<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0123-3033</journal-id>
<journal-title><![CDATA[Ingeniería y competitividad]]></journal-title>
<abbrev-journal-title><![CDATA[Ing. compet.]]></abbrev-journal-title>
<issn>0123-3033</issn>
<publisher>
<publisher-name><![CDATA[Facultad de Ingeniería, Universidad del Valle]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0123-30332024000300019</article-id>
<article-id pub-id-type="doi">10.25100/iyc.v26i3.13338</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[User Experience (UX) Evaluation in Gamified Processes: a bibliographic Review]]></article-title>
<article-title xml:lang="es"><![CDATA[Evaluación de la experiencia del usuario (UX) en procesos gamificados: una revisión bibliográfica]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Taborda]]></surname>
<given-names><![CDATA[Johnatan A.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Antioquia Faculty of Engineering ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>26</volume>
<numero>3</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0123-30332024000300019&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0123-30332024000300019&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0123-30332024000300019&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract  Introduction:  in the context of technology design, the measurement and understanding of user experience (UX) have gained crucial relevance. This aspect addresses the pressing need to understand in detail how users interact with and experience technological artifacts. This review focuses on user experience in the design of gamified processes and products, considering that despite advances in inclusivity and accessibility, some individuals still cannot access the benefits of technological tools.  Objective:  the objective of this documentary review is to identify and analyze the techniques and methods employed to evaluate user experience in the context of gamified processes and products.  Methods:  a structured literature review was utilized to gather information on the techniques and metrics used in UX evaluation. A diversity of indicators was examined, ranging from usability to more subjective aspects such as aesthetics, as well as the evaluation approaches applied in previous studies.  Results: the findings revealed a wide variety of indicators and metrics used in the evaluation of UX in technological environments. Both the differences and similarities in evaluation practices were highlighted. The review underscored the complexity of user experience and the importance of considering not only usability but also broader aspects, especially in the realm of gamification.  Conclusions:  is concluded that adopting multidisciplinary approaches and using validated tools is essential to achieve a more comprehensive and applicable understanding of gamified products or processes. This will enhance understanding at the intersection of technology and gamification.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen  Introducción:  en el contexto del diseño de tecnologías, la medición y comprensión de la experiencia de usuario (UX) han adquirido una relevancia crucial. Este aspecto aborda la imperante necesidad de comprender en detalle cómo los usuarios interactúan y experimentan los artefactos tecnológicos. En esta revisión se aborda la experiencia de usuario en el diseño de procesos y productos gamificados, considerando que, a pesar de los avances en inclusividad y accesibilidad, todavía hay personas que no pueden acceder a los beneficios de las herramientas tecnológicas.  Objetivo:  identificar y analizar las técnicas y métodos empleados para evaluar la experiencia de usuario en el contexto de procesos y productos gamificados.  Métodos:  se utilizó una revisión bibliográfica estructurada para recopilar información sobre las técnicas y métricas utilizadas en la evaluación de la UX. Se examinó una diversidad de indicadores que van desde la usabilidad hasta aspectos más subjetivos como la estética, así como los enfoques de evaluación aplicados en estudios previos.  Resultados:  los hallazgos revelaron una amplia variedad de indicadores y métricas en la evaluación de la UX en entornos tecnológicos. Se destacaron tanto las diferencias como las similitudes en las prácticas de evaluación. La revisión subrayó la complejidad de la experiencia de usuario y la importancia de considerar no solo la usabilidad, sino también aspectos más amplios, especialmente en el ámbito de la gamificación.  Conclusiones:  se concluye que es fundamental adoptar enfoques multidisciplinarios y utilizar herramientas validadas para lograr una comprensión más completa y aplicable en productos o procesos gamificados. Esto incrementará el entendimiento en la intersección entre la tecnología y la gamificación.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[assessment]]></kwd>
<kwd lng="en"><![CDATA[User Experience]]></kwd>
<kwd lng="en"><![CDATA[Gamification]]></kwd>
<kwd lng="es"><![CDATA[evaluación]]></kwd>
<kwd lng="es"><![CDATA[Experiencia de usuario (ux)]]></kwd>
<kwd lng="es"><![CDATA[gamificación]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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