L10 (Feb 25): Gamification & Motivation
This will be our first look at the mechanisms that motivate people to engage with digital services. We will start with gamification. Depending on how much time we have, I will introduce one or two other mechanisms (the transtheoretical model of behavior change, information gap theory of curiosity, or those aspects of social psychology that have been explored for building social computing systems). This class will be relevant to many teams as they design their product concepts for Project 2.
Required prep (post your written response before class):
- Deterding, S. (2012). Gamification: Designing for Motivation. Interactions, 19(4).
Optional reading:
- Ahn, Von, L. (2006). Games with a purpose. Computer, 39(6), 92–94.
- Pinelle, D., Dyck, J., Gutwin, C., & Brown, B. (2003). Learning from games: HCI design innovations in entertainment software. Proceedings of Graphics Interface.