Design Thinking and Acceptance Requirements for Designing Gamified Software

Luca Piras, Daniele Dellagiacoma, Anna Perini, Angelo Susi, Paolo Giorgini, John Mylopoulos

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBNpeer-review


Gamification is increasingly applied to engage people
in performing tool-supported collaborative tasks. From previous
experiences we learned that available gamification guidelines are
not sufficient, and more importantly that motivational and acceptance aspects need to be considered when designing gamified software applications. To understand them, stakeholders need to be involved in the design process. This paper aims to (i)
identify key requirements for designing gamified solutions, and
(ii) understand if existing methods (partially fitting those requirements) can be selected and combined to provide a comprehensive gamification design method. We discuss a set of key requirements for a suitable gamification design method. We illustrate how to select and combine existing methods to define a design approach that fits those requirements using Design Thinking and the Agon framework. Furthermore, we present a first empirical evaluation of the integrated design method, with participants including both requirements analysts and end-users of the gamified software. Our evaluation offers initial ideas towards a more general, systematic approach for gamification design.
Original languageEnglish
Title of host publicationDesign Thinking and Acceptance Requirements for Designing Gamified Software
ISBN (Electronic)9781728148441
ISBN (Print)9781728148458
Publication statusPublished - 21 Oct 2019

Publication series

Name13th International Conference on Research Challenges in Information Science, RCIS, 2019
ISSN (Electronic)2151-1357


  • Acceptance requirements
  • Design thinking
  • Gamification
  • Requirements engineering
  • Empirical evaluation


Dive into the research topics of 'Design Thinking and Acceptance Requirements for Designing Gamified Software'. Together they form a unique fingerprint.

Cite this