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Title:Gamification: Improvement of the user experience in ubiquitous applications for health and well-being of people
Authors:ID Naranđa, Nenad (Author)
ID Verber, Domen (Mentor) More about this mentor... New window
Files:.pdf MAG_Naranda_Nenad_2017.pdf (2,03 MB)
MD5: 4AE9448DED4D9CA5B3DF6006F9474EAC
 
.zip MAG_Naranda_Nenad_2017.zip (5,22 MB)
MD5: 4F52CEB87266D8B5F3D0D05C0264086B
 
Language:English
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:The goal of this work was to explore gamification in the healthcare domain with regards to fitness in order to understand how and which gamification mechanics can improve user experience in ubiquitous applications. This possible influence was tested conducting a survey in which the participants evaluated first the fitness application 30 Day Fit Challenge Workout and then its impact on their motivation. The results showed that the gamification mechanics did increase motivation (progression the most significantly, achievements the least), and therefore improved the user experience. Female participants felt more motivated than male ones.
Keywords:gamification, user experience, motivation, ubiquitous applications, health and well being
Place of publishing:Maribor
Publisher:[N. Naranđa]
Year of publishing:2017
PID:20.500.12556/DKUM-64867 New window
UDC:004.728.2.8:621.395.721.5(043.2)
COBISS.SI-ID:20416534 New window
NUK URN:URN:SI:UM:DK:IFSLW10L
Publication date in DKUM:20.02.2017
Views:1694
Downloads:296
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Secondary language

Language:Slovenian
Title:Igrifikacija: Izboljšanje uporabniške izkušnje v vseprisotnih aplikacijah za zdravje in dobro počutje ljudi
Abstract:Cilj tega dela je bil raziskati igrifikacijo na področju zdravstva, natančneje fitness-a, da bi razumeli, kako in kateri igrifikacijski mehanizmi lahko izboljšajo uporabniško izkušnjo v vseprisotnih aplikacijah. Možni vpliv je bil testiran z izvajanem raziskave, v kateri so udeleženci najprej ocenjevali v kakšni meri aplikacija »30 Day Fit Challenge Workout« deluje na njihovo motivacijo. Rezultati so pokazali, da mehanizmi igrifikacije so povečali motivacijo udeleženca (element napredovanja je bil najbolj pomemben, element uspeha najmanj) in s tem izboljšali uporabniško izkušnjo. Ženski del udeležencev je bil bolj motiviran od moškega dela.
Keywords:igrifikacija, uporabniške izkušnje, motivacija, vseprisotne aplikacije, zdravje in dobro počutje


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