Framework for developing gamified applications in a socio-technical context

Daniel Lykke Bjørkholm, Alfred Toft Rasmussen, Loke Krongaard Hansen & Johan Wurr Hybholt

Studenteropgave: Semesterprojekt


In this project we look into developing applications with a high usability and user engagement, with a specific socio technical context as foundation. Our goal is to produce a framework that encourage reflectiveness about core topics, amongst the system developer(s) working on the application. The thought is that use of the framework in the early stages of the design process, ensure experiences tailored to the specific socio technical system. This means that the usability and engagement is designed with the socio technical system in mind, thus ensuring high engagement. The philosophy is that socio technical problems should be solved with that system in consideration, here exemplified with the planets increasing environmental problems. We approach the task by studying theories and research related to user interface, interface design, socio technical systems and gamification, and prepared framework questions based on this. Initial test of the framework is carried out by it’s use in relation to the published application Oroeco. A test where we answer the framework questions based on our firsthand experience with the Oroeco application, additionally an expert interview, allowed us to discover that there is a need to close the gap between the theoretical thoughts on socio-technical systems, and the applications development practices. Also, that the framework, which is developed in this project, reaches out to a wide range of socio-technical problems, and are not just limited to environmental problems.

UddannelserBasis - Humanistisk-Teknologisk Bacheloruddannelse, (Bachelor uddannelse) Basis
Udgivelsesdato21 jan. 2016
VejledereMaja Fagerberg


  • Socio-technical design
  • Applications
  • Framework for application development
  • gamified
  • System design
  • Socio-technical
  • Gamification
  • Usability