204 research outputs found

    The Interaction of Trait Competitiveness and Leaderboard Design - An Experimental Analysis of Effects on Perceptions and Usage Intention

    Get PDF
    Gamification is a valuable approach to foster user engagement, raise motivation, and induce behavioral change. As a maturing field of research, the complex interactions of the various elements of gameful systems remain opaque. However, understanding these interactions, especially between user and gamified system, builds the foundation for the vast application of gamified systems. To advance our knowledge in this field, we employ an experimental research design with 192 participants. Thereby we show that users’ personal development competitiveness positively affects the perception and usage intention of a competitive gamified system in a work scenario. Further, this relationship is moderated by the system’s design. Focusing on a team-based rather than a player-based leaderboard supports the usage intentions and perceptions of individuals high in personal development competitiveness. Our study supports the need for individualized gameful systems rather than relying on one-system-fits-all approaches often found in business practice

    All Work and All Play? A Framework to Design Game- based Information Systems

    Get PDF
    Organizations have increasingly sought to develop and use game-based information systems to increase engagement among employees or customers. However, many game-based information systems have failed due to poor design. Game-based information systems’ design must align with an organization’s need or problem and users’ motives. To help designers create game-based information systems that align with an organization’s needs, we present the game- based system design framework (GSDF). Designers can use this framework to select game-based elements to support aesthetics, dynamics, and mechanics to encourage intrinsic or extrinsic motivation among users. We also create a game-based system design diagram (GSDD) and process in the spirit of UML diagrams for designers to communicate game-based information system designs. We explain how one can use the GSDF and GSDD and their value for practice and research

    Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector

    Get PDF
    Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications

    Keynote - Integration of communication and clinical reasoning skills: Evolution of a medical school curriculum and reflections of a GP

    Get PDF
    Conference programme:Anna will discuss the evolution of the HYMS curriculum (including the explicit teaching of clinical reasoning, and integration of the communication and clinical reasoning curricula) and reflect on the impact of her own practice as a GP

    Faculty Development: Equipping teachers with the skills to assist students to develop their clinical reasoning and communication skills in patient consultations - an integrated approach

    Get PDF
    This interactive and multimedia workshop will showcase an approach that integrates the teaching of communication and clinical reasoning skills, through observation and discussion.· To consider the challenges teachers/tutors (experts) might face in helping medical students (novices) develop their clinical reasoning skills· To develop awareness of the role of faculty development in helping teachers/tutors develop the skills required for both clinical reasoning and communication skills teaching in real life patient encounters.· To encourage delegates to share best practice and reflect on faculty development in their own institutions

    Evaluation of user satisfaction and usability of a mobile app for smoking cessation

    Get PDF
    Background Mobile apps have a great potential to support patients in healthcare, and to encourage healthy behavioral changes such as smoking cessation. Nevertheless, the user rejection levels are still high. A set of factors that has impact on the app effectiveness is related to the quality of those features that lead to positive user experiences when using the app. This work aims to evaluate the user experience, and more specifically the usability and the user satisfaction with a mobile application for smoking cessation. This will also provide a basis for future improvements. Methods We provided a smoking cessation mobile Android app to two different user cohorts, the smokers as valid users and the experts, for three weeks. The app featured usual functionalities to help quit smoking, including an achieved benefits section, mini-games to distract during cravings, and supportive motivational messages. We collected information about user experience, through game playability and message satisfaction questionnaires, and the experts’ opinions. We also considered usage of app sections, the duration of the mini-game sessions, and the user ratings for motivational messages. Results We included 45 valid users and 25 experts in this study. The questionnaire indicated 80% satisfaction rate for the motivational messages. According to game questionnaires, over 69% of the participants agreed that the games have good usability features, however, for questions related to mobility and gameplay heuristics, agreements were below 67%. The most accessed app sections were achieved benefits and the one with motivational messages. The experts described issues that could help to improve the application. Conclusions The combination of questionnaires with expert reports allowed to identify several problems and possible corrections. Our study showed that motivational messages have a good satisfaction rate, although it is necessary to consider technical features of some mobile devices that may hinder message reception. Games have good usability and it's expected that the addition of difficulty levels and a better accessibility to the game menu could make them more attractive and increase its usage. Future development of mHealth apps based on gamification and motivational messages need to consider these factors for better user satisfaction and usability.European Union's Horizon 2020 No 68112

    23rd Recent Advances in Retailing & Services Science Conference, July 11-14, 2016, Edinburgh, Scotland:book of abstracts

    Get PDF
    This book includes the (edited) abstracts of the papers that will be presented at the 23rd Recent Advancesin Retailing and Services Science Conference, at the Carlton/Hilton hotel, Edinburgh, Scotland, July 11-16, 2016.The aim of the conference is to bring together an international and multidisciplinary audience working ondifferent topics in retailing and consumer behavior research. Both completed work and work in progresswill be presented. This is reflected in the kind of papers that have been accepted for presentation
    corecore