K. Samso , I. Rodríguez , A. Puig , D. Tellols , F. Escribano , S. Alloza
July 2017
Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017) (HCI)
digital make-believe, with delegates considering our expansive
3 - 6 July 2017
This paper proposes a gamification design of a Cultural Probes (CP) in the context of the Smart Grid. CP is a well-known HCI technique used to inform and inspire applications design. Gamification aims to enhance the participation of users in CP tasks. Participants are children who develop tasks to provide designers with information about families' habits of energy consumption, and their knowledge and interest in energy related issues. We use a narrative that engages the player in the mission of saving people wasting energy crazily, under the influence of an evil wizard.
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