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Showing posts from April 10, 2018

App Gamification - WhatsApp: Included Ludic Elements

The definition of Ludic is: "Showing spontaneous and undirected playfulness." Therefore ludic elements I have included are:  Achievements that are awarded to the user  Unlockable items from getting achievements - Which unlock customisable features in the app Gamified animations when sending Documents, Images and Audio Bibliography & References [1] https://en.oxforddictionaries.com/definition/ludic

App Gamification - WhatsApp: Benefits of App Gamification

Gamification is beneficial when designing an application as it allows the user to interact with the app in a fun way. It keeps the user entertained and gives the user another reason to continuing using the app while keeping the app's main functionality. Moreover a sense of progress gives the user an incentive to use the app more as they want to continue unlocking features and earning achievements. WhatsApp's main function is to allow users to message, call and send attachments over a Wi-Fi or data connection. Therefore saving a user's minutes and text's if they are running low and allowing them to use additional features that they may not be able to use (e.g. video calling) when using only their phone.

App Gamification - WhatsApp: Planning gamification Features

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I decided to design some of the aspects of WhatsApp I would choose to gamify which mainly included aspects of the chat feature as from my market research the chat feature was one of my most important features of the app. Therefore, I decided to gamify the attachment and calling section of this feature. Furthermore, I wanted to add achievements to the app so that people are tempted to continue playing the app. I would also remove features that users do not seem to use very often or if at all making the app more effective.