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 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.

[1]  Herbert A. Simon,et al.  The Sciences of the Artificial , 1970 .

[2]  Jan Pries-Heje,et al.  FEDS: a Framework for Evaluation in Design Science Research , 2016, Eur. J. Inf. Syst..

[3]  P. Black,et al.  Meanings and Consequences: a basis for distinguishing formative and summative functions of assessment? , 1996 .

[4]  Mazen El-Masri,et al.  A Design Science Approach To Gamify Education: From Games To Platforms , 2015, ECIS.

[5]  Zahir Irani,et al.  Developing a frame of reference for ex-ante IT/IS investment evaluation , 2002, Eur. J. Inf. Syst..

[6]  Jacky Akoka,et al.  Artifact Evaluation in Information Systems Design-Science Research - a Holistic View , 2014, PACIS.

[7]  Amy J. Ko,et al.  On Use of Theory in Computing Education Research , 2018, ICER.

[8]  Samir Chatterjee,et al.  A Design Science Research Methodology for Information Systems Research , 2008 .

[9]  Viswanath Venkatesh,et al.  Mobile Application Usability: Conceptualization and Instrument Development , 2015, MIS Q..

[10]  Juho Hamari,et al.  How to design gamification? A method for engineering gamified software , 2017, Inf. Softw. Technol..

[11]  James Birt,et al.  Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research , 2019, VRCAI.

[12]  Jan Pries-Heje,et al.  A Comprehensive Framework for Evaluation in Design Science Research 1 , 2022 .

[13]  Viswanath Venkatesh,et al.  Leveraging Microsoft's mobile usability guidelines: Conceptualizing and developing scales for mobile application usability , 2016, Int. J. Hum. Comput. Stud..

[14]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.

[15]  Jan Pries-Heje,et al.  Strategies for Design Science Research Evaluation , 2008, ECIS.

[16]  Dan Remenyi IT Investment: Making a Business Case , 2017 .

[17]  Juho Hamari,et al.  Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..

[18]  Guido L. Geerts,et al.  A design science research methodology and its application to accounting information systems research , 2011, Int. J. Account. Inf. Syst..

[19]  V. Braun,et al.  Using thematic analysis in psychology , 2006 .

[20]  Alan R. Hevner,et al.  Design Science in Information Systems Research , 2004, MIS Q..

[21]  Jorge Bacca,et al.  Mobile Augmented Reality in Vocational Education and Training , 2015 .

[22]  Peter Sommerauer,et al.  Augmented Reality in VET: Benefits of a qualitative and quantitative study for workplace training , 2021, HICSS.

[23]  James Birt,et al.  Assessing mobile mixed reality affordances as a comparative visualisation pedagogy for design communication , 2018, Research in Learning Technology.

[24]  James Birt,et al.  Towards Optimizing Place Experience Using Design Science Research and Augmented Reality Gamification , 2019, Communications in Computer and Information Science.

[25]  Tony Cornford,et al.  A critical approach to evaluation , 2005, Eur. J. Inf. Syst..

[26]  Fred D. Davis,et al.  A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.

[27]  D. Stufflebeam The CIPP Model for Evaluation , 2000 .