Evaluating the Effect of Gamification in Crowdsourcing Design

Dates: April – June 2017
Context: Elective course – User Evaluation Methods

Team: Stern Hutjes, Alan Wever, Marius Ursu
Client: Design2Gather

Design2Gather provides real-world design cases in which professionals or students can participate. By submitting their own ideas, designers have a chance to win a monetary reward.

The platform has been online for a few years, but recently the number of contributors on the platform has been declining. Most users in the community stop within a year. A different team of students have implemented some gamification elements designed to improve the user experience of contributors in order to stimulate long term use.

Our project consisted of user research conducted with the aim of studying what motivates and demotivates users to part-take on the platform. The “usefulness” and “pleasure” aspects of the platform were tested with qualitative interviews and quantitative questionnaires, with the intention of providing insights. These insights led to adjustments in the gamification and other aspects of the platform in order to encourage participation and submissions.