Using octalysis framework in the gamification process of a mobile application
Inano, Miyu (2024)
Inano, Miyu
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024051712861
https://urn.fi/URN:NBN:fi:amk-2024051712861
Tiivistelmä
In today's saturated market for mobile applications, engaging and motivating users is a challenge. This thesis explores the effectiveness of gamification in addressing these challenges, specifically the application of the octalysis framework in designing mobile applications. The main objective of this thesis was to investigate the validity and practicality of integrating selected gamification elements based on the octalysis framework to motivate users.
To achieve this objective, a practical project was undertaken to design new features for a mobile app to encourage sustainable habits in collaboration with MorrowX Oy. A double-diamond design process was used to develop new features by analysing an adaptation of the octalysis framework. The new features were designed as interactive UI prototypes and user tests were conducted to validate their effectiveness.
The results showed that the features, including the approached core drives, were motivating and satisfying to the majority of users. However, some practical obstacles were observed such as the limitations of the user testing tool and the need for further refinement of the feature implementation.
Future research could assess the lasting impact of gamification elements on user behaviour over time. Overall, this thesis contributes to a better understanding of the role of gamification in mobile app design and provides insights for improving user motivation and retention strategies.
To achieve this objective, a practical project was undertaken to design new features for a mobile app to encourage sustainable habits in collaboration with MorrowX Oy. A double-diamond design process was used to develop new features by analysing an adaptation of the octalysis framework. The new features were designed as interactive UI prototypes and user tests were conducted to validate their effectiveness.
The results showed that the features, including the approached core drives, were motivating and satisfying to the majority of users. However, some practical obstacles were observed such as the limitations of the user testing tool and the need for further refinement of the feature implementation.
Future research could assess the lasting impact of gamification elements on user behaviour over time. Overall, this thesis contributes to a better understanding of the role of gamification in mobile app design and provides insights for improving user motivation and retention strategies.