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劝导用户行为改变的游戏化设计应用
引用本文:武笑宇,辛向阳. 劝导用户行为改变的游戏化设计应用[J]. 包装工程, 2017, 38(20): 194-198
作者姓名:武笑宇  辛向阳
作者单位:江南大学,无锡,214122;江南大学,无锡,214122
基金项目:江南大学健康设计国际联合实验室
摘    要:目的探索劝导式设计中游戏化对用户行为产生的影响,通过系列游戏化产品劝导用户转变行为。方法依托长虹校企合作项目,通过对劝导式设计中改变行为的相关因素进行分析,运用游戏化的设计方法,从用户研究到原型设计,对现代生活方式下的客厅行为进行引导。结果以游戏化作为改变用户行为和态度的切入点,设计PINCO系列产品和服务。结论用实际项目验证游戏化改变用户行为的可能性,为劝导用户行为改变的设计实践提供新思路。

关 键 词:游戏化  劝导式设计  行为改变
收稿时间:2017-05-21
修稿时间:2017-10-20

Gamification Design Application to Persuade User Behavior Change
WU Xiao-yu and XIN Xiang-yang. Gamification Design Application to Persuade User Behavior Change[J]. Packaging Engineering, 2017, 38(20): 194-198
Authors:WU Xiao-yu and XIN Xiang-yang
Affiliation:Jiangnan University, Wuxi 214122, China and Jiangnan University, Wuxi 214122, China
Abstract:It aims to explore the impact of gamification on user behavior in persuasion design. Changhong school-enterprise cooperation project is relied to refine the target user''s needs and pain points. Users are persuaded to change behaviors through a series of game products. Through the analysis of related factors of changing behaviors in persuasion design, using the design method of game thinking, from the user study to prototype design, the living room behavior under the modern lifestyle is guided. Taking gamification as the breakthrough point of changing the user behavior and attitude, a series of PINCO products and services are designed. The actual project is used to verify gamification''s possibility of changing the user behavior, which provides new ideas for the design practice of persuading the user to change the behavior.
Keywords:gamification   persuasion design   behavior change
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