Welcome to Journal of Graphics share: 

Journal of Graphics ›› 2023, Vol. 44 ›› Issue (6): 1251-1258.DOI: 10.11996/JG.j.2095-302X.2023061251

• Industrial Design • Previous Articles     Next Articles

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

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

CLC Number: