See also: Part 1
In part 1, I presented an overview of our research study that classified the most commonly used gameful design elements according to user preferences:
Groups of gameful design elements by user preferences.
Now, let’s dive into more detail and look at the complete list…
At the HCI Games Group, we have been working to understand user preferences in gameful applications in order to develop methodologies for personalized gameful design. Last year, we worked together with Andrzej Marczewski and the AIT to develop a new questionnaire for the Hexad user…
Although many gameful design methods have emerged recently, designers still lack standard evaluation methods for evaluating gameful design. For other established areas of UX, heuristic evaluation methods are commonly used. In usability engineering, heuristics are general principles or broad usability guidelines that have been used…
Gameful Design (gamification) has been an increasingly popular approach for improving the user's motivation and experience when interacting with digital applications. As a result, the number of gameful designers has been steadily increasing in the past years, as well as the reports of successful projects…
The peak-end rule is a psychological heuristic that explains how people judge an experience largely based on its peak (i.e., its most intense point) and its end, rather on the whole experience. A research from the Universities of Saskatchewan and Canterbury and Autodesk sought to…
A research project from the Universities of Basel and Copenhagen sought to understand the differences between momentary pleasure and lasting meaning in positive experiences with interactive technologies. These ideas come from a long tradition in both history and user experience research. Momentary pleasurable experiences…