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Deconstructing ‘Gamified’ Task-
Management Applications
DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKE
Laboratory for Games And Media Entertainment Research (GAMER Lab)
University of Ontario Institute of Technology
DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKE
Laboratory for Games And Media Entertainment Research (GAMER Lab)
University of Ontario Institute of Technology
Me
Hi guys,
I’m a designer. Thanks
for listening to my
research at Gamification
2013. Tweet me your
thoughts @3D_Ideation
Dennis L. Kappen
Ph.D. Student at UOIT GAMER Lab
Industrial Designer, Prof. Humber College
Supervised by Dr. Lennart E. Nacke
» Takeaway
» Challenges
» Rationale for Study
» Our approach
» Conclusions
Overview
(GAMIFIED TASK-MANAGEMENT APPLICATIONS)
» Takeaway
» Challenges
» Rationale for Study
» Our approach
» Conclusions
Takeaway
» Enabling satisfaction
» Visual stimuli
» Usefulness
» Social integration elements
» Resistance to change
» Enabling satisfaction
» Visual stimuli
» Usefulness
» Social integration elements
» Resistance to change
Challenges
» Time crunch in doing daily chores and
activities
» Productivity and using game elements?
» Usefulness of gamified task-
management (TM) applications?
» Efficiency of daily chores using TM
apps?
» Time crunch in doing daily chores and
activities
» Productivity and using game elements?
» Usefulness of gamified task-
management (TM) applications?
» Efficiency of daily chores using TM
apps?
Rationale for Initial Study
» Routine tasks may not be intrinsically
motivating
» Difficulty in managing daily activities
without a task management application
» Task management is a boring activity
» Would gamified task managers be more
motivating to use?
» Routine tasks may not be intrinsically
motivating
» Difficulty in managing daily activities
without a task management application
» Task management is a boring activity
» Would gamified task managers be more
motivating to use?
Initial Study
» Participants
» Task Hammer (Android Application)
» EpicWin (iPhones)
Task HammerTask Hammer
Epic Win
Initial Study Design
Task Hammer
STUDY
TASK HAMMER EPIC WIN
Task Hammer
Epic Win
EXTENDED USE
QUESTIONNAIRE
EXTENDED USE
QUESTIONNAIRE
INTERVIEWS INTERVIEWS
QUANTITATIVE
QUALITATIVE
Findings
(GAMIFIED TASK-MANAGEMENT APPLICATIONS)
» Easy to learn
» Compare conventional vs. gamified apps
» Usefulness
» Reward system
» Visual stimuli
» Easy to learn
» Compare conventional vs. gamified apps
» Usefulness
» Reward system
» Visual stimuli
Limitations
• Presumption of use
• Sample size
• Duration of initial study
• Presumption of use
• Sample size
• Duration of initial study
Future Work
» Follow-up study
» Motivational aspects of the extended USE questionnaire
Conclusions
» Only presence of points, badges and rewards
» would not excite the users in engaging in the gamified app
» Usefulness of the gamified app
» appealed to the sensibilities of the user
» Positive correlations between intrinsic motivation and usefulness
» Positive correlations between extrinsic motivation and
satisfaction
» Motivational user experience design
» Only presence of points, badges and rewards
» would not excite the users in engaging in the gamified app
» Usefulness of the gamified app
» appealed to the sensibilities of the user
» Positive correlations between intrinsic motivation and usefulness
» Positive correlations between extrinsic motivation and
satisfaction
» Motivational user experience design
Questions//Comments//Emotions?
THANK YOU
#gameit13
http://hcigames.businessandit.uoit.ca
Dennis L. Kappen (@3D_Ideation)
Jens Johannsmeier
Lennart E. Nacke (@acagamic)
EMAIL
dennis.kappen@humber.ca
jjohannsmeie@uos.de
lennart.nacke@acm.org
THANK YOU
#gameit13
http://hcigames.businessandit.uoit.ca
Dennis L. Kappen (@3D_Ideation)
Jens Johannsmeier
Lennart E. Nacke (@acagamic)
EMAIL
dennis.kappen@humber.ca
jjohannsmeie@uos.de
lennart.nacke@acm.org

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#Gamification of Task Management

  • 1.
  • 2. Deconstructing ‘Gamified’ Task- Management Applications DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKE Laboratory for Games And Media Entertainment Research (GAMER Lab) University of Ontario Institute of Technology DENNIS L. KAPPEN, JENS JOHANNSMEIER, LENNART E. NACKE Laboratory for Games And Media Entertainment Research (GAMER Lab) University of Ontario Institute of Technology
  • 3. Me Hi guys, I’m a designer. Thanks for listening to my research at Gamification 2013. Tweet me your thoughts @3D_Ideation Dennis L. Kappen Ph.D. Student at UOIT GAMER Lab Industrial Designer, Prof. Humber College Supervised by Dr. Lennart E. Nacke
  • 4. » Takeaway » Challenges » Rationale for Study » Our approach » Conclusions Overview (GAMIFIED TASK-MANAGEMENT APPLICATIONS) » Takeaway » Challenges » Rationale for Study » Our approach » Conclusions
  • 5. Takeaway » Enabling satisfaction » Visual stimuli » Usefulness » Social integration elements » Resistance to change » Enabling satisfaction » Visual stimuli » Usefulness » Social integration elements » Resistance to change
  • 6. Challenges » Time crunch in doing daily chores and activities » Productivity and using game elements? » Usefulness of gamified task- management (TM) applications? » Efficiency of daily chores using TM apps? » Time crunch in doing daily chores and activities » Productivity and using game elements? » Usefulness of gamified task- management (TM) applications? » Efficiency of daily chores using TM apps?
  • 7. Rationale for Initial Study » Routine tasks may not be intrinsically motivating » Difficulty in managing daily activities without a task management application » Task management is a boring activity » Would gamified task managers be more motivating to use? » Routine tasks may not be intrinsically motivating » Difficulty in managing daily activities without a task management application » Task management is a boring activity » Would gamified task managers be more motivating to use?
  • 8. Initial Study » Participants » Task Hammer (Android Application) » EpicWin (iPhones) Task HammerTask Hammer Epic Win
  • 9. Initial Study Design Task Hammer STUDY TASK HAMMER EPIC WIN Task Hammer Epic Win EXTENDED USE QUESTIONNAIRE EXTENDED USE QUESTIONNAIRE INTERVIEWS INTERVIEWS QUANTITATIVE QUALITATIVE
  • 10. Findings (GAMIFIED TASK-MANAGEMENT APPLICATIONS) » Easy to learn » Compare conventional vs. gamified apps » Usefulness » Reward system » Visual stimuli » Easy to learn » Compare conventional vs. gamified apps » Usefulness » Reward system » Visual stimuli
  • 11. Limitations • Presumption of use • Sample size • Duration of initial study • Presumption of use • Sample size • Duration of initial study
  • 12. Future Work » Follow-up study » Motivational aspects of the extended USE questionnaire
  • 13. Conclusions » Only presence of points, badges and rewards » would not excite the users in engaging in the gamified app » Usefulness of the gamified app » appealed to the sensibilities of the user » Positive correlations between intrinsic motivation and usefulness » Positive correlations between extrinsic motivation and satisfaction » Motivational user experience design » Only presence of points, badges and rewards » would not excite the users in engaging in the gamified app » Usefulness of the gamified app » appealed to the sensibilities of the user » Positive correlations between intrinsic motivation and usefulness » Positive correlations between extrinsic motivation and satisfaction » Motivational user experience design
  • 14. Questions//Comments//Emotions? THANK YOU #gameit13 http://hcigames.businessandit.uoit.ca Dennis L. Kappen (@3D_Ideation) Jens Johannsmeier Lennart E. Nacke (@acagamic) EMAIL dennis.kappen@humber.ca jjohannsmeie@uos.de lennart.nacke@acm.org THANK YOU #gameit13 http://hcigames.businessandit.uoit.ca Dennis L. Kappen (@3D_Ideation) Jens Johannsmeier Lennart E. Nacke (@acagamic) EMAIL dennis.kappen@humber.ca jjohannsmeie@uos.de lennart.nacke@acm.org

Editor's Notes

  1. Hi Everyone Welcome to the paper presentation on “Deconstructing ‘Gamified’ Task-Management Applications”
  2. Myself, I am an industrial designer, and a PhD student at UOIT (in the GAMER Lab) under the supervision of Dr. Lennart Nacke, the Research Director of the UOIT GAMER Lab.
  3. This is an overview of the structure of our presentation
  4. Key message from this paper is that : The extrinsic reward system in-built in the gamified application enabled satisfaction in certain applications Usefulness of the application (app) and gamified elements was related to presence of visual stimuli indicating acknowledgement and a sense of accomplishment. Usefulness also depended on the possibility of integration with existing software Lack of social integration elements in the gamified TM impeded change to a gamified app Resistance to change from their existing apps were also due to reasons of familiarity and convenience of use
  5. While there are many applications to help us remember our chores, tasks and activities, Most of us are in a time crunch, running around with millions of items to do. the activity of inputting information into the app is a mundane task itself Standard apps and gamified apps for task management are available in abundance in the marketplace
  6. Often at times., we have no choice but to do that tasks, chores, engage in activities and attend events One may even at times, forget to pick-up kids in the heat of our busy activities, I’ve been there and was in the dog house for quite sometime hence can there be a better experience for the user in going about remembering to do the tasks and getting to do the tasks in an efficient manner We wanted to compare standard task management applications with gamified task management apps
  7. At the GAMER Lab, we decided to conduct an initial Study using Task Hammer and EpicWin Participants 14 Participants; 7 participants using EpicWin; 7 using TaskHammer Use the gamified application for a minimum of 4 days Survey questionnaire Take part in interview sessions Maintain a Dairy Log of their experience of using the app.
  8. This was the structure of our preliminary study where we used the USE Questionnaire: which consisted of dimensions of Usefulness, Satisfaction and Ease of Use, Ease of Learning Added questions for Intrinsic Motivation and Extrinsic Motivation (total 10 dimensions) 7-point Likert Scale strongly disagree (1) to strongly agree (7) Interview Protocol Players were interviewed for player motivation, frustrations and experience 16 categories of interview questions User experience, frustrations in using the app, motivations to playing the app, reward system, levels of achievement, the importance of game elements, and the engagement aspects in the specific apps they had played
  9. From our results we found that Task Hammer was easy to learn than EpicWin Conventional task management apps were preferred over gamified ones because of their speed and efficiency The participants perception of task managers’ usefulness related to how motivated the participants were to use the app Participants who felt good about the apps’ reward system were more satisfied with its use They were also excited by visual stimuli (or a better aesthetic representation) which provided a greater motivation to continue playing the game
  10. Based on demographic questionnaire, we presumed that the participants had proficiency in using conventional task management apps. However having a control group would have been preferred. We had only 14 participants, and it would be interesting to run the study with a larger sample size We asked the participants to play the gamified app for a minimum time of 4 days. Prolonged usage of these apps could allow for greater assimilation of gamification and yield different results
  11. In regards to future work We intend to condust a Follow-up study with a wider population and a longer duration. Further development of the question sets for the intrinsic and extrinsic motivation dimensions of the ‘use’ questionnaire could help with finer understanding of motivational user experience design
  12. Finally in Concluding we found that Significant positive correlations between intrinsic motivations and usefulness indicates that participants perceive the usefulness of the gamified app in relation to the game elements. Furthermore, positive correlations between extrinsic motivation and satisfaction dimensions indicate that badges points and rewards were influencers for satisfaction in the gamified app Meaning that Participants who felt good about the apps’ reward system were more satisfied with its use We believe that gamified business applications will not be used pervasively because of the presence of game design elements, but because of motivational user experience design, which drives the application to being a pleasurable experience. Ryan, R.M. and Deci, E.L. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary educational psychology 25, 1 (2000), 54–67. Hamari, J. and Eranti, V. Framework for Designing and Evaluating Game Achievements. DiGRA 2011: Think Design Play, (2011), 1–20 Lund, A.M. Measuring usability with the USE questionnaire. STC Usability SIG Newsletter 8, 2 (2001)