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Improve gamification design with ux design elements: a survey with practitioners

Author(s)
OMAR AZOUZ Mohammed V University, High School of Technology- Salé, Laboratory LASTIMI, Rabat, Morocco
NOUAMANE KARIOH Mohammed V University, High School of Technology- Salé, Laboratory LASTIMI, Rabat, Morocco
YOUSSEF LEFDAOUI Mohammed V University, High School of Technology- Salé, Laboratory LASTIMI, Rabat, Morocco
Abstract
Since the emergence of Gamification, many design frameworks have been proposed. However, the implementation of this concept is still subject to risk due to the lack of tools, best practices and complete processes that cover the end-to-end product cycle. This article proposes an online questionnaire addressed to UX and Gamification practitioners to explore the UX design elements that can enhance Gamification design. Therefore, the aim of this paper is to investigate the relevance of adapting and adopting UX design elements in order to enhance the design of gamified products from the practitioners' perspective. To achieve this goal, this study proposes and analyzes the results of a survey to which 123 practitioners responded. We sampled the participants by inviting over 1200 practitioners extracted from the LinkedIn network. The purpose of the survey is (i) to collect feedback from Gamification and/or UX practitioners on the design of gamified products, (ii) to identify the UX design elements that need to be adapted to the specificities of Gamification, and (iii) to conclude guidelines to help unify a design process for a meaningful user experience. The survey results show that, in general, UX and Gamification practitioners share the relevance of strengthening Gamification design via UX design elements. Several recommendations have been highlighted in order to adapt UX processes to deal with the specificities of Gamification such as the adaptation of the tracks of the MAP journey to better analyze the motivation and engagement of users. The Persona is also concerned by adaptation proposals to include player profiling in the current model. Finally, we conclude by suggesting starting points for the unification of a UX process specific to gamified products.
Publication Details
Page(s) 5129-5150
DOI DOI not available
Published Journal: Journal of Theoretical and Applied Information Technology, Volume: 100, Issue: 16, Year: 2022

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Keywords
survey, process, Gamification, UX Design Element, User experience Design
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