A gamified mobile interface study in user experience: A design-based research
2025
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Advisor: Prof. Dr. Kamil Çekerol
Abstract (EN)
The widespread use of smart devices has made them a part of daily life, surpassing the use of personal computers. In this context, user experience stands out as a discipline that holistically addresses the interaction processes people engage with these devices. Gamification, one approach to making user experience processes more effective, enjoyable, and engaging, is the integration of game elements into non-game "things" and has properties such as increasing engagement and boosting motivation. Initially applied in education, gamification has now been utilized in mobile applications with diverse content, making it a popular research area. This study designed a gamified mobile interface that allows for healthy living, fitness, and walking exercise tracking. In this context, the aforementioned concepts, along with their related theories and approaches, were examined. This research, centered on the design-based research method, comprised eight participants with visual literacy competencies who have completed undergraduate and graduate degrees in visual communication design and related fields. Data obtained through in-depth interviews, a qualitative research method, was evaluated using content analysis. A mobile interface design study called "Rango" was created, which allows tracking of healthy living, fitness, and walking exercise based on the specified categories. Gamification elements were then added to this interface and refined and finalized based on feedback from the same group of participants.
Author
Dr. Ekin Barış Kuruçay
Institution
How to Cite
Ekin Barış Kuruçay (Master Thesis). A gamified mobile interface study in user experience: A design-based research, 2025, Anadolu University.
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