The use of augmented reality to represent gamification theory in user story training

Wei Te Tsai, Chien Hsu Chen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Citations (Scopus)

Abstract

The purpose of this study is to train students in the university's design department to organize and demonstrate the story of a user's situational intentions in the design process. The user context investigation is an integral step in any design activity, and it helps to better understand the target of the design, meet the users' needs, and provide the correct design direction in order to reduce the failure rate after a product goes on the market. Students in the design department have often been found to lack complete product design thinking, and the students' design is often out of touch with reality and cannot meet the needs of end users. The aim of this research is to investigate how to combine physical objects and augmented reality by randomly generating three-dimensional objects combining people, objects and scenes, and having students tell the user stories based on the results produced. Through logic and insight, the future is then applied to the observation of actual scenes. In this study, augmented reality and 3D printing techniques were used to create three teaching aids, each presented in a hexahedral physical form. Each teaching aid contained six randomly generated 3D objects. The random control was thus the students who had a total of 216 permutations. The results of the application are more integrated and more effective in the classroom, and students were found to be highly interested in interacting with the system. With the application of augmented reality and the uncertainty caused by random probability, the effect of gamification was found to increase the desire to learn, and strengthened cognitive and observational powers which were helpful in describing the user's story.

Original languageEnglish
Title of host publicationICEMT 2019 - 2019 3rd International Conference on Education and Multimedia Technology
PublisherAssociation for Computing Machinery
Pages265-268
Number of pages4
ISBN (Electronic)9781450372107
DOIs
Publication statusPublished - 2019 Jul 22
Event3rd International Conference on Education and Multimedia Technology, ICEMT 2019 - Nagoya, Japan
Duration: 2019 Jul 222019 Jul 25

Publication series

NameACM International Conference Proceeding Series

Conference

Conference3rd International Conference on Education and Multimedia Technology, ICEMT 2019
Country/TerritoryJapan
CityNagoya
Period19-07-2219-07-25

All Science Journal Classification (ASJC) codes

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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