TY - JOUR
T1 - Methodology I’M IN applied to workshop
T2 - successful educational practice for consultants in user experience with gamification fields
AU - Villegas, Eva
AU - Labrador, Emiliano
AU - Fonseca, David
AU - Fernández-Guinea, Sara
N1 - Publisher Copyright:
© 2019, Springer-Verlag GmbH Germany, part of Springer Nature.
PY - 2019/8/1
Y1 - 2019/8/1
N2 - The article is based on the development of a new methodology that promotes and contributes to a workshop, incorporating user experience as an evaluation of user’s behavior, and includes the application of gamification as a method of increasing motivations. The study that is presented is based on the explanation of the method used for its creation and in the evaluation of the first results obtained before its application. The evaluation of the design took into account the initial assessment to connect the field of user experience with gamification, assessed a first version and evaluated a second version, and applied it in the context of a workshop. One of the aims that is addressed within the user experience is to evolve in the search of systems, where a starting point is developed from a hypothetico-deductive system, where the consultant established the hypothesis to be solved based on the possible behavior of the user to a system, where users also participate in decisions; therefore, the methodology applied for the design is based on a user-centered design process. The application allows to reveal useful information to design a workshop that can improve the quality of the results, increase the relevance of the resulting report and contribute efficiency compared to the current systems. To illustrate this technique, a use case is presented applied to the redesign of a subject of Master in user experience. The strengths and weaknesses of the system’s applicability as a standard are taken into account.
AB - The article is based on the development of a new methodology that promotes and contributes to a workshop, incorporating user experience as an evaluation of user’s behavior, and includes the application of gamification as a method of increasing motivations. The study that is presented is based on the explanation of the method used for its creation and in the evaluation of the first results obtained before its application. The evaluation of the design took into account the initial assessment to connect the field of user experience with gamification, assessed a first version and evaluated a second version, and applied it in the context of a workshop. One of the aims that is addressed within the user experience is to evolve in the search of systems, where a starting point is developed from a hypothetico-deductive system, where the consultant established the hypothesis to be solved based on the possible behavior of the user to a system, where users also participate in decisions; therefore, the methodology applied for the design is based on a user-centered design process. The application allows to reveal useful information to design a workshop that can improve the quality of the results, increase the relevance of the resulting report and contribute efficiency compared to the current systems. To illustrate this technique, a use case is presented applied to the redesign of a subject of Master in user experience. The strengths and weaknesses of the system’s applicability as a standard are taken into account.
KW - Academic motivation
KW - Engagement
KW - Gamification
KW - Methodology
KW - Participatory design
KW - User experience
UR - http://www.scopus.com/inward/record.url?scp=85065076847&partnerID=8YFLogxK
U2 - 10.1007/s10209-019-00675-w
DO - 10.1007/s10209-019-00675-w
M3 - Article
AN - SCOPUS:85065076847
SN - 1615-5289
VL - 18
SP - 507
EP - 521
JO - Universal Access in the Information Society
JF - Universal Access in the Information Society
IS - 3
ER -