games and learning alliance conference (gala 2014) bucharest gamification … · 2017-09-15 ·...
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Games and Learning Alliance Conference (GaLA Conf 2014)Bucharest, July 2nd-4th 2014
GAMIFICATION IN A SMART CITY CONTEXT. AN ANALYSIS AND A PROPOSAL FOR ITS APPLICATION IN CO-DESIGN PROCESSES
Antonio Opromolla (speaker)Andrea IngrossoValentina VolpiCarlo Maria MedagliaMauro PalatucciMariarosaria Pazzola
AGENDA
► OUR RESEARCH ACTIVITIES
► BACKGROUND
THE (HUMAN) SMART CITIES
THE CO-DESIGN PRACTICE
THE GAMIFICATION APPROACH
►THE LITERATURE REVIEW ON GAMIFICATION IN A SMART CITY CONTEXT
THE FRAMEWORK
THE PLAYING AREAS OF GAME APPLICATIONS IN THE SMART CITY CONTEXT
THE GAME DESIGN PATTERNS OF GAME APPLICATIONS IN THE SMART CITY CONTEXT
THE ROLES OF CITIZENS USING GAME APPLICATIONS IN THE SMART CITY CONTEXT
THE GAME ELEMENTS USED IN GAME APPLICATIONS IN THE SMART CITY CONTEXT
►SOME CONSIDERATIONS ON THE LITERATURE REVIEW
►GAMIFICATION AND CO-DESIGN
►FUTURE WORK
Games and Learning Alliance Conference (GaLA Conf 2014)
OUR RESEARCH ACTIVITES
Games and Learning Alliance Conference (GaLA Conf 2014)
► SMART CITIES AND COMMUNITIES
Design of services and application of new technologies in the urban environment
Key Themes: Smart Mobility, Smart Environment, Interactive Maps
► OPEN GOVERNMENT AND E-INCLUSION
Design of services and infrastructures for Public Administrations, citizens, and companies
Key Themes: Open Government, Open Data, E-Participation, E-Inclusion, Social Innovation
► INTERACTION DESIGN
Research activity on new interaction paradigms, usability, and methodologies in HCI
Key Themes: Natural User Interaction, Gaming, Co-Design, User Experience, DataVisualization
► EDUCATION & HYBRID LEARNING
Research activity on the integration of innovative learning methods and new technologies
Key Themes: Serious Games, Gamification, Interactive and Transmedia Storytelling, MobileLearning
► DIGITAL COMMUNICATION
Research activity on design of web and mobile applications in public and private sectorsKey Themes: Interactive Marketing, Geographic Information Systems Services, E-Commerce, M-Commerce
BACKGROUND: THE (HUMAN) SMART CITIES
PUBLIC ADMINISTRATIONS ARE LOOKING FOR THE CITIZEN INVOLVEMENT, IN ORDER TO CREATE PRODUCTS AND SERVICES REALLY MEETING THE CITY NEEDS
Games and Learning Alliance Conference (GaLA Conf 2014)
► DEFINITIONS OF SMART CITY IN THE ACADEMIC LITERATURE TECHNOLOGY PEOPLE INSTITUTIONS
► THE HUMAN SMART CITIES MANIFESTO“Human Smart Cities are those where governments engage citizens by being opento be engaged by citizens [...] A Human Smart City adopts services that are bornfrom people’s real needs and have been co-designed through interactive, dialogic,and collaborative processes”.
► THE “HUMAN” PART OF THE CITY People as center of the urban smartness Prominent position as a decisive factor in good city policies Gamification principles supporting citizen engagement in the smart city co-design
process
BACKGROUND: THE CO-DESIGN PRACTICE
DESIGNERS ENCOURAGE AND GUIDE USERS TO DEVELOP SOLUTIONS FOR THEMSELVES, ATTEMPTING TO ACTIVELY INVOLVE ALL THE STAKEHOLDERS.
ALL THE PLAYERS HAVE THE SAME IMPORTANCE IN THE SYSTEM
Games and Learning Alliance Conference (GaLA Conf 2014)
► CITIZEN ENGAGEMENT
Lead user approach
Crowdsourcing approach
Co-design approach
► CO-DESIGN
Helping to provide a vision shared between the different stakeholders living in the smartcity environment (Sanders and Stappersand, 2008)
► FIVE STAGES DESIGN THINKING PROCESS
Problem statement with the identification of user needs
Immersion and empathy in the specific problem
Synthesis of the emerged ideas
Ideation of new products or services
Prototyping of a model quickly showing the outcomes
► INTENSITY OF THE ENGAGEMENT
Bottom-up approach
Co-creation approach
Participatory design approach
BACKGROUND: THE GAMIFICATION APPROACH
“GAMIFICATION IS THE USE OF GAME DESIGN ELEMENTS IN NON-GAME CONTEXTS” (Deterding et al., 2011)
Games and Learning Alliance Conference (GaLA Conf 2014)
► «Game», not «play»: rules, competitions, goals, outcomes
► «Game» and «game design» as transmedial categories
► Elements of game, not complete game
► Design approach: interface design patterns (badges, levels, points, etc.), gamedesign patterns (game mechanism)
► Application in non-game contexts, without a restricted position
► The purposes:
to define positive patterns (increasing the user activities, social interactions,quality of actions) on the basis of the “gameful” experiences, related to personalmotivations
to facilitate the people participation in several tasks and activities
to engage people through innovative modes
to make some activities more enjoyable
to produce a socially virtuous behaviour, by improving the world understanding
THE LITERATURE REVIEW ON GAMIFICATION IN A SMART CITY CONTEXT: THE FRAMEWORK
► THE PURPOSE
To investigate the gamification modes for engaging citizens in the city issues
► 6 AREAS OF APPLICATION
Mobility, Environment, People, Living, Governance, Economy
► 24 SCIENTIFIC CONTRIBUTIONS
They concern the design and the development of game applications (web and mobile, or proofs ofconcept) addressed to the citizens
► 4 VARIABLES INVESTIGATED FOR EACH GAME APPLICATION
the PLAYING AREAS: the main environments and matters affected by game applications, aswell as the places and the topics where citizens are involved
the GAME DESIGN PATTERNS: the actions performed by users in the smart city context inorder to progress in the game
the ROLES PERFORMED BY THE CITIZENS: the kind of activity that citizens perform in thesmart city context in order to progress in the game
the GAME ELEMENTS: the elements of the game affected by the application (i.e.: points,leaderboards, badges, levels, story, clear goals, feedback, rewards, progress, challenge)
Games and Learning Alliance Conference (GaLA Conf 2014)
THE PLAYING AREAS OF GAME APPLICATIONSIN THE SMART CITY CONTEXT
THE MAIN ENVIRONMENTS AND MATTERS AFFECTED BY GAME APPLICATIONS, AS WELL AS THE PLACES AND THE TOPICS WHERE CITIZENS ARE INVOLVED
Games and Learning Alliance Conference (GaLA Conf 2014)
FINDINGS
►The main playing area is the PHYSICAL ENVIRONMENT of the city. For this reason, mostpart of these applications are MOBILE
►The applications mainly affect the MOBILITY and ENVIRONMENT issues. Their main aim isto prompt citizens TO DO MORE ECO-FRIENDLY ACTIVITIES
►Gamification principles are also used into the TOURISTIC FIELD, in order to transmitknowledge about the cultural heritage
►Another important area concerns the RELATIONSHIP AMONG PEOPLE
► In other cases, the applications affect A LARGE NUMBER OF PLAYING AREAS, in order, e.g.to prompt citizens to report on issues about the whole city context, or to share personalideas or opinions about all the issues concerning the city
THE GAME DESIGN PATTERNS OF GAMEAPPLICATIONS IN THE SMART CITY CONTEXT
THE ACTIONS PERFORMED BY USERS IN THE SMART CITY CONTEXT IN ORDER TO PROGRESS IN THE GAME
Games and Learning Alliance Conference (GaLA Conf 2014)
6 GAME DESIGN PATTERNS
► THE USER ACTS AND THE SYSTEM RECORDS THE USER ACTIONS AND/OR DATA ABOUT USERACTIONS: user is free to perform actions in the real environment; the system automatically recordsthese actions or the data about them
► THE USER SELF-REPORTS THE PERFORMED ACTIONS AND/OR DATA ABOUT THEM: user performsactions in the real environment and he/she autonomously reports his/her actions and/or data aboutthem on the application
► THE USER COMPLETES MISSIONS: the system gives some goals to the user and the latter performsactions in order to achieve them
► THE USER SHARES USER-GENERATED CONTENTS: the user can share personal contents
► THE USER EXPLORES LOCATIONS: the user explores the city and finds specific places
► THE USER SIMULATES A SITUATION: the game strengthens the user’s skills in a simulated environment
THE ROLES OF CITIZENS USING GAMEAPPLICATIONS IN THE SMART CITY CONTEXT
THE KIND OF ACTIVITY THAT CITIZENS PERFORM IN THE SMART CITY CONTEXT IN ORDER TO PROGRESS IN THE GAME
Games and Learning Alliance Conference (GaLA Conf 2014)
4 MAIN ROLES
► LEARNER: the citizen learns something in order to improve the quality of his/her life or tochange his/her lifestyle. He/she can assimilate contents or behaviours
►EXAMINEE: it is examined whether or not the citizen performs the correct behaviour
►TEACHER: the citizen “evaluates” and monitors the city and its elements
►SENSOR: the citizen collects data and information on the environment that PublicAdministrations can use for specific analysis on the urban context
THE GAME ELEMENTS USED IN GAMEAPPLICATIONS IN THE SMART CITY CONTEXT
THE ELEMENTS OF THE GAME AFFECTED BY THE APPLICATION
Games and Learning Alliance Conference (GaLA Conf 2014)
FINDINGS:
►The game elements used most frequently are: points, challenges, badge, rewards
►The game elements used less frequently are: story, clear goals, progress
SOME CONSIDERATIONS ON THE LITERATURE REVIEWThe game applications we analysed engage citizens according to different degrees.However, in these game applications, the citizen engagement settles on mediumdegrees of intensity.
On the contrary, we assert that the degree of intensity of citizen engagement throughgamification can further increase.
CITIZENS WOULD BE REQUIRED TO COLLABORATE AND PARTICIPATE, IN AGAMIFICATION CONTEXT, DURING THE DECISION-MAKING PROCESSES CONCERNINGTHE SMART CITY ISSUES AND TO TAKE PART DURING THE CO-DESIGN OF NEWSERVICES AND PRODUCTS IN THE URBAN CONTEXT.ACCORDING TO THIS CONSIDERATION, WE ASSERT THAT THE AREAS OFGAMIFICATION AND CO-DESIGN CAN BE PROFITABLY INTEGRATED.
Games and Learning Alliance Conference (GaLA Conf 2014)
GAMIFICATION AND CO-DESIGN
Some meeting points of gamification and co-design:
►IMPROVEMENT
►SEVERAL ROLES AND EMPATHY
►STORY
►CREATIVITY
►RESULTS ORIENTATION
►RULES
►[…]
GAMIFICATION TECHNIQUES AND PRINCIPLES CAN BE APPLIED DURING THE CO-DESIGN PROCESSES, IN ORDER TO IMPROVE CITIZEN ENGAGEMENT AND PARTICIPATION IN THE
REALIZATION OF NEW PRODUCTS AND SERVICES IN THE SMART CITY CONTEXT
Games and Learning Alliance Conference (GaLA Conf 2014)
FUTURE WORK
Games and Learning Alliance Conference (GaLA Conf 2014)
In particular:
► If co-design practice is insert in gamified digital applications, which types of digital applications aremost suitable in order to co-create solutions for the city environment?
► If gamification approach is insert in co-design practice, can the first be used as facilitator of thedifferent methodological phases of the traditional co-design practice?
► In this context, what are the more suitable interface design patterns and game design patterns?
► In which degree gamification increases the citizens participation in city development?
► In which areas of applications can be implemented these solutions?
HOW THE GAMIFICATION APPROACH CAN BE APPLIED IN THE CO-DESIGN
PRACTICE?
Thank You For Your Attention
ANTONIO OPROMOLLA [email protected] (speaker)ANDREA INGROSSO [email protected] VOLPI [email protected]
CARLO MARIA MEDAGLIA [email protected] PALATUCCI [email protected]
MARIAROSARIA PAZZOLA [email protected]