COLINN: Gamified Collaborative Innovation Network, research and concept
Cita com:
hdl:2117/350130
Author's e-mailheronshimuragmail.com
Examination committeeMoret Viñals, Oriol; García Almiñana, Jordi; Voltas Aguilar, Jordi; Fort Mir, Josep Maria
Document typeMaster thesis
Date2021-07-12
Rights accessOpen Access
Except where otherwise noted, content on this work
is licensed under a Creative Commons license
:
Attribution-NonCommercial-NoDerivs 3.0 Spain
Abstract
The objective of this thesis was to improve the user experience when working collaboratively by
understanding the best approaches in three main areas: Innovation Through Collaborative Work
(ITCW), User Experience Design (UXD) and Gamification Elements (GE). The study was developed
based on academic research, a questionnaire, and market analysis.
The main hypothesis was that a gamified perspective would enhance the users’
engagement with their projects and with the platform itself. The research considered gamification
as a possible additional element as long as preserved an effective approach to the user experience
design and to innovation methodologies.
Literature has pointed out how collaboration is highly efficient to optimize the efforts and
the resources in order to achieve innovative results. Efficient User Experience Design applied in
online platforms allows people to work together and more effectively from anywhere in the world.
Additionally, the authors validated that applying Gamification Elements presents good results
when engaging users and teams.
A questionnaire was sent to users that represented a specific target audience. Answers
were collected from 68 people from 12 countries. Among the results, users pointed problems
commonly found when using collaborative platforms, such as fragmented tools spread through
different websites, difficulties when finding relevant coworkers and lack of engagement.
In the market analysis, 50 collaborative platforms were evaluated. There were considered
and graded elements from each main area, ITCW, UXD and GE. The results show an unbalanced
relation of the three areas and a very weak gamified approach in most part of the platforms, which
can be considered as an opportunity to be explored in the market.
As a conclusion, the concept of a gamified Collaborative Innovation Network named
COLINN was developed considering all highlights and analyses. This design aims to offer a diverse
environment to users to collaborate and thrive at the same it has a visually appealing interface that
both engage and entertain users. The next step would be the construction.
SubjectsGamification -- Design, Collaborative work -- Design, Commercial art, Ludificació -- Disseny, Treball col·laboratiu -- Disseny, Grafisme
DegreeMÀSTER UNIVERSITARI EN ESTUDIS AVANÇATS EN DISSENY-BARCELONA (Pla 2017)
Files | Description | Size | Format | View |
---|---|---|---|---|
SILVA SHIMURA, Heron - COLINN.pdf | 12,48Mb | View/Open |