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Methodology I’M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields

The article is based on the development of a new methodology that promotes and contributes to a workshop, incorporating user experience as an evaluation of user’s behavior, and includes the application of gamification as a method of increasing motivations. The study that is presented is based on the...

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Published in:Universal access in the information society 2019-08, Vol.18 (3), p.507-521
Main Authors: Villegas, Eva, Labrador, Emiliano, Fonseca, David, Fernández-Guinea, Sara
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Language:English
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description The article is based on the development of a new methodology that promotes and contributes to a workshop, incorporating user experience as an evaluation of user’s behavior, and includes the application of gamification as a method of increasing motivations. The study that is presented is based on the explanation of the method used for its creation and in the evaluation of the first results obtained before its application. The evaluation of the design took into account the initial assessment to connect the field of user experience with gamification, assessed a first version and evaluated a second version, and applied it in the context of a workshop. One of the aims that is addressed within the user experience is to evolve in the search of systems, where a starting point is developed from a hypothetico-deductive system, where the consultant established the hypothesis to be solved based on the possible behavior of the user to a system, where users also participate in decisions; therefore, the methodology applied for the design is based on a user-centered design process. The application allows to reveal useful information to design a workshop that can improve the quality of the results, increase the relevance of the resulting report and contribute efficiency compared to the current systems. To illustrate this technique, a use case is presented applied to the redesign of a subject of Master in user experience. The strengths and weaknesses of the system’s applicability as a standard are taken into account.
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subjects Attitudes
Caregivers
Community health care
Computer Communication Networks
Computer Science
Computers and Society
Design
Gamification
Information Storage and Retrieval
Information Systems Applications (incl.Internet)
IT in Business
Long Paper
Management of crises
Methodology
Older people
Perceptions
Polls & surveys
Prevention
Redesign
Social services
Stakeholders
Telecommunications
User experience
User Interfaces and Human Computer Interaction
title Methodology I’M IN applied to workshop: successful educational practice for consultants in user experience with gamification fields
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