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User Requirements for Gamifying
Sports Software
3rd International Workshop on Games and Software Engineering (GAS 2013) in ICSE 2013
May 18, 2013
San Francisco, California, U.S.A.
Konstantinos Giannakis, Konstantinos Chorianopoulos and Letizia Jaccheri
Can we perform better?
How?
Persuade, influence, enhance
Through technology
How much and what kind of visual feedback?
Experimental set up
• 5 users
– casual athletes
– 21-28
• Mean:23.4
– 3 Females – 2 Males
– 1 cycler
– 4 joggers
• In two distinct areas: Corfu and Edessa
• 2 GPS systems
– igot-U: No Visual feedback
– Endomondo App: Rich Visual feedback (Speed, Distance, Time)
• 8 tries each one of the 5 users
– 4 consecutive tries with each one of the 2 devices
– 40 data points in total
• Questionnaires after the finish of each quadruplet of tries
In horizontal axis each use of I-gotU is shown,
whereas the vertical one depicts the average
speed of each try for the 3 users shown map
visualization of their routes (km/h).
In horizontal axis each use of Endomondo is
shown, whereas the vertical one depicts the
average speed of each try for the 3 users shown
map visualization of their routes (km/h).
the horizontal axis is each use of a device,
whereas the vertical one shows the
distance covered in each try (km).
In the horizontal axis is each use of a device, whereas the
vertical one depicts the average speed of each try (km/h).
The frequency of adjectives users
used to describe their experience
with the I-gotU device. The right
frame shows the intensity of
observing or thinking of the
device….
….and this word cloud is about Endomondo .
What we learned/observed
• Visual feedback can persuade and improve peoples physical activity???
– Average speed  “score” in a game that the users try to beat themselves and probably others.
• Trade-off: Rich visual feedback might have an information overload effect
• Gamification elements:
– Participants tried to improve their average speed
• Software requirements:
– Minimal screen showing solely the average speed?
– Further research with more users over longer time
– Further research with diverse types of feedback: vibration, audio

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User Requirements for Gamifying Sports Software

  • 1. User Requirements for Gamifying Sports Software 3rd International Workshop on Games and Software Engineering (GAS 2013) in ICSE 2013 May 18, 2013 San Francisco, California, U.S.A. Konstantinos Giannakis, Konstantinos Chorianopoulos and Letizia Jaccheri
  • 2. Can we perform better? How? Persuade, influence, enhance
  • 3. Through technology How much and what kind of visual feedback?
  • 4. Experimental set up • 5 users – casual athletes – 21-28 • Mean:23.4 – 3 Females – 2 Males – 1 cycler – 4 joggers • In two distinct areas: Corfu and Edessa • 2 GPS systems – igot-U: No Visual feedback – Endomondo App: Rich Visual feedback (Speed, Distance, Time) • 8 tries each one of the 5 users – 4 consecutive tries with each one of the 2 devices – 40 data points in total • Questionnaires after the finish of each quadruplet of tries
  • 5. In horizontal axis each use of I-gotU is shown, whereas the vertical one depicts the average speed of each try for the 3 users shown map visualization of their routes (km/h). In horizontal axis each use of Endomondo is shown, whereas the vertical one depicts the average speed of each try for the 3 users shown map visualization of their routes (km/h). the horizontal axis is each use of a device, whereas the vertical one shows the distance covered in each try (km).
  • 6. In the horizontal axis is each use of a device, whereas the vertical one depicts the average speed of each try (km/h). The frequency of adjectives users used to describe their experience with the I-gotU device. The right frame shows the intensity of observing or thinking of the device…. ….and this word cloud is about Endomondo .
  • 7. What we learned/observed • Visual feedback can persuade and improve peoples physical activity??? – Average speed  “score” in a game that the users try to beat themselves and probably others. • Trade-off: Rich visual feedback might have an information overload effect • Gamification elements: – Participants tried to improve their average speed • Software requirements: – Minimal screen showing solely the average speed? – Further research with more users over longer time – Further research with diverse types of feedback: vibration, audio