gameful design


Elements of Gameful Design Classified by User Preferences — part 2 1

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: Now, let’s dive into more detail and look at the complete list of gameful design elements that were included in each group. This information provides valuable data to understand user preferences and aid designers interested in creating personalized gameful systems. Individual Motivations This group represents the user’s interest in their own experience […]

Groups of Gameful Design Elements

Elements of Gameful Design Classified by User Preferences 1

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 types. The user types describe characteristics of the user, but do not tell us directly what gameful design elements each user prefer. Nevertheless, we also tested it and showed that there is a relationship between […]

Groups of Gameful Design Elements

Gameful Design Heuristics

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 to design and evaluate interactive systems. Heuristic evaluation, in the context of usability, is the use of said principles as a usability inspection method by experts to identify usability problems in an existing design as […]


Designing for Motivation

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 gamification projects. However, what I still miss is more reports of gameful design integrated to the general product design and development process. I have seen many gamification projects reported as stand-alone projects, separated from the […]


Gamification vs Gameful Design: why does it matter? 6

There have been so many discussions about the terms gamification and gameful design that I was avoiding posting about them until now. But now I felt like giving my contribution and trying to help differentiate both terms and discuss why the difference matters. Despite everything that has already been said about these two definitions, I feel we still not have an agreed upon differentiation between the two. Yet, a well-conceptualized differentiation was already suggested by Deterding and colleagues back in […]


Defining Clear Goals in Gameful Applications

I have previously talked about the prominent role of challenges in games and gameful applications. Challenging oneself to overcome unnecessary obstacles just for the fun of it is at the heart of a gameful experience. Moreover, good challenges only work together with clear goals and clear paths, i.e., the player must know what she wants to achieve and how to do it. Games and gameful applications must always support the player in defining goals and immediate objectives. This can be […]

Minecraft

An Introduction to Gamification in Human-Computer Interaction 1

Originally published on the ACM XRDS blog. User experience (UX) is a field within Human-Computer Interaction (HCI) that studies the whole experience of a user with a product, system, or service. UX focuses on  issues such as usability, ergonomics, cognitive load, and affective experiences. However, in the last years, there is a particular growing interest in understanding users’ motivation to use a product, system, or service. This interest is spawned by observable low engagement rates: it is not enough to have […]


Gameful Design Fundamentals: Challenge, Progression, Rewards

These slides are a summary of the post series focused on better understanding some of the most widely used gameful design elements. If you’re interested in reading more, also check the original blog posts: Part 1: Challenge Accepted! The role of challenge for gameful design Part 2: I’m in it for the prize! The role of rewards for gameful design Part 3: Level Up! The role of progression for gameful design  


Level Up! The role of progression for gameful design 1

Welcome to the final post in this series focused on better understanding some of the most widely used gameful design elements! This post will address progression, one of the basic design elements to help foster users’ intrinsic motivation from competence and mastery. If you have not done so yet, check the first two posts of the series out before you continue, the first one in particular, as it presents some important background on what is needed for a system to […]