1 Introduction
2 Related Work
2.1 Gamified Employee Onboarding
2.2 Organizational Stakeholders
3 Theoretical Framework
-
Meaning of artifacts in use, designers can understand how stakeholders interact with and make sense of a design artifact's intended and actual practices (Krippendorff, 2006). This can help designers identify any potential misunderstandings or misalignments between the intended and actual use of the artifact and make adjustments to meet the needs and goals of stakeholders better.
-
Meaning of artifacts in language refers to the semantics and nomenclature surrounding a design artifact (Krippendorff, 2006). By considering this aspect, designers can ensure that the language used to describe and communicate about the artifact is clear and accurate and that it aligns with the understanding and expectations of stakeholders.
-
Meaning in the lives of artifacts refers to the role that culture and norms play in the introduction and adoption of a design artifact (Krippendorff, 2006). By considering this aspect, designers can understand the cultural context in which the artifact will be used and ensure that it aligns with the values and expectations of stakeholders.
-
Meaning in the ecology of artifacts refers to the relationships between a design artifact and the other existing artifacts in its intended context (Krippendorff, 2006). This concept highlights the importance of considering how a design artifact will fit into the broader system or ecosystem in which it will be used. For example, if a designer is creating a new smartphone application for a company, they should consider how the application will integrate with the company's existing information systems and technologies. If the application does not fit seamlessly into the company's existing ecosystem, it may be less likely to be adopted and used effectively.
4 Methodology
4.1 Method
5 Materials
5.1 The Research Setting
5.2 The Gamification Platform
5.2.1 Mercury—A Gamified Smartphone Application for Employee Onboarding
Design elements | Category | Mercury module |
---|---|---|
Badges | Achievement/progression | Achievement |
Progress bars | Achievement/progression | Achievement and mission |
Experience points | Achievement/progression | Level |
Levels | Achievement/progression | Level |
Avatar | Immersion | Level |
Map | Achievement/progression | Mission |
Missions | Achievement/progression | Mission |
Real-world events | Miscellaneous | Mission |
Timer | Achievement/progression | Quiz |
Quizzes | Achievement/progression | Quiz |
Reminders | Miscellaneous | Tutorial |
Onboarding | Miscellaneous | Tutorial |
5.2.2 Research Sites
Sites | Context | Method/data | Participants | Date |
---|---|---|---|---|
A | Three participatory design workshop(s)/Onsite | Participatory design workshops, participant observations/workshop artifacts analysis (design documents, evaluation protocols, and field notes) | 6 (4 Scandium/2 Tungsten) | May–Sep 2019 |
B | Application of alpha testing/Onsite | Participant observations/video recordings | 7 managers | Jan 2020 |
C | Zoom | Semi-structured interviews | 4 new employees | Feb–Mar 2020 |
D | Onsite | Semi-structured interviews | 2 team leaders | Feb–Mar 2020 |
E | Introduction material/Event log | Content analysis/data-mining event log | 166 new employees | May–Jul 2020 |
F | Evaluation Meeting and Dialogs/Onsite | Artefact analysis (evaluation protocol) & interviews | 2 employees from Tungsten | Sep–Oct 2020 |
5.2.3 Site A: The Participatory Design Workshop
-
Current situation analysis
-
User-group analysis
-
Goal-for-gamification analysis
-
An explanation of the exercise objective was provided by the facilitator
-
Followed by a quiet ideation and post-it note writing session of 10–15 min (Fig. 4)
-
The facilitator then started asking various reflective questions to the participants based on their post-it notes
-
An open discussion on the topic ensued
-
The attendant gamification designer recorded the discussions and asked follow-up questions for clarity
5.2.4 Site B: Product Presentation Session
5.2.5 Site C: Interviews with Selected Stakeholders from Beta Testing
Pseudonymized name | Age | Work experience (years) |
---|---|---|
Daniella | 43 | 19 |
Simon | 29 | 10 |
Hans | 38 | 16 |
Idris | 29 | 6 |
5.2.6 Site D: Interviews with Team Leaders
Pseudonymized name | Age | Work experience (years) |
---|---|---|
Doris | 33 | 8 |
Glenn | 56 | 35 |
5.2.7 Site E: The Communication Agency and Mercury Trial Period
UserID | Timestamp | Event |
---|---|---|
d32aff4e-c53a-46a3-9f30-ffbf36616bf0 | 2020-05-27 07:30:27.432471 | {‘action’:’enter’,’pageId’:’2ca7c033-7ba0-41c3-8ab9-451b213f3eb2’} |
278d17b3-8268-46aa-8d58-018085b827f7 | 2020-05-29 13:16:40.582897 | {‘action’:’done’,’pageId’:’2ca7c033-7ba0-41c3-8ab9-451b213f3eb2’} |
034fcc4e-a950-4814-b120-dd182e51bf3a | 2020-06-01 08:48:03.402796 | {‘action’:’progressChange’,’courseId’:’94a5b781-4c4f-4f09-922b-5ccd01e7f0c8’,’blockId’:’b810f6db-8146-4bd6-8f9c-151361414b95’,’progressPercentage’:33.33333333333333} |
198cca62-7a83-45da-8da3-5990637c7d78 | 2020-06-03 13:00:11.792859 | {‘action’:’view’,’courseId’:’94a5b781-4c4f-4f09-922b-5ccd01e7f0c8’,’progressPercentage’:’93.75’} |
04fc1f0c-7df8-4f00-a402-e5cbcbc71c89 | 2020-06-11 06:50:31.639413 | {‘action’:’done’,’courseId’:’94a5b781-4c4f-4f09-922b-5ccd01e7f0c8’,’pageId’:’3e6f5617-6ede-4917-b03d-0e517d4bac25’} |
06e9f703-11bc-4c9d-ae1c-024f67076501 | 2020-06-11 16:11:44.229387 | {‘action’:’enter’,’pageId’:’417cceb7-35ef-47f5-a42a-85742e7294f8’} |
5.2.8 Site F: Evaluation Meeting and Follow-Up Conversations
Pseudonymized name | Role | Age | Gamification work experience (years) |
---|---|---|---|
Serge | Lead designer | 29 | 3 |
Jean | Project lead | 31 | 1 |
6 Results
Micro-culture stakeholders | Identified design element | |
---|---|---|
Meaningful design elements | Meaningless design elements | |
Site A: co-design group | Structural gamification | Content gamification |
Hedonic dimension | ||
Self-reporting | ||
Site B: managers | Tutorial | Self-reporting |
Missions | Hedonic dimension | |
Structural gamification | Content gamification | |
Site C: newcomers | Tutorial | Structural gamification |
Content gamification | ||
Achievements | Improved rewarding in the gamification | |
Levels | ||
Site D: team leaders | Tutorial | Self-reporting |
Content gamification | ||
Site E: 166 volunteers | N/A | Self-reporting |
Game-language | ||
Site F: mercury providers | Structural gamification | Content gamification |
Scalable Design Artefact | Restrained technological possibility |
Theme | Design element | Stakeholder groups |
---|---|---|
Design: in theory and in practice | Self-reporting | Manager |
Gamification co-designers | ||
Leader and employee | ||
Gamification provider | ||
Employee learning or employee compliance? | Structural/content gamification | Manager |
Gamification co-designers | ||
Leader and employee | ||
Gamification provider | ||
“Scandium is a traditional company” | Hedonic design dimensions (semantic/juiciness/playfulness) | Manager |
Gamification co-designers | ||
Leader and employee | ||
Importance of a clear communication | Tutorial | Manager |
Leader and employee | ||
Technological fit | Function | Gamification provider |
6.1 Design—In Theory and In Practice
The stakeholder groups communicated that self-reporting slowed down the flow in Mercury and hindered rapid progression in the gamified onboarding. Moreover, they expressed that this element was not as comprehensible as the rest of the gamification design elements, which exhibited a ‘more seamless’ integration with Mercury. The self-reporting element was perceived as complicated and was deemed to consist of too many touchscreen interactions to be worth the effort. The data mining regarding the self-reporting module revealed that 27 of the 78 new employees ( ≈ 35%) had not submitted any self-reports, while those submitted by the rest of the participants varied between 1 and 54 reports (Table 9), indicating a rather low interest among the new employees during the trial period. Nevertheless, the event data provided another insight—a clear outlier who reached level 368, which was far more than the other participating new employees (Table 9).I do not understand the purpose behind it. After a few minutes, all I want to do is ‘click-click-click’ to get rid of it. I do not understand self-report […] I do not understand what is in it for me.
Self-reports | Number of users |
---|---|
1 | 6 |
2 | 4 |
3 | 6 |
4 | 4 |
6 | 3 |
7 | 3 |
8 | 2 |
9 | 5 |
11 | 2 |
14 | 1 |
18 | 1 |
19 | 2 |
22 | 1 |
23 | 1 |
24 | 1 |
26 | 1 |
27 | 1 |
31 | 1 |
39 | 1 |
41 | 1 |
48 | 2 |
52 | 1 |
54 | 1 |
808 | 1 |
Sum | 52 |
6.2 Employee Onboarding Aimed at Knowledge or Compliance
Moreover, several employee stakeholders expressed that because of the lack of comprehensive information, they had stopped using the application when searching for information on Scandium, since more up-to-date information could be found elsewhere.Starting using the app, I think it was uncomplicated […] The good thing about the app is that it informed me of what to do next. Defining the (onboarding) objectives has been very good. But now its missteps on things like exactly telling me who to contact.- Simon
Using content provided by external sources can be challenging for gamification providers because they may feel they need more control over how the content is implemented. Such lack of control can create uncertainty and make it difficult for gamification providers to ensure that the content aligns with their goals and meets the prerequisites of their gamification design, which can be noted in the statement of the lead designer:Last time, Scandium had a suitable onboarding content that they wanted to add a gamification layer. A ready-made concept and (onboarding) material that had been established and tested […] This upcoming project is something else. […] There is no content, which makes it much more challenging to do targeted gamification for a material you don't have seen and don't know if it will work on its own merits. - Jean, Project Leader
The gamification providers require insight, adequate communication and cooperation with content providers to feel secure that the content provided can effectively be integrated into their gamification projects and achieve the client's desired outcomes. Establishing clear guidelines or agreements between the gamification and the content providers to ensure that the content is used in a way that is consistent with the gamification providers' vision and goals would be successful.You have to remember that a third-party (content) provider have a product that they offer and we are restricted by what they want to go for. That's how it is. - Serge, Lead Designer
6.3 Importance of a Clear Communication
Moreover, the Tutorial element made tedious activities, such as memorizing the company values, vision, and mission, more comprehensible by providing a map that displayed the employee onboarding progression (see Fig. 2). According to the evaluation protocol and feedback from the lead designer, Serge, a key success factor for the Mercury application project was conducting participatory design workshops that involved several stakeholder representatives.You read about Scandium’s mission, vision, and so on. The more you read, the more you realize how complex the company is. It is good to get help with what to focus on since you tend to drown in all the information otherwise- Doris
6.4 “Scandium is a Traditional Company”
Scandium has developed a new way to onboard new employees, in addition to local activities. Our ambition is to have an onboarding experience that is exciting, modern, and fun. We have created a game […] The onboarding game is global. The target group is both white- and blue-collar…
Level | Users | Mission | Users | Achievements | Users |
---|---|---|---|---|---|
1 | 40 | 1 | 42 | 0 | 51 |
2 | 10 | 2 | 11 | 1 | 10 |
3 | 10 | 3 | 9 | 2 | 4 |
4 | 3 | 4 | 2 | 3 | 4 |
6 | 6 | 5 | 1 | 4 | 1 |
7 | 1 | 6 | 2 | 5 | 5 |
8 | 3 | 7 | 1 | 6 | 2 |
9 | 1 | 8 | 1 | 9 | 1 |
10 | 1 | 0 | 3 | Sum: 78 | |
11 | 1 | 10 | 1 | ||
12 | 1 | 11 | 2 | ||
368 | 1 | 16 | 1 | ||
Sum: 78 | 17 | 1 | |||
Sum: 78 |
Hans’ statement displays that he became less motivated to participate because Mercury did not include proper game elements, such as employee competition and leaderboards.It is good with competing elements; it would become more motivating if more people started at the same time. Then it becomes shameful if you do not do it. I would do more if I knew that someone watched and followed up on what I was supposed to do with this. […] You do not do a lot in the game. The only thing is that you read a text, answer some questions, and self-report. - Hans
6.5 Technological Fit
7 Discussion
7.1 Implications of Design Elements
-
Meaningful Design Element
-
Meaningless Design Element
-
Disrupting Design Element