scholarly journals Human-Centered Design Science Research Evaluation for Gamified Augmented Reality

2021 ◽  
Vol 2 ◽  
Author(s):  
Nikolche Vasilevski ◽  
James Birt

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.

Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

Interface signs are the communication cues of web interfaces, through which users interact. Examples of interface signs are small images, navigational links, buttons and thumbnails. Although intuitive interface signs are crucial elements of a good user interface (UI), prior research ignored these in UI design and usability evaluation process. This chapter outlines how a design science research (DSR) approach is used to develop a Human-Computer Interaction (HCI) artifact (semiotic framework) for design and evaluation of user-intuitive web interface signs. This chapter describes how the principles and guidelines of DSR approach are adopted, while performing the activities of the DSR process model to construct the artifact.


2020 ◽  
Author(s):  
Irawan Nurhas

Advances in human-centered design require researchers to integrate user preferences into system design. Therefore, we propose to support the concurrent validation of design science research by using the Q-methodology.


Systems ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 27 ◽  
Author(s):  
Ahmed Elragal ◽  
Moutaz Haddara

Given the different types of artifacts and their various evaluation methods, one of the main challenges faced by researchers in design science research (DSR) is choosing suitable and efficient methods during the artifact evaluation phase. With the emergence of big data analytics, data scientists conducting DSR are also challenged with identifying suitable evaluation mechanisms for their data products. Hence, this conceptual research paper is set out to address the following questions. Does big data analytics impact how evaluation in DSR is conducted? If so, does it lead to a new type of evaluation or a new genre of DSR? We conclude by arguing that big data analytics should influence how evaluation is conducted, but it does not lead to the creation of a new genre of design research.


Author(s):  
Jose O De Sordi ◽  
Marcia Azevedo ◽  
Manuel Meireles ◽  
Luis Hernan Contreras Pinochet ◽  
Carlos Francisco Bitencourt Jorge

Aim/Purpose: To discuss the Design Science Research approach by comparing some of its canons with observed practices in projects in which it is applied, in order to understand and structure it better. Background: Recent criticisms of the application of the Design Science Research (DSR) approach have pointed out the need to make it more approachable and less confusing to overcome deficiencies such as the unrealistic evaluation. Methodology: We identified and analyzed 92 articles that presented artifacts developed from DSR projects and another 60 articles with preceding or subsequent actions associated with these 92 projects. We applied the content analysis technique to these 152 articles, enabling the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of activities performed and the types of artifacts involved. Contribution: The content analysis of these 152 articles enabled the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of the activities and types of artifacts involved. Evidence was found of a precedence hierarchy among different types of artifacts, as well as nine new opportunities for entry points for the continuity of DSR studies. Only 14% of the DSR artifacts underwent an evaluation by typical end users, characterizing a tenth type of entry point. Regarding the evaluation process, four aspects were identified, which demonstrated that 86% of DSR artifact evaluations are unrealistic. Findings: We identified and defined a set of attributes that allows a better characterization and structuring of the artifact evaluation process. Analyzing the field data, we inferred a precedence hierarchy for different artifacts types, as well as nine new opportunities for entry points for the continuity of DSR studies. Recommendation for Researchers: The four attributes identified for analyzing evaluation processes serve as guidelines for practitioners and researchers to achieve a realistic evaluation of artifacts. Future Research: The nine new entry points identified serve as an inspiration for researchers to give continuity to DSR projects.


10.28945/4590 ◽  
2020 ◽  
Author(s):  
Albertus A. K. Buitendag ◽  
Frederik Gerhardus Hattingh

Aim/Purpose: In this research the authors present the designs of three different knowledge object meta-data wrapper models as a supportive technology to assist the knowledge intensive operations of a network of knowledge, such as a living lab. Background: Within any knowledge driven network environment there is a need to increase the corporate knowledge capacity of the network. The role of experts and knowledge brokers are emphasized, and the exchange of knowledge based on prior experiences informing corporate memories of the members, is the departure point of this research. Methodology: The primary research method applied is that of the design science research methodology supported by experience and application research and the literature. Contribution: Three different metadata models are presented that will when implemented support the informing process within the network of knowledge. The models are grounded on the utilization of metadata elements composing of various key descriptors as found in activity theory and normal means of heuristic enquiry which entail common questions. The elements are annotated and fur-ther enriched using standard JSON-LD IRI pairs. The presented models expand on the extant knowledge of the use of metadata annotations and present a novel way in encapsulating the corporate memories of knowledge workers in the form of knowledge object wrappers. Findings: The results of the evaluation process of the design science research methodolo-gy applied, showed that there is a consensus that the use of knowledge object wrappers as additional metadata, containers could enhance the knowledge ca-pacity and efficiency of a LL and in particular the knowledge brokers.


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