX Research and Design. HCII 2021. Lecture Notes in Computer Science(), vol 12779. Springer, Cham. https://doi.org/10.1007/978-3-030-78221-4_4

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  • DOI: https://doi.org/10.1007/978-3-030-78221-4_4

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