Abstract

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.

Highlights

  • There is fragmentation in how educators and designers analyze and evaluate immersive gaming experiences

  • This is supported through our project solution case study for the development of a gamified augmented reality (AR) micro-location indigenous artworks-tour mobile app

  • To the best of our knowledge, we are one of the first to provide a way of evaluating human-centered design artifacts through Design Science Research Methodology (DSRM)

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Summary

Introduction

There is fragmentation in how educators and designers analyze and evaluate immersive gaming experiences. Most educational game studies focus solely on the applied use of the game (e.g., usability or motivation) in the classroom and not on the design methodology and application evaluation (Sommerauer, 2021). Most educators and developers are left to start from scratch in the design journey citing a lack of reflective research and published methodology. Creates and evaluates IT artifacts intended to solve identified organizational problems” (Hevner et al, 2004). Emerging from design thinking, Design Science Research Methodology (DSRM) is an iterative methodology aimed at rigorous development of solutions to problems, mainly in the Information Systems (IS) discipline. DSRM solution results in an artifact or multiple artifacts (Peffers et al, 2007).

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