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Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
1 This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Workshop
DevOps Gamification
István Koren, Michael Derntl, Milos Kravcik, Ralf Klamma
RWTH Aachen University
Advanced Community Information Systems (ACIS)
http://dbis.rwth-aachen.de/cms/research/ACIS
11th Joint European Summer School on
Technology Enhanced Learning (JTEL 2015)
July 6-10
Ischia, Italy
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
2
Workshop Learning Outcomes
Knowledge
Explain DevOps
concepts,
objectives and
tools
Explain the
concept of
gamification
Skills
Apply the concept
of gamification
Employ social
requirements
engineering
Gamify a given
non-game web
application
Competence
Present and give
constructive
comments
Reflect on your
own work
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
3
Agenda
 DevOps
 Requirements Bazaar
 Gamification
 Task: Gamify Requirements Bazaar
– Presentations of gamification concepts
– Winner will be featured on Layers blog
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
4
Scaling Informal Learning
A
B
C
D
E
LAPPS
Layers App Store
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
5
DEVOPS
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
6
DevOps – A Recent Trend in
Software Development
© 2013 CIO Insight
© 2012 http://dev2ops.org/
© 2015-01-19 wired.com
© 2015 Google Trends
© 2015-06-02 Wall Street Journal Blog
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
7
Developers vs. Operations
Developers
The team turning requirements
into code.
 New features
 Specific tools
 Fast workflows
Operations
The people operating the servers
and taking care everything runs.
 Stability
 Manage efficiently
 Running systems
DevOps is about creating a culture of communication between
developers and operations.
© 2015 Universal Pictures
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
9
DevOps Life Cycle
 Rapid release cycle
 Strong feedback loop
 Dev and Ops working
hand in hand
But where are the
designers and users?
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
10
REQUIREMENTS BAZAAR
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
11
DevOpsUse Life Cycle
Involving end users in the design
and development process
 Ideas and needs
 Co-design
 Beta testing
 Context adaptation
 Awareness
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
12
Continuous Innovation
 Innovative end-user ideas seldomly reach OSS developers
 Existing tools for requirements engineering are often
discouraging for end-users; or incomplete for developers
 Inviting end users and designers to development process
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
13
Requirements Bazaar
 Web-based open continuous innovation platform
 Easy to use for end users
 Social features for enabling communication between
end users and developers
– Likes
– Comments
 Open APIs to embed it into apps
 How to improve the communication between end
users and developers beyond Web 2.0 features?
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
14
https://requirements-bazaar.org
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
15
Example Requirement
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
16
Task: Explore Requirements Bazaar
 Go to http://requirements-bazaar.org and sign up for
an account
 Search for the project called “Sandbox” and try to
play with some features there
– Create a component and explore other components
– Comment and vote on requirements
– Post requirements
 Time for this: maximum 10 minutes
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
17
GAMIFICATION
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
18
Gamification
 Gamification is the use of
game design elements in
non-game contexts
 Main objective: directing
“user” behavior
– Examples?
 Application domain may
vary
– e.g. business, politics, social
networks, health, etc.
– Examples?
 Note on terminology:
Gamification ≠
Serious Games ≠
Game Based Learning
WHOLE PART
GAME
PLAY
(Serious)
Games
Gameful
Design
(Gamification)
Toys Playful Design
(Deterding et al 2011)
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
19
Simple Example:
Badges
 A badge represents an
achievement
– e.g. various check-in
achievements on Foursquare
 Often combined with points
(= feedback, win states,
progression) and
leaderboards
(=competition)
Mozilla Open Badges – standard
to recognize and verify learning
Image Source: https://blog.mozilla.org/blog/2013/03/14/open_badges/
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
20
Example: Foursquare
Leaderboard
Achievements
Badges
Points, Feedback,
Resource Acq.
Challenge
Feedback
Collections
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
21
More Examples
 Social Good
– Speed Camera Lottery
– Based on reward, immediate
feedback, curiosity, clear win
state, social pressure
– Avg. speed reduced from 32
to 25 km/h during trial period
 Education
– Flood Fighter (for Bangkok)
– Raising youths' awareness and
knowledge about floods
– Based on points, levels,
rewards, achievements,
challenges…
– >10k installs in Thailand
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
22
How to Gamify?
 Octalysis  iGamify
and many more…
Different methodologies and frameworks, e.g.:
Source: http://octalysisgroup.com/wp-content/uploads/2014/05/Octalysis-Main-
Website-image.001-e1423688569412.jpg
© 2013 iGamify - http://www.igamify.com/gamification-model
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
23
Werbach’s Game Elements Pyramid
Based on Kevin Werbach’s Gamification Course, 2014
Dynamics
Big-picture aspects;
“grammar”
Mechanics
Processes that drive
action forward;
“verbs”
Components
Specific instantiations of
mechanics and dynamics;
“nouns”
Emotions,
Constraints,
Narrative,
Progression,
Relationships, …
Challenges, Chance,
Competition, Cooperation,
Feedback, Resource Acquisition,
Rewards, Transactions, Turns,
Win States, …
Achievements, Avatars, Badges, Boss Fights,
Collections, Combat, Content Unlocking,
Gifting (Charity), Leaderboards, Levels, Points,
Quests, Social Graph, Teams, Virtual Goods, …
(See the “Gamification Handout”)
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
24
INTERACTIVE EXERCISE
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
25
Task: Gamify Requirements Bazaar
 Team up, name your team, and appoint team leader
 Produce gamification concept
– Combine game elements from Werbach’s pyramid to gamify
Requirements Bazaar – help: Gamification handout
– Create visual mockups of the gamified GUI on the provided
GUI handouts
– Post your gamification ideas to the component named after
your team in the „Requirements Bazaar 2“ project
– Pitch the concept like a gamification pro (= refer to game
elements) – help: none!
– TIME: UNTIL 17:45 MAXIMUM
 Investment game
– Distribute your likes over the presented concepts
– Top concepts get featured on Learning Layers blog
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
26
INVESTMENT GAME
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
27
Determining the Top Concepts
 Each of you gets 5 likes to invest
 The workshop chairs also have likes to invest
 There is an envelope representing each team
 Distribute your likes over the envelopes
Lehrstuhl Informatik 5
(Information Systems)
Prof. Dr. M. Jarke
28
Investment Results
These top concepts will be featured
on the Layers Blog http://learning-layers.eu/news/
1. Game Over received 32 likes
2. The Mediterraneans received 19 likes
3. M.E.D. received 16 likes

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DevOps Gamification Workshop at JTEL Summer School 2015

  • 1. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 1 This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. Workshop DevOps Gamification István Koren, Michael Derntl, Milos Kravcik, Ralf Klamma RWTH Aachen University Advanced Community Information Systems (ACIS) http://dbis.rwth-aachen.de/cms/research/ACIS 11th Joint European Summer School on Technology Enhanced Learning (JTEL 2015) July 6-10 Ischia, Italy
  • 2. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 2 Workshop Learning Outcomes Knowledge Explain DevOps concepts, objectives and tools Explain the concept of gamification Skills Apply the concept of gamification Employ social requirements engineering Gamify a given non-game web application Competence Present and give constructive comments Reflect on your own work
  • 3. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 3 Agenda  DevOps  Requirements Bazaar  Gamification  Task: Gamify Requirements Bazaar – Presentations of gamification concepts – Winner will be featured on Layers blog
  • 4. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 4 Scaling Informal Learning A B C D E LAPPS Layers App Store
  • 5. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 5 DEVOPS
  • 6. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 6 DevOps – A Recent Trend in Software Development © 2013 CIO Insight © 2012 http://dev2ops.org/ © 2015-01-19 wired.com © 2015 Google Trends © 2015-06-02 Wall Street Journal Blog
  • 7. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 7 Developers vs. Operations Developers The team turning requirements into code.  New features  Specific tools  Fast workflows Operations The people operating the servers and taking care everything runs.  Stability  Manage efficiently  Running systems DevOps is about creating a culture of communication between developers and operations. © 2015 Universal Pictures
  • 8. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 9 DevOps Life Cycle  Rapid release cycle  Strong feedback loop  Dev and Ops working hand in hand But where are the designers and users?
  • 9. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 10 REQUIREMENTS BAZAAR
  • 10. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 11 DevOpsUse Life Cycle Involving end users in the design and development process  Ideas and needs  Co-design  Beta testing  Context adaptation  Awareness
  • 11. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 12 Continuous Innovation  Innovative end-user ideas seldomly reach OSS developers  Existing tools for requirements engineering are often discouraging for end-users; or incomplete for developers  Inviting end users and designers to development process
  • 12. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 13 Requirements Bazaar  Web-based open continuous innovation platform  Easy to use for end users  Social features for enabling communication between end users and developers – Likes – Comments  Open APIs to embed it into apps  How to improve the communication between end users and developers beyond Web 2.0 features?
  • 13. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 14 https://requirements-bazaar.org
  • 14. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 15 Example Requirement
  • 15. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 16 Task: Explore Requirements Bazaar  Go to http://requirements-bazaar.org and sign up for an account  Search for the project called “Sandbox” and try to play with some features there – Create a component and explore other components – Comment and vote on requirements – Post requirements  Time for this: maximum 10 minutes
  • 16. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 17 GAMIFICATION
  • 17. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 18 Gamification  Gamification is the use of game design elements in non-game contexts  Main objective: directing “user” behavior – Examples?  Application domain may vary – e.g. business, politics, social networks, health, etc. – Examples?  Note on terminology: Gamification ≠ Serious Games ≠ Game Based Learning WHOLE PART GAME PLAY (Serious) Games Gameful Design (Gamification) Toys Playful Design (Deterding et al 2011)
  • 18. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 19 Simple Example: Badges  A badge represents an achievement – e.g. various check-in achievements on Foursquare  Often combined with points (= feedback, win states, progression) and leaderboards (=competition) Mozilla Open Badges – standard to recognize and verify learning Image Source: https://blog.mozilla.org/blog/2013/03/14/open_badges/
  • 19. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 20 Example: Foursquare Leaderboard Achievements Badges Points, Feedback, Resource Acq. Challenge Feedback Collections
  • 20. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 21 More Examples  Social Good – Speed Camera Lottery – Based on reward, immediate feedback, curiosity, clear win state, social pressure – Avg. speed reduced from 32 to 25 km/h during trial period  Education – Flood Fighter (for Bangkok) – Raising youths' awareness and knowledge about floods – Based on points, levels, rewards, achievements, challenges… – >10k installs in Thailand
  • 21. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 22 How to Gamify?  Octalysis  iGamify and many more… Different methodologies and frameworks, e.g.: Source: http://octalysisgroup.com/wp-content/uploads/2014/05/Octalysis-Main- Website-image.001-e1423688569412.jpg © 2013 iGamify - http://www.igamify.com/gamification-model
  • 22. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 23 Werbach’s Game Elements Pyramid Based on Kevin Werbach’s Gamification Course, 2014 Dynamics Big-picture aspects; “grammar” Mechanics Processes that drive action forward; “verbs” Components Specific instantiations of mechanics and dynamics; “nouns” Emotions, Constraints, Narrative, Progression, Relationships, … Challenges, Chance, Competition, Cooperation, Feedback, Resource Acquisition, Rewards, Transactions, Turns, Win States, … Achievements, Avatars, Badges, Boss Fights, Collections, Combat, Content Unlocking, Gifting (Charity), Leaderboards, Levels, Points, Quests, Social Graph, Teams, Virtual Goods, … (See the “Gamification Handout”)
  • 23. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 24 INTERACTIVE EXERCISE
  • 24. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 25 Task: Gamify Requirements Bazaar  Team up, name your team, and appoint team leader  Produce gamification concept – Combine game elements from Werbach’s pyramid to gamify Requirements Bazaar – help: Gamification handout – Create visual mockups of the gamified GUI on the provided GUI handouts – Post your gamification ideas to the component named after your team in the „Requirements Bazaar 2“ project – Pitch the concept like a gamification pro (= refer to game elements) – help: none! – TIME: UNTIL 17:45 MAXIMUM  Investment game – Distribute your likes over the presented concepts – Top concepts get featured on Learning Layers blog
  • 25. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 26 INVESTMENT GAME
  • 26. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 27 Determining the Top Concepts  Each of you gets 5 likes to invest  The workshop chairs also have likes to invest  There is an envelope representing each team  Distribute your likes over the envelopes
  • 27. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 28 Investment Results These top concepts will be featured on the Layers Blog http://learning-layers.eu/news/ 1. Game Over received 32 likes 2. The Mediterraneans received 19 likes 3. M.E.D. received 16 likes