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Motivational design patterns.

机译:励志的设计模式。

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摘要

The rise of mobile platforms and the Web has created a market where software is now funded by advertisements, subscriptions and in-app purchases. This software is designed with retention in mind, motivating users to return to the application again and again.;However, developers struggle to understand exactly how to motivate users. This lack of understanding has given rise to the easy answers of 'gamification' and 'social,' without providing the foundational psychological knowledge developers need to truly understand their users' needs. New frameworks are required to bridge this knowledge gap.;This dissertation presents one such framework, a library of twenty-seven motivational design patterns, under the categories of gameful, social, interface and information. Theories and experimental results from motivational psychology, behavioral psychology and behavioral economics are used to explain the power of different design patterns and suggest optimal implementations. Additionally, a set of eight dark patterns are presented. These patterns promise the developer short-term gains, but at the expense of long-term motivational harm, and strategies to avoid their use are proposed.;To validate the applicability of the pattern library, it is used in case studies that analyze existing software designs, and generate new ones from problem statements.;The existence of the pattern library not only brings us greater understanding about how motivational software works, but provides us with a language with which to communicate motivational design, and a framework to begin the work on improving software's ability to meet users' motivational needs.
机译:移动平台和Web的兴起创造了一个市场,软件现在由广告,订阅和应用程序内购买来资助。该软件在设计时考虑了保留性,促使用户一次又一次地返回到应用程序。但是,开发人员很难准确地理解如何激励用户。这种缺乏理解导致了“游戏化”和“社交”的简单回答,却没有提供开发人员真正了解其用户需求所需的基本心理知识。需要新的框架来弥合这种知识鸿沟。本论文提出了一个这样的框架,一个包含二十七个动机设计模式的库,分为游戏性,社交性,界面性和信息性。动机心理学,行为心理学和行为经济学的理论和实验结果被用来解释不同设计模式的力量并提出最佳实施方案。此外,还提供了一组八个暗模式。这些模式保证了开发人员的短期利益,但以长期动机损害为代价,并提出了避免使用它们的策略。为了验证模式库的适用性,将其用于分析现有软件的案例研究中设计,并从问题陈述中生成新的内容。模式库的存在不仅使我们对激励软件的工作原理有了更深入的了解,而且还为我们提供了一种用于交流激励设计的语言,以及一个可以开展工作的框架。提高软件满足用户动机需求的能力。

著录项

  • 作者

    Lewis, Chris.;

  • 作者单位

    University of California, Santa Cruz.;

  • 授予单位 University of California, Santa Cruz.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 324 p.
  • 总页数 324
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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