Estudo de caso sobre o processo de redesign e gamificação do sistema de levantamento de necessidades de capacitação da Pró- Reitoria de Gestão de Pessoas (UFRN)
The Federal University of Rio Grande do Norte – UFRN, has its own softwares developed by the institution and has been concerned about solving problems related to user's interaction difficulties in these softwares, which are misunderstanding about how to operate the software, incompatible lan...
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Formato: | Dissertação |
Idioma: | por |
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Brasil
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Endereço do item: | https://repositorio.ufrn.br/jspui/handle/123456789/23237 |
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Resumo: | The Federal University of Rio Grande do Norte – UFRN, has its own softwares
developed by the institution and has been concerned about solving problems
related to user's interaction difficulties in these softwares, which are
misunderstanding about how to operate the software, incompatible language with
the user’s daily routine, among others. Furthermore, there are reports about lack
of interest from the users in performing some tasks on the software because they
are considered tiresome and/or uninteresting. In order to solve these problems,
the UFRN, through the PROGESP – people management department, developed
the Gamification Project in the middle of 2015 / early 2016. The Gamification has
occurred on some functions in the human resources software – SIGRH, among
those, the Training Needs Survey – LNC who has gained a new interface with
game elements. The Gamification Project followed the guidelines from the User
Centred Design – UCD, which is an approach of products development. This
paper is a study case that sought to investigate the LNC gamification process,
verifying the characteristics adopted from UCD guidelines and which game
elements have been used in the Gamification, analyzing how Gamification and
UCD can influence the results obtained by the project. Furthermore, it was sought
to evaluate the software with a group of users, using the Cooperative Evaluation
and questionnaire technics, analyzing the user’s perception about the software’s
changes and identifying whether there could be some aspects to improve at LNC.
The research showed that the major part of the users has approved the change
and that Gamification and UCD have contributed to this positive result, but also
revealed several aspects to be improved, so the tool can attend properly all the
users and their needs. |
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