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US PATENT: METHOD AND MECHANISM FOR IMPLEMENTING A GAMIFICATION APPLICATION

Patent No. US9,623,333 B2

Granted April 18, 2017

Erika Webb, Laurie Pattison, Andrea Cantú, Antonio Aguilar, Eduardo Lopez, Ultan O'Broin

Abstract: Disclosed is an improved approach to implement gamification of applications and activities. The approach can be used to create gamification for any application/activity. In some approaches, gamification is provided such that an application is not modified to include the game features. Instead, an external standalone gamification mechanism is provided to include the game features, where the external gamification mechanism is used in conjunction with the activity/application.

 

Gamification: When it works, when it doesn't

HCII 2013 July 2013

Authors: Erika Webb

 

Building Internal Enthusiasm for Gamification in Your Organization

HCII2013 July 2013

Authors: Erika Webb, Andrea Cantú

 

Gamification @ Work Panel

CHI 2013 Conference April 30, 2013

Authors: Erika Webb, Janaki Kumar, Sebastian Deterding, Mac Smith, Scott Schnaars

Moving Gamification from Concept to Design to Development in Enterprise Applications

GSummit 2013

Authors: Erika Webb

Gamification is a great new area for Enterprise Applications, but sometimes moving a large organization forward can be quite a challenge. Erika will cover how to move a large organization from the concept of gamification to design and development. In the session, we'll review evangelizing efforts that worked, engaging user experience and product teams, developing and testing ideas for gamification with customers and finally the development of gamified enterprise application flows.

Key Takeaways:

How to evangelize gamification within your organization.

Key aspects of successful gamification in enterprise applications: How to keep your teams on track.  How to test gamification with users and move designs into development.

Uses of Smartphones by Digital Natives: The Case of “Within Generation” Differences

Authors:Erika Webb, Andrea Cantú, Shobana Subramanian Arora

Poster presented at UXPA 2013, Washington DC

Abstract: The term digital natives has been in use to describe the generation of people who have always had the internet and technology. Although for the most part this population has not entered the workforce, their uses and expectations of technology are of interest to corporations. In this study, we surveyed 90 school and college students about their uses of smart phones in order to understand their expectations about that technology. We discovered that even within this group of 13 to 24 year olds, differences between those in high school and those in college exist in a number of areas.

WHAM! POW! Comics as User Assistance

Journal of Usability Studies May 2012

Authors: Erika Webb, Ultan Ó Broin, Gayathri Balasubramanian, Jayson Webb

In the Oracle Fusion User Assistance group, we are always interested in how to communicate information more effectively to users. In this particular set of studies, we wanted to study the use of comics as user assistance. Comics are easy to create with a number of free, online tools. Two studies examined how comics can be used to convey both task-based and conceptual information. In the first study, participants were shown a new feature in a software application—both in the form of a comic and in the form of a PowerPoint presentation. Both contained the same information. Based on the information in the training materials, the participants then performed tasks in a functional prototype of a Human Capital Management tool.

Participants preferred the comic on two usability scales.  In the second study, the Darwin Information Typing Architecture (DITA) authoring and publishing model was presented to an audience of technical writers. Respondents were asked to view each of three information formats for the same information: metaphor- and non-metaphor-based comics and a Microsoft PowerPoint presentation. Metaphor based comics scored better than the other two formats on usability scale ratings and on a multiple-choice test.  These studies suggest that the novel and affective format of a comic book should be considered as an alternative to more traditional training materials.

 

Enterprise User Experience: Making Work Engaging at Oracle

Gamification Summit June 2012

Authors: Erika Webb

Oracle Applications User Experience is getting into the game with research and design on how to gamify enterprise applications, such as the company’s Fusion. Oracle’s research with real users helped them change how they design applications to include game mechanics, increasing participation in communities,increasing productivity in workers and making work more engaging for all. Learn the research approaches, design patterns and examples that have made Oracle a leader in gamification of enterprise apps – and how you can make them work for your organization.

Benefit analysis of user assistance improvements

ACM May 2011

Authors Erika Webb

In this paper, we describe a study conducted to examine the impact of changes to our user assistance model in our enterprise software systems. In this study, we examined both a traditional user assistance model, as well as our new user assistance model. In the traditional user assistance model, users of a general ledger prototype were given inline error messages and access to a PDF version of the help manual from a help icon at the top of the page. In the new user assistance model, error messages appeared in pop-up windows with links to specific areas where users could correct the errors. Fields that needed to be changed were highlighted with a red border and when clicked, a description of the required change would appear. When users needed help, they could select from lists of relevant help topics available at different levels based on where they were working in the system.

Oracle Mobile User Assistance Testing

HCI International  2011

Authors: Erika Webb, Ultan Ó Broin, Ray Matsil, Laurie Pattison, Mindi Cummins

In order to create a set of Oracle Mobile Applications patterns and guidelines that would reflect the need of customers both in the US and other global areas, we conducted a set of user feedback sessions on with mobile application users in both the UK and in the USA.  Participants were asked to consider scenarios that covered how they expected notifications to work, collaboration scenarios, how messages might display, specific wording alternatives for messages, and expectations for confirmation messages. The information gained from these interviews and sessions was used to validate assumptions, previous research findings, and anecdotal evidence, as well as to explore wants and needs for future releases of mobile applications for enterprise users. This information was then used to create a new set of patterns for mobile messaging, as well as to create guidelines for content of messages for our development teams.

 

Using Comics to Present DITA Concepts

DITA Europe November 7, 2011

Authors: Erika Webb, Ultan Ó Broin

This presentation was about proving the effectiveness of comics in communicating DITA concepts and usage.  The Oracle Applications User Experience team's research into the preferred medium for telling product users about new features revealed that comics were much more effective and engaging than traditional formats such as PowerPoint slides. The Oracle team's research began with the development of a selection of comics about DITA concepts and content development. The effectiveness of these comics in communicating DITA messages was measured against other instructional formats, and the results were used to inform Oracle's training strategy.  Test participants were information professionals with DITA, DocBook, and nonstructured authoring backgrounds. Some of these participants had experienced traditional forms of education about DITA and others were new to the area.

This presentation outlines the Oracle team's research methodology, presents the results of the comics test, and recommends how and when comics are best used to educate information professionals about DITA concepts and usage.

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