BSc Final Year Project: Gamified Textual Communication Research
Date Dec 2015 - May 2016
Role Individual Project
UI Tools Android Studio | PHP | LIWP analyzer
Download Code here.
I have worked on assessing the feasibility of using Gamification to increase text communication effectiveness (social bonding) by developing two individual text application (one normal and one Gamified) for my Computer Science bachelor's research project ,below is the summary of how the project went.
Key Findings
Gamification does indeed has a positive effect on stimulating social bonding and interaction engagement to a certain degree.
This study shows that by visualising the relationship between users with a level statistics, it affects the conversation's content and changes how they perceive their relationship.
Objective
Computer Mediated Communications (CMCs) were a mean for individual to connect with each other without the Face to Face (FtF) interaction. However, research have shown that the absence of environmental contextual cues and non-verbal cues such as body language, had a negative influence on the effectiveness of communicating through digital medium.
Since several recent use case of Gamification had shown to have a positive effect on engagement and social bonding, it seems that this would fill the gap in for the absence of non-verbal cues in traditional CMC applications. Therefore this project was created to test this idea.
First Iteration and feedback
Through evaluating recent text applications such as WhatsApp and Snapchat I have created several sketches of the system interface and presented them to several potential users for the first iteration user testing. Initially the system was designed to allow users to start conversation with multiple users. However, due to the realisation that multiple interactions might lead to ambiguity in the study, the system was later altered to cater towards one to one interaction.