This is a design and information space. It consists of 4 steps: objective, user, experience and motivation. The template should be printed in a large paper format (A0 or A1) and support the structure and flow of a workshop.
The cards include both general and specific concepts, with the aim to inspire a group discussion. Four card categories aim to clarify further each step of the template: people, methods and tools, resources and expectations.
The roles aim to engage participants, with different perspectives and backgrounds, in a role-playing process. The roles are optional and include: the facilitator, the designer, the developer and the manager.
A common classification of motivation theories refers to the two primary types of intrinsic and extrinsic motivation. Self-determination theory encompasses both types of motivations on a continuum from intrinsic to extrinsic [2]. Examples of motivation theories are: Maslow’s hierarchy of needs [3], expectancy value theory [4], and social-based theories [5]. In practice, the application of motivation theories in designing for motivation is discussed within the fields of persuasive design, game design and gamification.
Gamification refers to "the application of game-design elements and game principles in non-game contexts" [6]. Typically, game elements include competition, conflict, rewards, resources, time and levels. Various theoretical foundations are employed by gamification, such as self-determination theory, intrinsic and extrinsic motivation and situated motivational affordance [7]. Gamification techniques are applied to leverage behavior and desires for competition, achievement, status, socializing, learning, altruism, mastery, self-expression, or closure.
Design thinking (DT) refers to design-specific cognitive activities that designers apply during the process of designing [8]. DT shares common methods and tools with other fileds, like service design, interaction design and user experience design, for the development of products and services. DT methods and tools support designers in all phases of development. Some examples of DT methods and tools are: personas, journey map, storyboards, interviews, business model canvas.
Organize a meeting with your team and discus on key aspects of motivation: what is your need, who is your subject, what means do you need to achieve it, examples or interesting cases. Invite people with different backgrounds in the meeting and introduce the DEMO tool. Use some time to experiment with it (use the DEMO guide) and introduce some relevant examples to the team (Cards with examples).
The workshop aims to conclude with design(s) for motivation using the DEMO tool to clarify or set the key aspects of motivation for the targeted community or platform. The team works with the DEMO tool in an iterative process, using two levels of description. The multidisciplinarity of the team support the appropriateness of the proposed designs.
The outcome of the workshop, the design(s) and the ideas, should be further evaluated and applied. Evaluation metrics will assist the formulation of the final solution.
(A) Take a look in the "Case studies" section and send us a similar photo with a short description of your case. (B) It is important to have your opinion. Take a minute to let us know what do you think about the DEMO tool.