Use of gamification with a focus on optimizing communication in design activities performed in academic environments

Authors

DOI:

https://doi.org/10.5965/2316796313262024003-021

Keywords:

gamification, performance, organizations, teams, productivity

Abstract

Teamwork requires assertive communication to increase the synergy between the people involved. Among the methods that can be used to improve communication is gamification, which using points, badges, rankings, and other elements can lead to increased motivation for actions to improve communication. This paper seeks to explore and identify elements of gamification that can improve teamwork using more assertive communication among team members who are developing game projects in an undergraduate course. The work uses pre-testing and testing to identify common problems in design activity and tests that seek to identify the potential use of gamification in academic environments in design activity.

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Author Biographies

Tiago Vinicius Ficagna, Universidade do Vale do Itajaí

bachelor's degree in Industrial Design and a postgraduate degree in Graphic Design and Corporate Strategies from the University of Vale do Itajaí (2002). He holds a master's degree in Applied Computing and a Ph.D. in Design, specializing in organizational ergonomics. Currently, he is a professor at the University of Vale do Itajaí. He has experience in the field of Graphic Design and Digital Game Design with an emphasis on Interface Design, 3D modelling, and game design, primarily working in the following areas: interface, game design, game development, as well as UX-focused development. He teaches in the graphic design and game design courses at UNIVALI and also serves as an instructor in postgraduate courses related to game creation and gamification.

Alexandre Amorim dos Reis, Santa Catarina State University

bachelor's at Design - Design Industrial from Universidade do Estado de Minas Gerais (1993), master's at Material and Metallurgical Engineering from Universidade Federal de Ouro Preto (1998) and doctorate at Production Engineering from Universidade Federal de Santa Catarina (2003). Has experience in Industrial Design, focusing on Industrial Design, acting on the following subjects: design industrial, HFE and Virtual Reality.

Flávio Anthero Nunes Vianna dos Santos, Santa Catarina State University

bachelor's at Desenho Industrial - Design do Produto e Gráfico from Universidade do Estado do Rio de Janeiro (1992), master's at Production Engineering from Universidade Federal do Rio de Janeiro (1998) and doctorate at Production Engineering from Universidade Federal de Santa Catarina (2005). Has experience in Industrial Design, acting on the following subjects: ensino de design, design gráfico, design de produto, ensino e pesquisa em design and pesquisa em design.

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Published

2025-09-26

How to Cite

FICAGNA, Tiago Vinicius; REIS, Alexandre Amorim dos; SANTOS, Flávio Anthero Nunes Vianna dos. Use of gamification with a focus on optimizing communication in design activities performed in academic environments. Human Factors in Design, Florianópolis, v. 13, n. 26, p. 003–021, 2025. DOI: 10.5965/2316796313262024003-021. Disponível em: https://revistas.udesc.br/index.php/hfd/article/view/21212. Acesso em: 8 oct. 2025.