Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Labeling images with a computer game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for fun: how can we design user interfaces to be more fun?
interactions - Funology
Interacting with Computers
A model of user adoption of interface agents for email notification
Interacting with Computers
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
Understanding social needs and motivations to share data in online sports communities
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Orientation Passport: using gamification to engage university students
Proceedings of the 23rd Australian Computer-Human Interaction Conference
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
The effect of virtual achievements on student engagement
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How (not) to introduce badges to online exercises
Proceedings of the 45th ACM technical symposium on Computer science education
GaML - A Modeling Language for Gamification
UCC '13 Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing
Hi-index | 0.00 |
Achievement systems are reward structures providing additional goals for players, and thus extending the play time of videogames. In this paper, we explore how applications other than games could benefit from achievement systems, and how users perceive this additional content in a service. For this purpose, we added an achievement system to a geo-tagged photo sharing service called Nokia Image Space. The results suggest that there is some potential in achievement systems outside the game domain. The achievements triggered some friendly competition and comparison between users. However, many users were not convinced, expressing concerns about the achievements motivating undesirable usage patterns. Therefore, an achievement system poses certain design considerations when applied in nongame software.