Starten Sie Ihre Suche...


Wir weisen darauf hin, dass wir technisch notwendige Cookies verwenden. Weitere Informationen

Design Implications for a Gamified Recycling House

Xiaowen Fang (Hrsg). HCI in Games: 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings. Gorgan: Gorgan University of Agricultural Sciences and Natural Resources 2022 S. 289 - 305

Erscheinungsjahr: 2022

ISBN/ISSN: 978-3-031-05636-9

Publikationstyp: Diverses (Konferenzbeitrag)

Sprache: Englisch

Schlüsselwörter:

  • Circular economy
  • Design ethnography
  • Gamification
  • Informing design
  • Interviews
  • Participatory design
  • Recycling
  • Stakeholder
  • Thematic analysis

Doi/URN: 10.1007/978-3-031-05637-6_18

Volltext über DOI/URN

Geprüft:Bibliothek

Inhaltszusammenfassung


This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semi-structured interviews in the household stakeholders’ re...This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semi-structured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.» weiterlesen» einklappen

Autoren


Palmquist, Adam (Autor)
Goethe, Ole (Autor)
Krath, Jeanine (Autor)
Rosenlund, Joacim (Autor)
Helmefalk, Miralem (Autor)

Verknüpfte Personen

Beteiligte Einrichtungen