Research

Adopting Design Ethnography to Inform the Gamification Outline for a Recycling Station

Adopting Design Ethnography to Inform the Gamification Outline for a Recycling Station

Adopting Design Ethnography to Inform the Gamification Outline for a Recycling Station

Adopting Design Ethnography to Inform the Gamification Outline for a Recycling Station

Adam Palmquist, Ole Goethe, Jeanine Kirchner-Krath, Joacim Rosenlund

Abstract

"This paper encircles explorative design research in a multiple stake- holder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamifica-tion artifact that would facilitate recycling behaviors. We collected our data dur-ing 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semi-structured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ col-lected ethnographic record extrapolated two specific categories: Stakeholder re-quirements and Gamification ruleset, together enfolding five key-themes and var- ious sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propo-sitions regarding storytelling and understanding for further gamification design researchers to investigate."

Reference

Palmquist, A., Goethe, O., Kirchner-Krath, J., & Rosenlund, J. (2023). Adopting design ethnography to inform the gamification outline for a recycling station. ResearchGate. https://www.researchgate.net/profile/Adam-Palmquist/publication/361332570_Adopting_Design_Ethnography_to_Inform_the_Gamification_Outline_for_a_Recycling_Station/links/6500e87c68ca5847e3d5a9c7/Adopting-Design-Ethnography-to-Inform-the-Gamification-Outline-for-a-Recycling-Station.pdf

Keywords

Gamification, Design ethnography, Informing design