Exploring Designers' Perspectives on Gamification in Service Design Thinking
Saved in:
| Title: | Exploring Designers' Perspectives on Gamification in Service Design Thinking |
|---|---|
| Authors: | Rui Patrício, null Maria Theresa Cabrita Matias Ramos Gelies, Joana Mendonça |
| Source: | DIID, Iss 85 (2025) |
| Publisher Information: | Bologna University Press Foundation, 2025. |
| Publication Year: | 2025 |
| Subject Terms: | Mechanical drawing. Engineering graphics, Service design, design thinking, Management Innovation, gamification, T351-385 |
| Description: | Service Design Thinking (SDT) workshops often get stuck when service intangibility, social distance, and vaguegoals jeopardize engagement. This study explores how game approaches address those barriers. Semi-structured interviews with experienced SDT practitioners were analysed abductively, interlacing capability theory with gameful design principles. Findings suggest that gamification enhances empathy, framework-building, and concept modelling, making abstract service concepts more tangible and improving team dynamics. However, its implications on problem-solving and vision-building remain inconclusive, and structured game elements may sometimes restrict creative thinking. Insights are consolidated in a Gamification-SDT Capability Matrix that links elements to five design capabilities and offers quick-reference support for workshop facilitation. By framing gamification as an object that externalises designer intent and accelerates double-loop learning, the study extends the transformation-design discourse and provides actionable guidance for capability-based service innovation. |
| Document Type: | Article |
| ISSN: | 2785-2245 1594-8528 |
| DOI: | 10.30682/diid8525b |
| Access URL: | https://doaj.org/article/92729d3fade74f73b1324fd199fb788b |
| Rights: | CC BY NC SA |
| Accession Number: | edsair.doi.dedup.....ef43f937e1fb5f7f737cb30863b4939a |
| Database: | OpenAIRE |
| Abstract: | Service Design Thinking (SDT) workshops often get stuck when service intangibility, social distance, and vaguegoals jeopardize engagement. This study explores how game approaches address those barriers. Semi-structured interviews with experienced SDT practitioners were analysed abductively, interlacing capability theory with gameful design principles. Findings suggest that gamification enhances empathy, framework-building, and concept modelling, making abstract service concepts more tangible and improving team dynamics. However, its implications on problem-solving and vision-building remain inconclusive, and structured game elements may sometimes restrict creative thinking. Insights are consolidated in a Gamification-SDT Capability Matrix that links elements to five design capabilities and offers quick-reference support for workshop facilitation. By framing gamification as an object that externalises designer intent and accelerates double-loop learning, the study extends the transformation-design discourse and provides actionable guidance for capability-based service innovation. |
|---|---|
| ISSN: | 27852245 15948528 |
| DOI: | 10.30682/diid8525b |
Nájsť tento článok vo Web of Science