Engineering digital motivation in businesses : a modelling and analysis framework

Alimohammad Shahri, Mahmood Hosseini, Jacqui Taylor, Angelos Stefanidis, Keith Phalp, Raian Ali

Research output: Contribution to journalArticlepeer-review

Abstract

Digital motivation refers to the use of software-based solutions to change, enhance, or maintain people’s attitude and behaviour towards specific tasks, policies, and regulations. Gamification, persuasive technology, and entertainment computing are example strands of such a paradigm. Digital motivation has unique properties which necessitate careful consideration of its analysis design methods. This stems from the strong human factor involvement, and if it is not implemented effectively, it can result in digital motivation being perceived negatively or leading to reduced motivation. The emerging literature on the topic includes approaches for creating digital motivation solutions. However, their primary focus is on specifying its operation, for example, the design of feedback, rewards and levels. In this paper, we propose a novel modelling language which enables capturing digital motivation as an integral part of the organisational and social structure of a business, captured via goal models. We also demonstrate how modelling of motivational techniques at this level, the goal level, enables a more powerful analysis that informs the introduction, design and management of digital motivation. Finally, we evaluate the language and its analysis using different perspectives and quality measures and report the results.
Original languageEnglish
Pages (from-to)153-184
Number of pages32
JournalRequirements Engineering
Volume25
Issue number2
DOIs
Publication statusPublished - 2020

Open Access - Access Right Statement

This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creative commons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.

Keywords

  • gamification
  • human engineering
  • human, computer interaction
  • modeling languages (computer science)
  • requirements engineering

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