Gamification to improve a Service Experience: A Case Study Of Service Experience Improvement Using Gamification In A Product Feature Development
Translated title
Gamification to improve a Service Experience
Author
Gröber, Ema Atanasova
Term
4. term
Education
Publication year
2019
Submitted on
2019-09-11
Pages
92
Abstract
Specialet undersøger gamification—brug af spilelementer i ikke-spil-sammenhænge for at øge motivationen—som en måde at forbedre brugeroplevelsen i studieapp'en Lix. Undersøgelsen tager udgangspunkt i udviklingen af en ny funktion til Lix-platformen i perioden februar til september 2019. Studerende blev inddraget gennem hele processen for at forstå deres behov og samskabe løsninger. Dette mundede ud i funktionen Time to read, der som en del af Lix og i kombination med gamification skal hjælpe studerende med at holde motivationen og arbejde mere effektivt med deres pensumlæsning. Ud over selve funktionen bruges casen til at undersøge, hvordan gamification kan skabe værdi i uddannelse. Specialet dokumenterer designprocessen og giver et udgangspunkt for viden og praktiske redskaber til at implementere spilmekanikker i studieplatforme.
This thesis examines gamification—using game-like elements in non-game settings to boost motivation—as a way to improve the user experience in Lix, a study app. The research centers on developing a new feature for the Lix platform between February and September 2019. Students were involved throughout the process to understand their needs and co-create solutions. This led to Time to read, a feature within Lix that, together with gamification, aims to help students stay motivated and work more efficiently when tackling required readings. Beyond the feature itself, the case is used to explore how gamification can add value in education. The thesis documents the design process and offers a starting point of knowledge and practical tools for implementing game mechanics in study platforms.
[This abstract was generated with the help of AI]
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