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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>WIP: Evaluating the Impact on a User's Motivation To Improve Their Sketching Ability Due to the Gamification of a User Interface</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Brenda Hill</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samantha Ray</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paul Taele</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tracy Hammond</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Texas A&amp;M University</institution>
          ,
          <addr-line>400 Bizzell St.</addr-line>
          <institution>College Station</institution>
          ,
          <addr-line>Texas 77840</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Sketching skills are developed over time through practice, requiring students to stay motivated to continue improving. Gamification has been shown to be helpful in keeping users motivated, so this work seeks to investigate the impact of gamification on the user's motivation to practice sketching skills in the intelligent tutoring system, SketchTivity. Specifically, this work will evaluate the impact of gamified elements including achievement banners, star ratings, and performance statistics to give users feedback about their level of success after a sketching lesson. This concept will be explored through withinsubjects focus group testing where participants will interact with each version of the interface, describe their experiences in a think-aloud fashion, and discuss their preferences in a post-interview. The motivational impact of the gamified elements will be synthesized through thematic analysis of the think-aloud comments and interview data as well as statistical analysis of performance diferences in terms of SketchTivity's sketch quality metrics.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Gamification</kwd>
        <kwd>user interface</kwd>
        <kwd>sketching</kwd>
        <kwd>informal education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>back and game elements to the SketchTivity platform
was done in order to foster this true learning experience.</p>
      <p>
        Sketching is a skill that requires practice and motivation The importance of these engaging elements is elevated by
to continue to improve. In informal education environ- the nature of the informal education environment since
ments, this motivation can be dificult for students to teaching is done in a non-traditional manner, without a
muster on their own. Students face numerous challenges physical teacher present, and therefore a higher degree of
when attempting to learn sketching techniques such as self-discipline from the students is required [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ].
Gamilow self-confidence, discouragement, and lack of desire ifed interfaces may serve to increase motivation, and thus
to continue. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. User interfaces, specifically gamified in- be successful within the informal learning spheres, in
terfaces, however, can aid in supplementing this missing particular, with the SketchTivity application in teaching
motivation. The process of embedding aspects of games its users sketching techniques.
into a non-gaming platform is called gamification and
has been implemented in the past for the exact purpose
of creating motivation. This study will be conducted in 2. Related Work
order to draw conclusions on the impacts of gamified user
interfaces on a user’s motivation to improve their sketch- 2.1. Gamification in Interface Design
ing skills in an informal education environment. In order The design of an interface directly correlates with the
to facilitate this research study, an intelligent tutoring purpose of the application that it is being created for.
system called SketchTivity will be utilized. The appli- Dating back to the 20th century, there have been games
cation allows students to complete tutorials on design designed with a "serious purpose", in particular, with
milsketching fundamentals and receive real-time feedback itary, educational, or business motivations [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The idea
on their sketches [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. True learning is thought to occur of "serious games" is presented by Ritterfeld, et. al, which
more often when the person is actively involved with describes such applications that build on the intrinsically
the teaching device [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The addition of real-time feed- fun nature of games and add on a more thoughtful layer
of education [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Adding these fun elements of games is
BWrIePn:dEavHaliulla,tSinagmtahnethImapRaacyt,oPnaaulUTsaeer’lse,ManotdivTartaiocny THoaImmmproonvde. T2h0e2i3r. the basis of the gamification of a user interface. Those
asSketching Ability Due to the Gamification of a User Interface. Joint pects can include a dashboard, progress bar, levels, points,
Proceedings of the ACM IUI Workshops 2023, March 2023, Sydney, and others [
        <xref ref-type="bibr" rid="ref3 ref8">3, 8</xref>
        ]. As time goes on, users are becoming
Australia increasingly comfortable with technology and the norms
$ brendahill@tamu.edu (B. Hill); sjr45@tamu.edu (S. Ray); of interfaces, including the game elements and what they
ptaele@ta©m20u23.eCodpuyri(gPht.foTrtaheislpea)p;erhbyaimts amuthoonrs.dU@se ptearmmituted.eudnduer(CTre.atHiveaCmommmoonsnLdic)ense mean [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This knowledge base of users can be leveraged
CPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g ACttEribUutRion W4.0oInrtekrnsahtioonpal (PCCroBYce4.0e).dings (CEUR-WS.org) when designing interfaces and understanding how each
element will efect the user. When studying and
designing interfaces, the impacts can be categorized as one of
three specific types: motivational afordance,
psychological outcomes, and behavioral outcomes and should be
implemented with these in mind [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <sec id="sec-1-1">
        <title>SketchTivity is a web-based application that is designed</title>
        <p>
          for students to practice and receive feedback on their
sketching ability. It focuses on training fundamental
sketching skills, guiding users through basics,
perspective, and primitives, as shown in the lesson categories in
2.2. Gamification in Education Figure 1a. Lesson types include lines, arcs, squares,
cirGamification is a common approach to education. One cles, planes, ellipses, cubes, cones, cylinders, and spheres.
such study that explored this idea was conducted by Ra- When a user starts a lesson, they are given eight
exerhayu, et. al. In his study, twenty two students were cises with randomized prompts to provide variety. Each
studied with three primary goals in mind: 1) understand exercise provides a prompt with appropriate scafolding;
the behavioral change due to e-learning with gamifica- an example of a Cube lesson is given in Figure 1b. Sketch
tion, 2) examine diferent gamification elements and their recognition algorithms are used to automatically assess
impacts on students’ motivation and engagement, and 3) the quality of the sketch in terms of precision,
smoothinvestigate if "population characteristics" play a role in ness, and speed. Precision refers to the accuracy to the
influencing the motivation and engagement. Some of the prompt in terms of average deviation. Deviation is
calcugamification elements examined in this research were lated as sum of the best match distances to the prompt for
also focused on in this study, such as points and badges. each point in the drawn stroke. Smoothness refers to how
Rahayu, et. al, discovered through their research that straight or consistent the drawn strokes are. This aspect
both points and badges positively influenced the students’ is quantified by calculating the change in angle between
motivation to continue learning and get better at the as- points in the stroke. The more the angle changes, the
signed material. Badges provided a more personalized more jittery the line and the lower the smoothness. Speed
experience that motivated students to continue on. Points refers to the average speed of the pen in terms of pixels
were less impactful since students simply needed to earn over time. Both precision and smoothness are
normala passing score for their assignment to have credit [
          <xref ref-type="bibr" rid="ref10 ref13">10</xref>
          ]. ized to be scores out of 100 where 100 indicates a perfect
Another relevant study that focused on gamification was match to the prompt with perfectly smooth strokes.
Afconducted in a formal learning environment through an ter completing an exercise, feedback on prompt accuracy
online learning platform. The research questions that is shown by highlighting the deviation in red. At the
drove this study were 1) "How does gamification afect completion of a full lesson, the user is shown a results
learner motivation?" and 2)"How do individual learner page containing a tip for what the user should focus on to
characteristics influence the impact of each game ele- improve their performance and a summary of their
perment on their motivation?". These questions are similar formance given by a bar graph visualizing their average
to those driving my research. In the conclusions, it was precision, smoothness, and speed.
noted that diferent elements of gamification benefited Two variations of the Sketchtivity interface will be
diferent students. The benefits were not uniform across used during the motivation experiment: gamified and
all students, but overall, the majority of participants in no-feedback. The gamified version will add a star
ratthis study preferred the gamified learning platform over ing system to the results page as well as banners to the
the non-feedback version [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. lessons page to give additional feedback and
reinforce
        </p>
        <p>
          This work focuses on the design and evaluation of a ment of where the user is doing well; these elements
gamified interface for an intelligent tutoring system for are shown in Figure 2. The no-feedback version will
reteaching sketching skills, SketchTivity [
          <xref ref-type="bibr" rid="ref1 ref12">1, 12</xref>
          ]. Specifi- move the results page containing the summary feedback,
cally, this work seeks to understand the impact of the replacing it with an end card that says “All Done!” to
sigfeedback provided by gamified design on the users’ mo- nal the end of the lesson. Additionally, the no-feedback
tivation to practice sketching. version will remove the precision feedback after each
exercise.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Methodology</title>
      <sec id="sec-2-1">
        <title>To assess the impact of gamified elements on a user’s motivation to practice sketching, this research will conduct a within-subjects user study with two variations of the SketchTivity intelligent tutoring system.</title>
        <p>3.2. Experiment Design
A within-subjects user study will be used to measure
diferences in motivation between the two variations of
the SketchTivity interface. This design allows for each
participant to give feedback on the interface both with
and without gamified elements and identify which
variation they prefer. To avoid presentation bias, the order of
(a) Sketchtivity Lessons Page
(b) Example Sketching Canvas for Cube Lesson
exposure to the interfaces will be counter balanced, i.e., suggestions to avoid biasing the participants’ choices
Group One will interact with the non-feedback version during the study. They will be strongly encouraged to
ifrst, whereas Group Two will see the gamified version speak aloud their thoughts and make comments on the
ifrst. interface as they interact with it. Time for comments</p>
        <p>A focus group testing model will be utilized for this and a break will be given before transitioning to the next
research where participants will interact with both inter- interface variation. The study will follow the same
forfaces in one sitting. Each person will receive a pre-study mat of interface exploration followed by discussion. The
handout that asks demographic questions and has a list last assignment of the group will be to complete the
postof statements in a Lickert-scale format. The pre-survey study handout. The purpose of this survey is to obtain
will be used to identify the user’s experience with tablets, written opinions on the users’ preference between the
sketching, and their confidence in using the tablets to non-feedback and gamified interface.
sketch. Then, participants will each be given a tablet
that displays the SketchTivity interface and will sign in
with an ID number. The participants will be tasked with 4. Next Steps
exploring the application and completing as many, or as
few, sketching tutorials as they wish. The researcher will
answer questions about the interface but will not make
The next steps for this research include conducting the
user study and analyzing the collected data to draw
conclusions about the impact of the gamified elements on the
(a) Results page with performance summary
(b) Precision Banner
(c) Smoothness Banner
(d) Speed Banner
user’s motivation. Both quantitative and qualitative
analysis will be used to derive insights from the participants’
actions and comments during the study. The statistics
gathered from the SketchTivity platform itself will be
quantitative in nature. Those data values include the
number of attempts taken per lesson, the scores for
precision, accuracy, and speed for each attempt, and lastly,
the number of lessons completed. Analysis techniques
for this data will include confidence intervals and the
two sample t-test. Qualitative data will take the form
of the answers written on the pre-study and post-study
surveys and the commentary transcripts during the
focus testing. Thematic analysis will be conducted on the
responses gathered to extract common sentiments and
observations about the interface variations and the
gamified elements. Overall, we expect to see an increase in
motivation to practice sketching skills when using the
gamified version.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Acknowledgments</title>
      <sec id="sec-3-1">
        <title>Thank you to the Sketch Recognition Lab at Texas A&amp;M University.</title>
      </sec>
    </sec>
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