5 research outputs found
Fictional game elements 2016
Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised. This workshop explores the gamification design space from a critical perspective, by using design fictions to help researchers reflect on the long-term consequences of their designs
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RE-PROVO: an evaluation of gamification in a law enforcement organization
Government organizations rely extensively on legacy systems for their operations. When such systems are phased out, the new applications which replace them often replicate legacy functionality unnecessarily, resulting in inefficiencies and missed opportunities for innovation. A prototype of an online discussion game designed to promote the analysis and critique of functional requirements for legacy system replacement and encourage creativity, was evaluated in a local law enforcement agency. The preliminary findings of the evaluation are discussed, and the potential effects of gamification on the future of organizational communications and decision-making are considered
Protection of users: An analysis from product and process patents
This research seeks to describe the differences in patent filing of products and processes and the protection of the user. The research is characterized as descriptive exploratory of applied nature, with qualitative approach, having as method the technique of documentary research and documentary analysis. Normative Instructions 30 and 31 of the INPI and Law 9.279/96 were used. In the analysis it can be observed that process patents have a greater size than product patents, the state of the art is one of the main points of the writing of patents, drawings, flowcharts, organization charts and diagrams are present in process patents. It is concluded that the article raises a discussion about the importance of registration of patent processes, especially regarding the issues related to the user
Connecting citizens with urban environments through an augmented reality pervasive game
The concept of Playable City situates games in public spaces to create connections between the citizens and the urban environment. To this end, Augmented Reality (AR) and pervasive technologies can provide additional information about urban objects or places and support innovative and engaging experiences to increase the user interest in the surrounding area. Understanding how these experiences affect the user interest is crucial for reaching a well-established connection between the people and the spaces around them. Our contribution is a preliminary framework to evaluate how being engaged in a playful activity improves interest and awareness in a specific urban area. The framework is based on the situated motivational affordances to establish a correlation among the users' motivations, the situation, and the employed technological artifact. We use an AR pervasive game to evaluate a playful historical experience as a technology probe. The results suggest that while playing the game, the citizens started to show a growing interest in the historical facts around them. At the same time, they began to raise concerns about other issues like sustainability, socio-environmental, and socioeconomic development.This work is supported by the project sense2MakeSense grant funded by the Spanish State Agency of Research (PID2019-109388GB-I00) and the Madrid Government (Comunidad de Madrid - Spain) under the Multiannual Agreement with UC3M in the line of Excellence of University Professors (Grant Number: EPUC3M17) context of the V PRICIT (Regional Programme of Research and Technological Innovation
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Digital Government Systems: Tackling The Legacy Problem Through A Game-Based Approach To Business Requirements Analysis
Government agency reliance on legacy systems is problematic: they are costly to maintain, difficult to integrate with and they hinder innovation. However, the replacement of legacy systems is not a straightforward endeavor, and it often results in technology substitution that is not accompanied by business process change. The focus of this dissertation is on the phenomenon of legacy system replication wherein the requirements for applications replacing outdated technologies mimic legacy features and reflect status quo operational processes that have been historically shaped by the legacy system itself. This problem is referred to throughout the dissertation as the “legacy problem.” The dissertation investigates its roots and proposes an approach to overcome it. Specifically, a mixed method research approach is taken, including a survey of public sector practitioners to explore the extent of the legacy problem, and a series of semi-structured interviews with government information technology and management professionals to delve into the dynamics of legacy system replacement projects. Findings indicate that the legacy problem often stems from a lack of critical analysis of business requirements and the desire to minimize the risks associated with organizational change, which often result in missed opportunities for digital government innovation. As a consequence, the dissertation proposes a candidate approach to deal with the legacy problem in the development of a requirements game (RE-PROVO) which supports requirements discussions structured around the themes of legacy (or heritage) preservation and innovation. The game is evaluated by local government practitioners through several iterations and their feedback is analysed to gauge the potential utility of the approach. The results indicate that with a streamlined user interface and accentuated game elements RE-PROVO can be a valuable and effective tool for requirements analysis in legacy system replacement projects