Introduction
In recent years, the number of technological products available on the market has been progressively increasing. Modern societies have more options when choosing devices and tools to meet specific needs. The creation of websites, for example, has had a significant impact on the technological market due to its growth, becoming one of the most utilized formats and mediums for the generation and transmission of social, cultural, political, and economic content and information, among others 1.
This increase is not only observed in products with clear utility. Video games can be understood as a type of technological development whose use is predominantly for entertainment purposes. Even so, it is found that people are increasingly interested in them. In a quick search of the term "videogame" on Google Trends 9, it is observed that, on a scale of 0 to 100 that classifies the popularity of the term in the search engine, with 0 being no popularity and 100 being maximum popularity, the average popularity in a review of the last 5 years has increased globally. The following graph shows that the indicator tends to rise above the 75 popularity line, which was less frequent in previous years (Figure 1)
This increase in the production and use of technology can be attributed to its capacity to satisfy a wide variety of human needs through a diversity of products and solutions. For example, in video games, players can satisfy needs such as entertainment, creativity, identity, and affection in a vast array of available games. Furthermore, serious games, such as educational, historical, social, political, and health-related games, can address needs related to understanding, protection, participation, and identity 19. This demonstrates that video games, and games in general, are powerful tools from the perspective of human needs analysis. This idea also extends to various software technologies, such as social networks, applications, and websites, as well as devices like mobile products, computers, and smart TVs, among others 19.
Possibly for these and other reasons, games have been integrated into other contexts such as education 29, health 30, and business processes 29. In recent years, this has been done through serious games, video games, and gamification. Regarding the former, Scolari 28 updates Huizinga's idea by adding some elements to the conceptualization and stating that games are "cultural constructions designed to generate narrative experiences in individuals... of an interpersonal nature in which the individual immerses themselves in a narrative in which they participate as protagonists, influencing its development and resolution" (p. 24). This also applies to video games, which can be understood as a form of technological advancement that transfers all game components to virtual environments and spaces, retaining their narrative element 28.
Although video games are primarily a form of entertainment and do not necessarily aim to solve social or human problems, they are being used for other purposes 31. In this context, we refer to serious games, which can be defined, according to ABT 32, as "the art and science of games that simulate life, whether in industry, government, education, or personal relationships." These games are designed to represent, model, or simulate real-world situations to test theories, explore possibilities without incurring high experimentation costs, train people, and develop specific skills, or even measure competencies. Serious games have defined objectives and processes and differ from traditional games or video games in that they are not framed within the entertainment industry 33 but are oriented towards objectives and purposes, such as evaluating or improving skills or knowledge 34.
On the other hand, gamification can be understood as the application of game dynamics and mechanics in non-gaming contexts to generate behavior changes and encourage the achievement of process objectives, with real-world implications 35. Unlike serious games, gamification accompanies real processes and directly intervenes in their outcomes; it does not simulate them. Gamification has been developed to leverage the characteristics of games and their potential to generate engagement and motivation in participants or players. Its use, like that of games and video games, is on the rise, and being an emerging phenomenon with less than two decades of constant research and application, the concept shows very high usage, even surpassing that of games. This can be seen in Figure 2, which shows the interest in the concept over time.
However, although a high percentage of people can satisfy a wide range of their needs through the diversity of software technologies, artifacts, and processes like gamification, there is a percentage that cannot do so due to their own particular conditions, such as physical or psychological characteristics, or social, cultural, and/or economic conditions of their context. This implies that some processes and artifacts are created with limitations in their capacity for inclusion or accessibility. These aspects must be addressed from the inclusive design approach, which, according to Joyce 14, “... describes methodologies for creating products that understand and empower people of all backgrounds and abilities. It can address accessibility, age, economic situation, geographic location, language, race, and more” (p. 1). “... inclusive design involves empathizing with users and adapting interfaces to address the diverse needs of those users. Inclusive design generates patterns of inclusion” (p. 1), impacting aspects such as accessibility, usability or playability, adaptability, aesthetics, and satisfaction.
At this point, understanding the user is a task of fundamental interest, which in recent years has been assumed by an approach called User Experience (UX). UX and its practice, User Experience Design (UX Design), have become key factors for the success of information and communication technologies. The quality of the experience influences satisfaction, efficiency, and effectiveness in the interaction of users with technological and innovative processes and products 3, which is extremely beneficial for gamification.
Its potential lies in its user-centered approach and the constant evaluation of the experience, which involves the measurement and interpretation of multiple subjective and objective factors, such as usability, inclusion, accessibility, immersion, aesthetics, interaction, and satisfaction. Additionally, each context and each user may present different needs, expectations, and preferences, requiring a personalized and flexible evaluative approach. Therefore, there arises the need to know the techniques, tools, and specific indicators that allow for a reliable, efficient, and effective evaluation of user experience, which will improve the way inclusive and accessible gamified processes are created.
In the present article, some selected sources from databases and scientific journals were reviewed, and the most frequent techniques, tools, and indicators in UX evaluation were identified and analyzed to determine their possible use in the evaluation of gamified processes. The search was guided by the following research question: What are the most relevant and effective methods, techniques, and tools for evaluating user experience?
Therefore, the methodology employed is presented below, which consisted of a structured review of relevant scientific articles in which the methods and techniques used to evaluate user experience were identified and analyzed. Next, the results are detailed, presenting a variety of indicators and metrics used in UX evaluation, such as usability, user satisfaction, accessibility, and aesthetics. Subsequently, the discussion is presented, reporting the differences and similarities in the evaluation approaches used in the reviewed studies. Finally, the conclusions section highlights the importance of considering multiple dimensions of user experience and recommends the use of multidisciplinary approaches and validated tools to obtain a more comprehensive understanding of the phenomenon studied and its applicability in gamification and gamified products or processes.
Methodology
A structured literature review method was employed, also known as a systematic review. It is essentially an orderly bibliographic review process that cannot be classified as a true systematic literature review (SLR) 51. For the purposes of this study, the focus was not on achieving the rigor or timeliness required by SLRs but rather on finding answers to research questions by considering various sources and being more flexible in the selection and filtering process. The goal was to map a broader range of knowledge and subsequently describe the elements of greatest interest.
Definition of research questions and inclusion and exclusion criteria
From the initial research question, a set of more specific questions was developed that could be directly answered by the results and findings. The questions formulated are presented in the following Table 1.
Table 1 Research questions
| Level | Acronym | Questions |
|---|---|---|
| Primary | QP | What are the most relevant and effective methods, techniques, and tools for evaluating accessible and inclusive user experience? |
| Secondary | Q1 | What are some relevant background studies on UX evaluation? |
| Secondary | Q2 | What are the most commonly used UX evaluation techniques? |
| Secondary | Q3 | What are some tools used in UX evaluation? |
Guided by the above questions, we sought to broadly understand how to evaluate user experience, to then explore the possibility of using evaluative tools in gamified processes. To start, inclusion and exclusion criteria for the studies to be reviewed were defined. These are presented in the following Table 2.
Table 2 Inclusion and exclusion criteria
| No. | Inclusion criteria | Exclusion criteria |
|---|---|---|
| 1 | Studies published as articles, book chapters, or theses | Conferences, presentations, or essays |
| 2 | Studies resulting from completed research | Studies in progress or partial research reports |
| 3 | Studies with an instrumental focus oriented towards UX evaluation | Reflection or conceptualization studies |
| 4 | Studies derived from scientific or academic research processes | Studies conducted in the industry or within the framework of business processes |
| 5 | Studies written in English or Spanish | Written in languages other than English or Spanish |
Systematic search for relevant information sources in scientific databases and specialized journals
The scientific sources used were primarily Scopus, complemented by searches in Google Scholar and ScienceDirect. For the article search, the most relevant keywords were considered, such as: 'evaluation,' 'user experience,' 'indicators,' 'accessibility,' and 'inclusion.' These keywords were combined to create the basic search algorithms. The following Table 3 shows the terms and search strings.
Table 3 Terms and search strings
| Search terms | Search strings |
|---|---|
| Evaluation | Evaluation AND Inclusive AND Accesible AND User AND Experience |
| User Experience | Evaluation AND Inclusive OR Accesible AND User AND Experience |
| Inclusive | Evaluation AND User AND Experience |
| Accessible | User AND Experience AND Analytics |
| Indicators | User AND Experience AND indicators |
Selection, review, and reading of the identified studies
Once the searches were conducted and the criteria and filters were applied, a panoramic review of the results based on the title was carried out. This allowed for the selection of a set of articles, whose abstracts and results were then reviewed. At this stage, some articles were discarded, and the remaining ones were read in their entirety. From each reading, sections, ideas, graphs, and tables that contributed to answering the questions posed in this study were extracted and recorded in a notebook for analysis or categorization.
Analysis of the relevant content results through a thematic approach
The content results included in the notebook were reviewed and classified based on their contribution to one of the research questions. Therefore, four thematic grouping approaches derived from the questions were considered: Background (Q1), UX evaluation techniques (Q2), UX evaluation tools (Q3).
Results
To begin with, all articles were reviewed, and the selected ones were subjected to a content criteria review associated with the research questions. The following Table 4 shows the compliance or non-compliance of each criterion according to each source. It is important to mention that the classification was done exclusively to profile each article according to the criterion in which its contribution was most observed; this does not mean that it could not contribute to another criterion to a lesser extent.
Table 4 Compliance with criteria in the reviewed articles
| Criterion | |||||
|---|---|---|---|---|---|
| Author | Source | Reports key background | Has an instrumental focus | Reports techniques | Reports tools |
| Hassenzahl y Tractinsky | 12 | Complies | Does not comply | Does not comply | Does not comply |
| Law, Roto, Vermeeren, Kort y Hassenzahl | 15 | Complies | Does not comply | Does not comply | Does not comply |
| Nosheen, Sayed, Malik & Fahiem | 7 | Complies | Does not comply | Does not comply | Does not comply |
| Zaharias & Mehlenbacher | 22 | Complies | Does not comply | Does not comply | Does not comply |
| Hassenzahl y Monk | 11 | Complies | Does not comply | Does not comply | Does not comply |
| Yanez, Cascado & Sevillano | 26 | Does not comply | Complies | Complies | Does not comply |
| Nielsen | 20 | Does not comply | Complies | Complies | Does not comply |
| Davis, F.D. et al. | 5 | Does not comply | Complies | Does not comply | Complies |
| OIS | 13 | Does not comply | Complies | Does not comply | Complies |
| U.S. General Serv. Admin | 16 | Does not comply | Complies | Does not comply | Complies |
| Rodriguez J, .et al. | 8 | Does not comply | Complies | Does not comply | Complies |
| Baranauskas, C. et al. | 25 | Does not comply | Complies | Does not comply | Complies |
| Preece, J. et al. | 24 | Does not comply | Complies | Does not comply | Complies |
| Lewis, C. et al. | 17 | Does not comply | Complies | Does not comply | Complies |
| Bowman | 23 | Does not comply | Complies | Does not comply | Complies |
| Brooke, J. | 2 | Does not comply | Complies | Does not comply | Complies |
| O'Brien, H. & Toms, E. | 21 | Does not comply | Complies | Does not comply | Complies |
| Csikszentmihalyi, M. | 4 | Does not comply | Complies | Does not comply | Complies |
| W3C | 37 | Does not comply | Complies | Complies | Does not comply |
| Plaisant & Shneiderman | 36 | Does not comply | Complies | Complies | Does not comply |
| Brooke, J. | 43 | Does not comply | Complies | Does not comply | Complies |
| Sauro y Lewis | 45 | Does not comply | Complies | Does not comply | Complies |
| Dillman | 46 | Does not comply | Complies | Does not comply | Complies |
Q1: What are some key background or relevant studies in UX evaluation?
The reviewed literature includes theoretical, applied, and review studies. Among these, Hassenzahl and Tractinsky 12 conducted a critical study of research on User Experience (UX), addressing the lack of consensus on its definition and measurement, and its impact on technological development. Their analysis revealed seven fundamental thematic areas in UX research, including emotion, aesthetics, meaning, perception, cognition, motivation, and value.
Law, Roto, Vermeeren, Kort, and Hassenzahl 15 contributed to the debate by proposing a broad definition of UX and identifying seven key elements: utility, aesthetics, ease of use, efficiency, effectiveness, emotions, and values. Additionally, Nosheen, Sayed, Malik & Fahiem 7 presented a UX evaluation model for mobile applications, addressing simplicity, efficiency, effectiveness, and satisfaction.
Zaharias & Mehlenbacher 22 explored the relationship between UX and digital inclusion in online learning and highlighted the importance of overcoming inclusion barriers to improve the user experience. Finally, Hassenzahl and Monk 11) investigated the relationship between the aesthetics of technological products and their perceived usefulness, finding a positive correlation between visual beauty and perceived ease of use when aesthetics are related to functionality. Below is a summary table in which the reviewed articles can be observed, taking into account the title, authors, year of publication, methodology, results, and conclusions. (Table 5).
Table 5 Reviewed articles
| Article Title | Authors | Year | Research Question | Methodology | Results | Conclusions |
|---|---|---|---|---|---|---|
| User Experience - A Research Agenda | Hassenzahl, M., & Tractinsky, N. 12 | 2006 | How can user experience be defined and measured? | Literature review and conceptual analysis | A definition of UX is proposed and five main themes for research are identified: background, experience as a process, consequences, metrics, and design | User experience is a relevant topic for research and practice, and further studies are needed on its nature, impact, and measurement |
| Understanding, Scoping and Defining User Experience: A Survey Approach | Law, E., Roto, V., Vermeeren, A., Kort, J., & Hassenzahl, M. 15 | 2014 | How is user experience understood and defined in practice? | Survey of UX industry professionals | Different definitions and practices of user experience in the industry are identified, and a consensus definition is proposed | User experience is a complex and multidimensional concept, and its practice in the industry varies depending on different disciplines and contexts |
| An Evaluation Model for Measuring the Usability of Mobile Office Applications through User Interface Design Metrics | Nosheen, Sayed, Malik & Fahiem 7 | 2019 | How can user experience be measured for mobile applications? | Design of a UX-based evaluation model | The model is tested and validated with real users of mobile applications, and the most influential factors in UX are identified | The proposed evaluation model is effective and useful for assessing UX in mobile applications |
| Exploring User Experience (UX) in virtual learning environments. | Zaharias & Mehlenbacher. 22 | 2021 | How does user experience influence digital inclusion in online education? | Survey, data analysis, and literature review | The most influential variables in user experience and digital inclusion are identified, and their relationship is analyzed | UX and digital inclusion are important aspects to consider in online education, and further research is needed |
| The Inference of Perceived Usability from Beauty | Hassenzahl, M., & Monk, A. F. 11 | 2010 | How is the perception of beauty related to the perceived usability of digital products? | Experimental study with appearance and perceived usability variables | The results showed that beauty can influence the usability of digital products and that the relationship between beauty and usability varies depending on the type of task | The perception of beauty is a valid and useful indicator for inferring the perceived usability of digital products |
Q2: What are the most commonly used UX evaluation techniques?
Several studies contribute to understanding UX evaluation 6,10,18,27; however, among those reviewed, the study by Yanez, Cascado & Sevillano 26 is particularly useful due to its expanded, comprehensive, and structured nature. According to the authors, there are three focus areas for UX evaluation: 1. Developing new evaluation techniques; 2. Applying off-the-shelf techniques; and 3. Adapting traditional techniques. Depending on their conceptions, evaluators may choose an approach for practical work, thus leaning towards one set of techniques or another. (Table 6)
Techniques
Table 6 UX Evaluation Techniques in Yanez, Cascado & Sevillano 26
| Dimension | Category | Subcategory | Technique |
|---|---|---|---|
| On real systems or prototypes | Expert-led | Inspection methods | Guideline or standard inspection |
| Heuristic evaluation | |||
| Cognitive walkthrough | |||
| Pluralistic walkthrough | |||
| Task analysis | |||
| User-based methods | Consultation methods | Questionnaires | |
| Field observations | |||
| Focus groups | |||
| Testing methods | Shadowing method | ||
| Co-discovery learning | |||
| Question and answer protocols | |||
| Predictive | Analytical modeling | - | - |
| Simulation | - | - |
In the previous table (Table 6), the classification of techniques described by Yanez et al. 26 was organized, which encompasses most of the techniques used in UX evaluation and all those presented by the authors in their text. Many of these techniques adhere to or are based on guidelines such as standard inspection or heuristic evaluation, so it is worth mentioning the most popular ones:
W3C WAI Initiative 37
The Web Accessibility Initiative (WAI) is an initiative led by the World Wide Web Consortium (W3C), an international organization dedicated to developing standards for the World Wide Web, aimed at improving web accessibility for people with disabilities. The WAI Initiative, through the WCAG, establishes guidelines for inclusive web design based on the seven principles of universal design 38, proposing clear principles and measurable success criteria to ensure that websites are accessible to people with disabilities, including those with visual, auditory, motor, cognitive, and other impairments.
Equitable use: the design should be easy to use and suitable for all individuals regardless of their abilities and skills. It should provide the same ways of use for all users: identical when possible and equivalent when not.
Flexibility in use: the design should accommodate a wide range of individual preferences and abilities, allowing users to choose their mode of interaction or adapt to their pace of use.
Simple and intuitive design: the design should be easy to understand, regardless of the user’s experience, knowledge, skills, or concentration level. It should eliminate unnecessary complexity and prioritize the organization of information according to its importance.
Perceptible information: the design should effectively communicate the necessary information to the user, regardless of their sensory abilities or environmental conditions.
Tolerance for errors: the design should minimize risks and the consequences of accidental or unintended actions.
Low physical effort: the design should be usable efficiently and comfortably with minimal physical effort, avoiding or minimizing repetitive actions.
Space and access for use: spaces and sizes should be appropriate for access, reach, manipulation, and use by the user, regardless of their size, posture, or mobility.
Nielsen’s Basic Heuristics
Nielsen 20 established ten basic guidelines for usability:
Visibility of system status: the system should keep the user informed at all times.
Match between system and the real world: the system should speak the user's language.
User control and freedom: the system should provide a clearly marked emergency exit.
Consistency and standards: established conventions should be followed to facilitate understanding.
Error prevention: the system should prevent errors and anticipate inappropriate actions.
Recognition rather than recall: system options should be readily available.
Aesthetic and minimalist design: dialogues should not contain irrelevant or rarely used| information.
Help users: errors should be addressed with instructions that inform the user.
Help and documentation: provide textual help and documentation for inexperienced users.
Shneiderman and Plaisant’s Recommendations
These are eight recommendations for human-computer interaction design. These recommendations are highly useful when designing interfaces based on the specific requirements of users. Plaisant & Shneiderman 36:
Consistency: use familiar icons, colors, fonts, and other design elements.
Shortcuts: provide shortcuts for executing certain tasks in the system.
Informative feedback: the user should be aware of the status of the processes they are performing.
Dialogue: the system should communicate with the user.
Error handling: provide users with simple ways to correct errors.
Allow for easy reversal: users should be able to backtrack through their actions.
Promote a sense of control: provide the expected control over the system and facilitate interaction.
Reduce memory load: implement a hierarchy of information to aid retention.
Q3: What are some tools used in UX evaluation?
In recent years, various tools have been used to evaluate or measure user experience. Tests, indicators, and indexes are among the most commonly used. Among the tests, A/B testing, user tests, questionnaires, and surveys can be mentioned: A/B testing is a valuable UX methodology that involves comparing two versions (A and B) of a design or interface to evaluate which produces better results in specific metrics. This approach is essential for assessing changes in design, content, or functionalities, providing concrete data that supports informed decision-making and the continuous improvement of user experience 40.
On the other hand, user tests, whether moderated or unmoderated, are crucial for understanding how real users interact with a system. These tests provide valuable insights into specific challenges and areas for improvement, allowing designers and developers to assess the product's usability 41,42. Questionnaires are structured tools that gather data on user experience, evaluating aspects such as satisfaction and perception. Brooke’s System Usability Scale (SUS) 43 and other questionnaires provide quantitative data that allow for a broader understanding of user preferences and perceptions. Finally, surveys are instruments that collect information through open or closed questions, allowing for feedback on the overall user experience 44. Sources such as Sauro and Lewis’s "Quantifying the User Experience" 45 and Dillman’s book 46 on online surveys provide guidance for collecting and analyzing mixed data.
Regarding indicators, a search was conducted on some of the most popular or frequently used ones in user experience studies. The results are organized in the following Table 7.
Table 7 Indicators for User Experience Evaluation
| Aspect | Indicators | Formula | Authors | Year |
|---|---|---|---|---|
| Usability | Success rate | Tasks completed successfully / Total users | Nielsen, J. 20 | 1993 |
| Efficiency | Tasks completed / Time spent | Davis, F.D. et al. 5 | 1989 | |
| User error | Number of errors / Total actions | OIS 13 | 1998 | |
| Interaction time for users with disabilities | Interaction time per task / Total interaction time for users without disabilities | U.S. General Serv. Admin 16 | 2004 | |
| Inclusivity | Satisfaction level of diverse users | Average satisfaction rating of diverse users | Hassenzahl & Monk 11 | 2010 |
| Equity of use | Proportion of users who complete tasks / Total users | Rodriguez J, .et al. 8 | 2020 | |
| Level of adaptability to different cultural contexts | Percentage of features adapted to different cultures | Baranauskas, C. et al. 25 | 2008 | |
| Interaction | Interaction efficiency | Tasks completed successfully / Total interactions | Preece, J. et al. 24 | 2019 |
| Number of steps to complete a task | Number of steps required to complete the task | Lewis, C. et al. 17 | 1994 | |
| Diversity of interaction actions | Number of different actions performed / Total possible actions | Bowman. 23 | 2018 | |
| Overall User Experience | User Satisfaction Index (USI) | Sum of user satisfaction ratings / Total users | Brooke, J. 2 | 1986 |
| Engagement | Interaction time / Total duration | O'Brien, H. & Toms, E. 21 | 2008 | |
| Flow | Rating scale from 1 to 7 | Csikszentmihalyi, M. 4 | 1990 |
These indicators aim to measure the relationship between people and phenomena such as satisfaction, perception, achievement, and emotion, and the technology used along with its characteristics such as friendliness, aesthetics, functionality, etc.
Discussion
UX evaluation
User experience is a critical factor for the success of any digital product or service, which is why its evaluation and measurement have become increasingly common practices in the technology industry. Generally, it can be observed that the methods used to evaluate user experience include surveys, interviews, usability testing, and log analysis, with commonly used metrics and indicators such as ease of use, user satisfaction, and system effectiveness. There are also more specific indicators tailored to certain contexts, such as digital inclusion in online education. Additionally, several articles suggest the importance of considering beauty and aesthetics in user experience evaluation.
When comparing the articles, several similarities and differences in indicators, metrics, and evaluation methods used to measure user experience can be found. Regarding similarities, all articles agree on the importance of evaluating experience, satisfaction, efficiency, effectiveness, usefulness, accessibility, aesthetics, and usability as key indicators for measuring user experience. Additionally, several articles mention the importance of context and needs in UX evaluation. In terms of differences, specific situations use distinct indicators and metrics. For example, the study by Hassenzahl and Tractinsky 12 has a general approach; Law et al. 15 has a specific one; while Nosheen et al. 7 and Zaharias & Mehlenbacher 22) have particular and specialized approaches.
UX evaluation applied to gamification
From the above, if we consider the application of user experience (UX) evaluation in the context of gamification, it can be said that the contribution is significant. With UX evaluation, the goal is to ensure that game elements are designed effectively and provide a satisfying and enriching experience to participants in a gamified process, which is of great value. In this case, the user-centered approach aims to deeply understand users' needs, preferences, and motivations through research and analysis methods to design game elements that optimally align with the interests and goals of the audience. This can be seen in the creation of prototypes and their subsequent testing with real users to identify interactions with game elements, allowing for iterative adjustments and improvements in gameplay and usability. All this is crucial for maintaining user engagement, balancing challenges to be stimulating without being overwhelming, and recognizing user feedback in real-time.
An interesting case could be the application of A/B testing in the evaluation of gamification to determine which game elements are more effective for the intended purposes. Other measurement practices may include continuous evaluation and mixed methods evaluation (qualitative and quantitative) 39. Gamification is applied to a process by establishing a specific combination of game elements, mechanics, and dynamics, which must continuously adapt to the characteristics of the players, the established goals, and the context in which it is used. The mentioned evaluation practices enable such adjustments to be made based on objective and precise information. Finally, participant feedback is invaluable for adapting the design to their needs and expectations.
Conclusions
In conclusion, user experience (UX) evaluation is a significant topic in technology research, processes, and designs. The articles reviewed in this study presented a variety of methods and techniques for evaluating UX, which can be categorized into Methods for real systems or prototypes and Predictive Methods. The application of UX evaluation in the context of gamification pertains to a process that is often characterized as an innovation process. In this context, UX evaluation indicators can be used, with some depending on the types of elements involved. For example, some gamified processes may include technological or digital components subject to user interface evaluation, while others might involve physical cards, in which case gameplay, usability, satisfaction, and other evaluations would apply. Similarities were found among the articles regarding the importance of accessibility, usability, inclusivity, and interaction. It is important to note that as technology and knowledge advance, new challenges for UX evaluation in gamified processes emerge, and understanding continuously evolves.
Furthermore, the relationship between UX and gamification promises to be beneficial. Some authors 47 have explored this relationship in the reverse direction: the impact of gamification on UX. This suggests a potential future research direction, considering that gamification could transform how users interact with applications and platforms, positively contributing to the overall experience. Research topics could include User Engagement 48, Motivation and Achievement 49, Enhanced Learning Experience 49,50, Immediate Feedback, Personalization and Social Experience, Engaging Problem Solving, Reducing Dropout, and Developing Positive Habits 50.
Therefore, it is recommended to continue researching and developing methods and techniques for UX evaluation and to adapt these approaches to new challenges arising in the field of gamification. Additionally, promoting accessibility, usability, inclusivity, and interaction in UX design within gamification should be prioritized to ensure user satisfaction and meet specific needs.
Finally, as a constructive contribution derived from this study, the following guide is proposed to incorporate UX evaluation into gamified processes.
Understanding the Context: Familiarize yourself with the goals of the gamified process and the context in which it is applied. Identify the specific characteristics of the target audience and their needs.
Selection of Heuristics: Use Nielsen’s basic heuristics as a starting point to evaluate the usability of the gamified process.
Visibility of system status.
Match between the system and the real world.
User control and freedom, etc.
Consider Shneiderman and Plaisant’s recommendations to ensure effective interaction and a satisfying experience.
UX Evaluation Techniques: Combine expert-driven and user-based evaluation methods.
Conduct heuristic inspections to identify potential design issues.
Use surveys and questionnaires to gather data on user perception and satisfaction.
Perform user testing to observe how participants interact with the gamified process and identify areas for improvement.
Evaluation Tools: Implement A/B testing to compare different versions of the gamified process and assess their impact on engagement and participation.
Use indicators of usability, efficiency, and user satisfaction to measure the performance and effectiveness of the gamified process.
Iteration and Continuous Improvement: Analyze the results of the UX evaluation and prioritize areas for improvement.
Make adjustments to the design and implementation of the gamified process based on the findings.
Iterate in the cycle of evaluation and continuous improvement to optimize the user experience and achieve the established goals.
This brief guide is proposed based on the identified and analyzed elements, considering a simplified integration of various UX evaluation elements with the evaluation of gamified processes.















