Review on gamification in children computer interaction (CCI) for persona modelling

Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.

[1]  Juho Hamari,et al.  How to Gamify? A Method For Designing Gamification , 2017, HICSS.

[2]  Laura Malinverni,et al.  Participatory design strategies to enhance the creative contribution of children with special needs , 2014, IDC.

[3]  Juan Pablo Hourcade,et al.  Child computer interaction , 2008, CHI Extended Abstracts.

[4]  Allison Druin,et al.  Methods and Techniques for Involving Children in the Design of New Technology for Children , 2013, Found. Trends Hum. Comput. Interact..

[5]  Gerard Jounghyun Kim,et al.  Human-Computer Interaction: Fundamentals and Practice , 2015 .

[6]  Anders Hjalmarsson,et al.  Exploring the Use of Personas in User-Centered Design of Web-based e-services , 2015 .

[7]  Scott Nicholson,et al.  A RECIPE for Meaningful Gamification , 2015 .

[8]  Karin Slegers,et al.  Using correspondence analysis to monitor the persona segmentation process , 2012, NordiCHI.

[9]  Reyes Juárez-Ramírez,et al.  Implementing adaptive interfaces: a user model for the development of usability in interactive systems , 2012, Comput. Syst. Sci. Eng..

[10]  Lucia Vilela Leite Filgueiras,et al.  User modeling with personas , 2005, CLIHC '05.

[11]  Carl Gutwin,et al.  Design Principles for Children ’ s Technology , 2005 .

[12]  Azizah Jaafar,et al.  Enjoyable Game Design: Validation of Motor-Impaired User GameFlow Model , 2016 .

[13]  Nurtihah Mohamed Noor,et al.  Adaptation of Enjoyment in Learning Through Gamification , 2018 .

[14]  Kai Erenli,et al.  The Impact of Gamification - Recommending Education Scenarios , 2013, Int. J. Emerg. Technol. Learn..

[15]  Erik Stolterman,et al.  Personas: from theory to practices , 2008, NordiCHI.

[16]  Suzana Ahmad,et al.  Measuring usability of educational computer games based on the user success rate , 2011, 2011 International Symposium on Humanities, Science and Engineering Research.

[17]  Janet C. Read,et al.  The nature of child computer interaction , 2011, BCS HCI.

[18]  Rachel C. Callan,et al.  Psychological Theory and the Gamification of Learning , 2015 .

[19]  Richard E. Ladner,et al.  Design for user empowerment , 2015, Interactions.

[20]  Staffan Björk,et al.  Designing gamification: creating gameful and playful experiences , 2013, CHI Extended Abstracts.

[21]  Ciarán O'Leary,et al.  Towards Reusable Personas for Everyday Design , 2016, CHI Extended Abstracts.

[22]  Azizah Jaafar,et al.  A user-centered design: Methodological tools to design and develop computer games for motor-impaired users , 2015 .

[23]  Ishrat begum,et al.  HCI AND ITS EFFECTIVE USE IN DESIGN AND DEVELOPMENT OF GOOD USER INTERFACE , 2014 .

[24]  Suzana Ahmad,et al.  Usability testing for educational computer game using observation method , 2010, 2010 International Conference on Information Retrieval & Knowledge Management (CAMP).