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图学学报 ›› 2023, Vol. 44 ›› Issue (6): 1251-1258.DOI: 10.11996/JG.j.2095-302X.2023061251

• 工业设计 • 上一篇    下一篇

个人碳足迹类App游戏化驱动力研究

姚善良(), 刘湘湘, 王圆圆()   

  1. 武汉工程大学艺术设计学院,湖北 武汉 430205
  • 收稿日期:2023-06-19 接受日期:2023-09-20 出版日期:2023-12-31 发布日期:2023-12-17
  • 通讯作者: 王圆圆(1983-),女,讲师,博士。主要研究方向为艺术设计史、文化创意等。E-mail:114618389@qq.com
  • 作者简介:

    姚善良(1979-),男,教授,博士。主要研究方向为工业设计。E-mail:yaogoat@126.com

  • 基金资助:
    2022年深圳市工信局工业设计重点研究课题

Gamification drives in personal carbon footprint Apps

YAO Shan-liang(), LIU Xiang-xiang, WANG Yuan-yuan()   

  1. School of Art and Design, Wuhan Institute of Technology, Wuhan Hubei 430205, China
  • Received:2023-06-19 Accepted:2023-09-20 Online:2023-12-31 Published:2023-12-17
  • Contact: WANG Yuan-yuan (1983-), lecturer, Ph.D. Her main research interests cover graphic image processing, computer vision, etc. E-mail:114618389@qq.com
  • About author:

    YAO Shan-liang (1979-), Professor, Ph.D. His main research interest covers industrial design. E-mail:yaogoat@126.com

  • Supported by:
    2022 Shenzhen Bureau of Industry and Information Technology Industrial Design Key Research Topic

摘要:

为了解决市场上个人碳足迹类App无法持续吸引用户的问题,引入八角行为分析框架探究此类产品背后隐藏的游戏化驱动力因素。首先将目标用户划分为成就型、合作型、探索型、竞争型4个用户群,结合熵值法对其进行定量分析,得出各项驱动力在个人碳足迹类App中的重要度。其次,在此基础上策划个人碳足迹类App “GreenerMe”,提出具体的游戏化实现要素,构建该产品的游戏化八角驱动力静态评价系统。最后将用户使用历程按照用户群及发现、入门、塑造、终局4个阶段展开进行分析,进而对评价系统进行动态优化,确定该产品合适的游戏化要素和置入要素的机会点。本研究旨在辅助个人碳足迹类App设计师更精准、更全面地了解用户,为个人碳足迹类App设计提供合理的游戏化策略,确保产品能有效地激发用户参与和持续减碳的动力。

关键词: 个人碳足迹类App, 八角行为分析, 用户研究, 游戏思维, 熵值法

Abstract:

In order to solve the problem that personal carbon footprint Apps in the market fail to attract users in a sustainable manner, the Octalysis is introduced to explore the hidden gamification driving factors behind such products. Firstly, we will collect target users' behavioural preferences through questionnaires and divide them into four user groups: achievement, cooperation, exploration and competition, and analyse them quantitatively by combining the entropy value method, so as to find out the importance of each driver in personal carbon footprint Apps. Secondly, the personal carbon footprint App “GreenerMe” was planned, gamification elements were proposed, and a static evaluation system for the gamified Octalysis framework of the app was constructed. Finally, the user journey is analysed in terms of user groups and the four stages of discovery, introduction, shaping and finality, and the evaluation system is then dynamically optimised to determine the appropriate gamification elements for the product and the timing of their placement. This study aims to assist personal carbon footprint app designers in gaining a more accurate and comprehensive understanding of their users, and to provide an effective strategy for gamification of personal carbon footprint Apps to ensure that the product is effective in motivating users to engage and sustain carbon reduction.

Key words: personal carbon footprint App, octalysis, user research, gamification, entropy method

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