Agile Gamification in an Enterprise SaaS

Detalhes bibliográficos
Autor(a) principal: Diogo Emanuel Marques da Silva
Data de Publicação: 2016
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/90412
Resumo: This work comes from the statement that there is a motivation problem from members of software development teams in using sorely tool of project and process management. This professionals may have high levels of motivation to do their job, but they feel that the use of management tool may cause a break of workflow. In other side, gamification may be defined as the use of elements and techniques of games in a non-game context. This concept capitalizes on the typically known effects of games to incite a desirable user behaviour.It is a complex subject that envolves fields besides games, such as psychology which has some criticism and, although it had a greater application scope,it has risks associated.SCRAIM is an online service of project and process management. It comes as a solution to a problem of lack of work process in order to normalize the best best practices to organization. SCRAIM is based in a agile methodology of software development, following the values proposed by the manifesto for agile software development.The goal of this dissertation is the research, preparation and implementation of a gamification strategy in SCRAIM in such manner that it incentives a more frequent and intensive use by the users.This goal implies assure the values proposed by the manifesto for agile software development while it adapts to the workplace context. In order to apply gamification to these contexts it is necessary understand them and take into account that not only the great benefits but also the hazards that must be avoided.In order to reach the solution, it were necessary to find out which are the situations where it is possible to apply gamification without spoiling the strong features already existent. The developed solution uses game elements that reward the good use of the tool as a surprise element while promoting cooperation between teams and a healthy competition amongst them in order to provide an engaging experience to the user. Particularly in this case, one of big pros of gamification is the use of feedback mechanisms. This way, the solution will foster progression of user's mastery in using the tool. This investigation has as a result, not only a specific prototype to SCRAIM, it also supports to the development of future application of gamification in project and process management tools in workplace environment and how to avoid the inherent hazards.
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spelling Agile Gamification in an Enterprise SaaSEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringThis work comes from the statement that there is a motivation problem from members of software development teams in using sorely tool of project and process management. This professionals may have high levels of motivation to do their job, but they feel that the use of management tool may cause a break of workflow. In other side, gamification may be defined as the use of elements and techniques of games in a non-game context. This concept capitalizes on the typically known effects of games to incite a desirable user behaviour.It is a complex subject that envolves fields besides games, such as psychology which has some criticism and, although it had a greater application scope,it has risks associated.SCRAIM is an online service of project and process management. It comes as a solution to a problem of lack of work process in order to normalize the best best practices to organization. SCRAIM is based in a agile methodology of software development, following the values proposed by the manifesto for agile software development.The goal of this dissertation is the research, preparation and implementation of a gamification strategy in SCRAIM in such manner that it incentives a more frequent and intensive use by the users.This goal implies assure the values proposed by the manifesto for agile software development while it adapts to the workplace context. In order to apply gamification to these contexts it is necessary understand them and take into account that not only the great benefits but also the hazards that must be avoided.In order to reach the solution, it were necessary to find out which are the situations where it is possible to apply gamification without spoiling the strong features already existent. The developed solution uses game elements that reward the good use of the tool as a surprise element while promoting cooperation between teams and a healthy competition amongst them in order to provide an engaging experience to the user. Particularly in this case, one of big pros of gamification is the use of feedback mechanisms. This way, the solution will foster progression of user's mastery in using the tool. This investigation has as a result, not only a specific prototype to SCRAIM, it also supports to the development of future application of gamification in project and process management tools in workplace environment and how to avoid the inherent hazards.2016-02-122016-02-12T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/90412TID:201301318engDiogo Emanuel Marques da Silvainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:56:34Zoai:repositorio-aberto.up.pt:10216/90412Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:50:56.572809Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Agile Gamification in an Enterprise SaaS
title Agile Gamification in an Enterprise SaaS
spellingShingle Agile Gamification in an Enterprise SaaS
Diogo Emanuel Marques da Silva
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Agile Gamification in an Enterprise SaaS
title_full Agile Gamification in an Enterprise SaaS
title_fullStr Agile Gamification in an Enterprise SaaS
title_full_unstemmed Agile Gamification in an Enterprise SaaS
title_sort Agile Gamification in an Enterprise SaaS
author Diogo Emanuel Marques da Silva
author_facet Diogo Emanuel Marques da Silva
author_role author
dc.contributor.author.fl_str_mv Diogo Emanuel Marques da Silva
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description This work comes from the statement that there is a motivation problem from members of software development teams in using sorely tool of project and process management. This professionals may have high levels of motivation to do their job, but they feel that the use of management tool may cause a break of workflow. In other side, gamification may be defined as the use of elements and techniques of games in a non-game context. This concept capitalizes on the typically known effects of games to incite a desirable user behaviour.It is a complex subject that envolves fields besides games, such as psychology which has some criticism and, although it had a greater application scope,it has risks associated.SCRAIM is an online service of project and process management. It comes as a solution to a problem of lack of work process in order to normalize the best best practices to organization. SCRAIM is based in a agile methodology of software development, following the values proposed by the manifesto for agile software development.The goal of this dissertation is the research, preparation and implementation of a gamification strategy in SCRAIM in such manner that it incentives a more frequent and intensive use by the users.This goal implies assure the values proposed by the manifesto for agile software development while it adapts to the workplace context. In order to apply gamification to these contexts it is necessary understand them and take into account that not only the great benefits but also the hazards that must be avoided.In order to reach the solution, it were necessary to find out which are the situations where it is possible to apply gamification without spoiling the strong features already existent. The developed solution uses game elements that reward the good use of the tool as a surprise element while promoting cooperation between teams and a healthy competition amongst them in order to provide an engaging experience to the user. Particularly in this case, one of big pros of gamification is the use of feedback mechanisms. This way, the solution will foster progression of user's mastery in using the tool. This investigation has as a result, not only a specific prototype to SCRAIM, it also supports to the development of future application of gamification in project and process management tools in workplace environment and how to avoid the inherent hazards.
publishDate 2016
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