[2017] 게이미피케이션에 기반한 라이프로깅 콘텐츠의 사용성 평가 분석

곽소정(Sojung Kwak), 권지은(Jieun Kwon)

Keyword
Usability Evaluation, Gamification, Life-logging, Application

Abstract
This paper will verify the improvement in Life-logging application usage rate with the gamification factor as an element. We classified the gamification factor into three groups, such as, “Acting”, “Achievement”, and “Social”, and a total of four analysis were done consisting of each gamification factor separately and one all together. Usability evaluation questionnaires were conducted to verify functionality and satisfaction. It is expected that effective use of the gamification factor for the Life-logging application will serve as a basis for providing a more enjoyable behavior and application usage rate.

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