Gamification is quite a hot topic in ICT development at the moment. Game elements are increasingly seen as a useful design approach to make everyday tasks or work-related activities more fun and to improve the user experience. In the TraPIST project, we (together with our iMinds-SMIT colleagues at VUB) have used a similar approach to spice up our research. We created a board game that was used in one of our studies to gather insights into train passengers’ needs regarding the train information system we are developing in this project. More specifically, we wanted to understand what kind of questions passengers would ask if they would have access to an omniscient information system that would go way beyond existing train apps.
During the game, players could ask questions to a mock-up of the TraPIST train information system. They could type their questions on a tablet and the system (that was in fact operated by a researcher in another room, Wizard-of-Oz style) would answer their questions. Our main objective was to gain an understanding of the kind of questions passengers would ask to the TraPIST system, which worked quite well in this game setting. Being in a fictitious, but familiar, train travel context helped our participants to think about what it would be like to use a non-existent future application. Adding game elements to the study made participation fun and lowered the threshold for participants to speak their minds.
We will definitely use game elements in our research again, as we felt this approach was quite successful. We will present our TraPIST board game at CHI in Seoul in April.
U vindt het orginele artikel hier: http://www.socialspacescuo.be/project/games-as-a-research-method