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Research On The Design Of Reading APP Based On The Concept Of Gamification

Posted on:2022-05-04Degree:MasterType:Thesis
Country:ChinaCandidate:Q JinFull Text:PDF
GTID:2518306740999319Subject:Visual and information design
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With the increasingly fierce market competition,all kinds of mobile reading apps have sprung up.However,most reading apps are the same,and these products designed based on traditional thinking models are often difficult to stand out.The research focus of reading apps should be how to stimulate users' intrinsic motivation and carry out deep-level emotional communication,so as to motivate users to produce meaningful target behaviors.In view of the gamification design concept,this article aims to solve the problems of the single reading experience brought by mobile reading applications and the difficulty of long-term persistence for users.It is hoped to break the boundary between entertainment and reading and achieve the goal of improving user experience in the process of entertaining and learning.This article mainly studies the reading APP based on the concept of gamification from the following aspects: first introduces the relevant definition and development history of gamification,analyzes the three major modules of gamification,and expounds the six major steps for constructing related systems.Secondly,starting from the reading APP level,sort out the types and summarize the characteristics.Then,from the perspective of the target audience,it analyzes the characteristics and needs of reading APP users,and explores the problems of poor pertinence,serious homogeneity,and weak interest in mobile reading applications.Based on the above theoretical analysis and research foreshadowing,summarize the design principles of reading APP based on the concept of gamification,and give users a sense of mission through public welfare projects,and design diversified task forms to build the unknown of the product,supplemented by fun Reading notes give users creative freedom,and use image upgrades and rewards to create scarcity of items.At the visual design level,gamification elements and reading imagery are innovatively designed to construct pleasant visual effects and novel design styles;at the interactive design level,novel and interesting interaction modes need to be embedded in the details.Finally,through design practice to verify the above research conclusions,design a gamified mobile reading application with both charity and fun for young readers,giving users a meaningful charity donation goal,and accompany them in the experience process.Interesting and creative tasks and rewards encourage users to persist in the habit of long-term reading in order to achieve their goals.
Keywords/Search Tags:gamification, gamification design, reading apps
PDF Full Text Request
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