TY - GEN
T1 - Design Thinking and Gamification
T2 - 6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
AU - Villegas, Eva
AU - Labrador, Emiliano
AU - Fonseca, David
AU - Fernández-Guinea, Sara
AU - Moreira, Fernando
N1 - Publisher Copyright:
© 2019, Springer Nature Switzerland AG.
PY - 2019
Y1 - 2019
N2 - The article presents the analysis of two systems of participatory design that allow to understand collaborative learning as a method of creating strategies and products. Two methodologies are described in order to discuss the possibilities and challenges of its application. The text begins by defining a user experience methodology designed to create with the participation of the user and continues with the definition of Design Thinking, which enhances empathy with the user through active techniques and a proficiency created to enhance the participation of people through the game Gamification. For this, the theoretical basis of each of the systems has been taken into account, the two Frameworks on which they are based on are compared and the design of the sessions with consumers is used as a starting point. It shows a first approximation of the comparison of the two systems through the sample of frameworks in study that mixes the user experience with Gamification. Through this analysis, it is affirmed that the emotional behavior of the user is key to define strategies and products, therefore, it must be designed for the user with the user.
AB - The article presents the analysis of two systems of participatory design that allow to understand collaborative learning as a method of creating strategies and products. Two methodologies are described in order to discuss the possibilities and challenges of its application. The text begins by defining a user experience methodology designed to create with the participation of the user and continues with the definition of Design Thinking, which enhances empathy with the user through active techniques and a proficiency created to enhance the participation of people through the game Gamification. For this, the theoretical basis of each of the systems has been taken into account, the two Frameworks on which they are based on are compared and the design of the sessions with consumers is used as a starting point. It shows a first approximation of the comparison of the two systems through the sample of frameworks in study that mixes the user experience with Gamification. Through this analysis, it is affirmed that the emotional behavior of the user is key to define strategies and products, therefore, it must be designed for the user with the user.
KW - Constructivism paradigm
KW - Creativity
KW - Design thinking
KW - Gamification
KW - User centered design
KW - User experience
UR - http://www.scopus.com/inward/record.url?scp=85069852346&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-21814-0_10
DO - 10.1007/978-3-030-21814-0_10
M3 - Conference contribution
AN - SCOPUS:85069852346
SN - 9783030218133
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 115
EP - 124
BT - Learning and Collaboration Technologies. Designing Learning Experiences - 6th International Conference, LCT 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
A2 - Zaphiris, Panayiotis
A2 - Ioannou, Andri
PB - Springer Verlag
Y2 - 26 July 2019 through 31 July 2019
ER -