2019 / IDEALIFICATION: Understanding the broader meaning of gamification within digital services for libraries


2019 / IDEALIFICATION: Understanding the broader meaning of gamification within digital services for libraries

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Latest Activity: Jun 2, 2019


There is a shift in the aesthetics that libraries are aiming for today; from being a quiet haven to becoming a vibrant hub. In this session everyone is a designer, and through that we will explore in what way we, as designers, can make conscious design choices for this or any type of change that we aim for. With gamification as a specified interest area.

The aim of this 90-minute session is to inspire librarians to envision the possibilities of using gamification in the context of their library and practice, and to empower them to become designers of user experience themselves. Specifically, the goal of the session is to give participants a broader understanding of how they can use game design patterns / elements in their everyday work challenges, that they acquire insights around designing digital services, dynamics and aesthetics, and finally, that they feel invited to participate in design work moving forward, and continue to reflect on design choices that they or other people have made.

In the first part of the session, game design theory is briefly introduced to the participants. The aim of this introduction is to provide participants with inspiration when it comes to designing for gamification, along with suggested tools for designing digital services that create the dynamic that they are aiming for.

In the second part of the session, the participants are put into smaller groups and presented with a simple and straightforward scenario that includes challenges where the user (patron) is provided with some task. From this, the participants will explore different games and game patterns together with colleagues and facilitators in order to take the gamified library experiences to a new and different level. Facilitators will then assist participants in understanding the different aesthetics, and how the dynamic emerges based on the mechanics that are chosen.

Finally, participants will be asked to reflect on the results in smaller groups, followed by a collective reflection exercise with the rest of the workshop participants. Here, lessons learnt from the activity will be discussed.


Anya Ernest, Project Assistant in the PLACED-project at Chalmers University of Technology (SE), and Service Designer at Evry Sweden AB.

Eva Eriksson, Assistant Professor in Interaction design at Aarhus University (DK) and Senior Lecturer at Chalmers University of Technology (SE). Manager of the Swedish partners in the PLACED-project.

The PLACED project is an EU-project that introduces a new type of place- and activity-centric digital library services. Whereas library services typically focus on providing access to a collection of media, PLACED services support activities in the library.

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