Engage Gamification into Campus Counseling for International Students

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Description
In recent years, with the increase in the number of students studying abroad, the psychological problems of international students have attracted more and more attention. At the same time, due to the stigma and stereotypes of mental illness, international students

In recent years, with the increase in the number of students studying abroad, the psychological problems of international students have attracted more and more attention. At the same time, due to the stigma and stereotypes of mental illness, international students have encountered difficulties in using campus psychological counseling services of overseas universities. Gamification is a concept that applies the elements of games to non-gaming fields. It is being widely used in various fields. This study aims to conduct user research for designing a better experience and service design for international students using campus psychological counseling by using gamification. The study was conducted using an extensive literature review as well as quantitative and qualitative research methods including a focus group, an online survey, and an interview to explore the main sources of pressure for international students and their perception on-campus counseling service. Furthermore, this study tried to explore the feasibility of online services and how gamification be applied to the services. The results showed that international students have been reported to have psychological pressure on some special issues, and few international students used campus counseling. International students who have used campus psychological counseling services also expressed their dissatisfaction with campus psychological counseling. Additionally, the study showed the feasibility of online services and the acceptance of core drives of gamification. The conclusion can be summarized as a user research for future service design in the campus counseling system, which includes expected functions and some gamified ways of online services. Because the results showed that online services cannot replace face-to-face consulting services, how to combine online and offline services, and how to let gamification reach its full potential will be further discussed.
Date Created
2020
Agent

A look into the design process: theory driven design for behavior change

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Description
As the designer is asked to design, create, or simply solve a problem, many factors go into that process. It generally begins with defining the scope or problem that undergoes an iterative process utilizing different tools and techniques to generate

As the designer is asked to design, create, or simply solve a problem, many factors go into that process. It generally begins with defining the scope or problem that undergoes an iterative process utilizing different tools and techniques to generate the desired outcome. This is often referred to as the design process. Notwithstanding the many factors that influence this process, this study investigates the use of theory for behavior change and its effect on the design process. While social behavioral theories have been extensively discussed in the realm of design, and a well-developed body of literature exists, there is limited knowledge about how designers respond to and incorporate theory into their design process. Fogg’s persuasive design (2003), Lockton’s design with intent (2009) and Tromp’s social implication framework (2011) stand as exemplars of new strategies developed towards design for behavior change that are able to empower designers’ mindsets, providing them with a uniquely insightful perspective to entice change. Instead of focusing on the effectiveness of the design end product, this study focuses on how theory-driven approaches affect the ideation and framing fragment of the design process. A workshop case study with senior design students was utilized with focused observations and post-workshop interviews to answer the research questions. This study contributes by providing a useful method of documenting a behavioral economics theory to the design process in a workshop setting. It also provides insights on how behavioral change theory application can be incorporated in a segment of the design process.
Date Created
2019
Agent