Human-Centered Design Science Research Evaluation for Gamified Augmented Reality

As augmented reality (AR) and gamification design artifacts for education proliferate in the mobile and wearable device market, multiple frameworks have been developed to implement AR and gamification. However, there is currently no explicit guidance on designing and conducting a human-centered eval...

Full description

Bibliographic Details
Main Authors: Nikolche Vasilevski, James Birt
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-09-01
Series:Frontiers in Virtual Reality
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/frvir.2021.713718/full
id doaj-8d3ccc25379d435486deb1d1ccd71db6
record_format Article
spelling doaj-8d3ccc25379d435486deb1d1ccd71db62021-09-30T08:13:41ZengFrontiers Media S.A.Frontiers in Virtual Reality2673-41922021-09-01210.3389/frvir.2021.713718713718Human-Centered Design Science Research Evaluation for Gamified Augmented RealityNikolche VasilevskiJames BirtAs augmented reality (AR) and gamification design artifacts for education proliferate in the mobile and wearable device market, multiple frameworks have been developed to implement AR and gamification. However, there is currently no explicit guidance on designing and conducting a human-centered evaluation activity beyond suggesting possible methods that could be used for evaluation. This study focuses on human-centered design evaluation pattern for gamified AR using Design Science Research Methodology (DSRM) to support educators and developers in constructing immersive AR games. Specifically, we present an evaluation pattern for a location-based educational indigenous experience that can be used as a case study to support the design of augmented (or mixed) reality interfaces, gamification implementations, and location-based services. This is achieved through the evaluation of three design iterations obtained in the development cycle of the solution. The holistic analysis of all iterations showed that the evaluation process could be reused, evolved, and its complexity reduced. Furthermore, the pattern is compatible with formative and summative evaluation and the technical or human-oriented types of evaluation. This approach provides a method to inform the evaluation of gamified AR apps. At the same time, it will enable a more approachable evaluation process to support educators, designers, and developers.https://www.frontiersin.org/articles/10.3389/frvir.2021.713718/fullaugmented realitygamificationeducational gamesdesign science research methodologydesign evaluationdesign methodology
collection DOAJ
language English
format Article
sources DOAJ
author Nikolche Vasilevski
James Birt
spellingShingle Nikolche Vasilevski
James Birt
Human-Centered Design Science Research Evaluation for Gamified Augmented Reality
Frontiers in Virtual Reality
augmented reality
gamification
educational games
design science research methodology
design evaluation
design methodology
author_facet Nikolche Vasilevski
James Birt
author_sort Nikolche Vasilevski
title Human-Centered Design Science Research Evaluation for Gamified Augmented Reality
title_short Human-Centered Design Science Research Evaluation for Gamified Augmented Reality
title_full Human-Centered Design Science Research Evaluation for Gamified Augmented Reality
title_fullStr Human-Centered Design Science Research Evaluation for Gamified Augmented Reality
title_full_unstemmed Human-Centered Design Science Research Evaluation for Gamified Augmented Reality
title_sort human-centered design science research evaluation for gamified augmented reality
publisher Frontiers Media S.A.
series Frontiers in Virtual Reality
issn 2673-4192
publishDate 2021-09-01
description As augmented reality (AR) and gamification design artifacts for education proliferate in the mobile and wearable device market, multiple frameworks have been developed to implement AR and gamification. However, there is currently no explicit guidance on designing and conducting a human-centered evaluation activity beyond suggesting possible methods that could be used for evaluation. This study focuses on human-centered design evaluation pattern for gamified AR using Design Science Research Methodology (DSRM) to support educators and developers in constructing immersive AR games. Specifically, we present an evaluation pattern for a location-based educational indigenous experience that can be used as a case study to support the design of augmented (or mixed) reality interfaces, gamification implementations, and location-based services. This is achieved through the evaluation of three design iterations obtained in the development cycle of the solution. The holistic analysis of all iterations showed that the evaluation process could be reused, evolved, and its complexity reduced. Furthermore, the pattern is compatible with formative and summative evaluation and the technical or human-oriented types of evaluation. This approach provides a method to inform the evaluation of gamified AR apps. At the same time, it will enable a more approachable evaluation process to support educators, designers, and developers.
topic augmented reality
gamification
educational games
design science research methodology
design evaluation
design methodology
url https://www.frontiersin.org/articles/10.3389/frvir.2021.713718/full
work_keys_str_mv AT nikolchevasilevski humancentereddesignscienceresearchevaluationforgamifiedaugmentedreality
AT jamesbirt humancentereddesignscienceresearchevaluationforgamifiedaugmentedreality
_version_ 1716863806203756544