000000753 001__ 753
000000753 005__ 20190423205528.0
000000753 037__ $$aCONFERENCE
000000753 041__ $$aeng
000000753 245__ $$aDesigning engaging e-government services by combining user-centered design and gamification :$$ba use-case
000000753 260__ $$aPortsmouth, United Kingdom$$b18-19 June 2015$$c2015
000000753 269__ $$a2015-06
000000753 300__ $$a9 p.
000000753 506__ $$avisible
000000753 520__ $$9eng$$aIn this case study, we combine the user centered design and the gamification design methodologies to design the eCH-BPM portal, a platform designed to enable public administration of Switzerland to publish and share their business process documentation in BPMN and discuss best practices in introducing Business Process Management (BPM) practices in the administration. The overall goal of the platform is to foster the development of a BPM mindset in the Swiss administration, in order to optimize and modernize the operations and deliver quality services. However, actively sharing process descriptions and template business processes, as well as actively participating in the community of practice for BPM in the public administration requires motivation and engagement on the part of public servants. A key factor in the success of the platform will be its ability to create, retain and expand a critical users’ base. To address this issue, we designed the platform using user-centered design and gamification design, developing an original framework to combine both approaches that can be applied to the design of other e-government services. Both user centered design and gamification design, individually, are known to benefit various aspects and types of e-services and applications. Here, we present a unified methodology by combining both methodologies, for the design of e-government applications. We believe that User Centered Design and Gamification design can help improve e-government services, for example, by increasing participation and increasing interest in the service, and following the combined methodology will help us do so. The case study highlights the mistakes made, and the lessons learnt while designing the platform for researchers to further test and build on the proposed methodology. As an example we learnt that virtual rewards, which form the core of the gamification framework have to be meaningful in order to work effectively. Simply using a gamut of badges (virtual rewards) without keeping the user motivations and behavior in mind only leads to building an ineffective system.
000000753 592__ $$aHEG-VS
000000753 592__ $$bInstitut Informatique de gestion
000000753 592__ $$cEconomie et Services
000000753 65017 $$aInformatique
000000753 655_7 $$afull paper
000000753 6531_ $$9eng$$agamification
000000753 6531_ $$9eng$$auser centered design
000000753 6531_ $$9eng$$aBPM
000000753 6531_ $$9eng$$aprocess-sharing platform
000000753 6531_ $$9eng$$aSwitzerland
000000753 700__ $$aEvéquoz, Florian$$uUniversity of Applied Sciences and Arts Western Switzerland (HES-SO Valais-Wallis)
000000753 700__ $$aDargan, Tuhina$$uDepartment of Design, Indian Institute of Technology, Guwahati, India
000000753 711__ $$aEuropean Conference on E-Government ECEG'15$$cPortsmouth, United Kingdom$$d18/06/2015 / 19/06/2015
000000753 773__ $$tProceedings of 15th European Conference on E-Government ECEG'15
000000753 8564_ $$s342681$$uhttps://hesso.tind.io/record/753/files/evequoz_designingegovernment_2015.pdf
000000753 8560_ $$fmelissa.paez@hesge.ch
000000753 909CO $$ooai:hesso.tind.io:753$$pGLOBAL_SET$$pDOMAINE_ECONOMIESERVICE_CONFERENCE
000000753 906__ $$aNONE
000000753 950__ $$aI1
000000753 980__ $$aconference