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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Enhance Gamification Design Through End-User Development: a Proposal</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Margherita Andrao</string-name>
          <email>margherita.andrao@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federica Gini</string-name>
          <email>federica.gini@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Bucchiarone</string-name>
          <email>bucchiarone@fbk.eu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Annapaola Marconi</string-name>
          <email>marconi@fbk.eu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barbara Treccani</string-name>
          <email>barbara.treccani@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Massimo Zancanaro</string-name>
          <email>massimo.zancanaro@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Psychology and Cognitive Science, University of Trento</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Gamification has been increasingly used to foster motivation and engagement in adopting and maintaining a desired behavior. In recent years, the tailoring of gamification, based on the users' necessities, has gained a central role in research. To this end, we propose an End-User Development (EUD) solution that enables users who are not experts in programming to create and customize gamified systems according to their specific needs and preferences. In particular, our EUD solution focuses on providing users with intuitive verbal primitives for creating Trigger-Action rules, which are the basic building blocks of gamified mechanics. To illustrate the potential of our approach, we provide some examples of how users can adopt our system to create customed gamification strategies. These examples demonstrate the flexibility of our EUD system, highlighting how it can be adapted to a wide range of applications.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;End-User Development</kwd>
        <kwd>Gamification</kwd>
        <kwd>Trigger-Action Programming</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Gamification aims to support people’s engagement and commitment to complex tasks [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Alongside the gamification approach has been increasingly applied to IoT in diferent domains,
such as smart cities, education, health, marketing, and others [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ] to improve engagement with
this technology. On the other hand, End-User Development (EUD) approach aims to empower
naive users - who are not programming experts - to personalize and define complex behaviors
of their applications [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]enriching their expressiveness, creativity, and goals strictly related to
the applied domain [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In this respect, often, EUD has been applied in the context of Internet of
Things (IoT) applications since their use is increasingly widespread in multiple contexts [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ].
      </p>
      <p>
        This paper addresses and elaborates on solutions to an emerging challenge that innovatively
links EUD and gamification. In particular, we aim to study how to better design, through EUD,
solutions to personalize and define gamification rules and systems applicable to IoT technologies.
Indeed, facilitating and guiding non-programmer users in customizing gamification dynamics
could enhance the motivation and engagement of people using IoT and the empowerment of
application domain experts to define the operation of their digital artifacts according to their
needs, expertise, and goals.
1.1. Gamification
Gamification is commonly described as the introduction of game design elements (i.e., points,
badges, missions, avatars) in non-playful activities to create similar emotions to those
experienced while playing video games [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In particular, gameful systems aim to increase users’
intrinsic motivation to support them in learning or maintaining a desired behavior (e.g., doing
physical activity, participating in crowdsourcing, adopting sustainable mobility) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Gamification has also been employed in EUD systems [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], improving end-user engagement in end-user
programming tasks [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13">10, 11, 12, 13</xref>
        ]. In this respect, our approach is diferent as we aim to allow
users to encode gamification by means of EUD. In the early stages of gamification, the so-called
PBL triad (points, badges, leaderboard) was vastly used in the design of gameful systems [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
However, interpersonal, demographic, and cultural diferences shape users’ perception of game
elements [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ] and should be taken into account in the gamification design [
        <xref ref-type="bibr" rid="ref16 ref8">8, 16</xref>
        ]. In the
last few years, the literature on gamification emphasized the tailoring of gamification design
based on the target’s needs and characteristics [
        <xref ref-type="bibr" rid="ref14 ref8">8, 14, 17</xref>
        ]. Finally, Trinidad and colleagues
[18] recently underlined the need for tools that easily support gamification designers in the
implementation of their solutions. In this sense, our work represents an attempt to facilitate
designers in the creation of new gameful systems’ design and the following implementation.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Combining end-user development and gamification</title>
      <p>Our goal is to identify ground principles to inspire the design of EUD solutions to empower naive
users, who have expertise in the application context but not in programming, to personalize
complex gamification and task design according to their specific needs and preferences. We
propose an architecture aimed at separating a general-purpose Gamification Engine from a
generic task-oriented system. The system architecture comprises five key components, including
Task Interface, Task Engine, Gamification Engine , Rules authoring Interface, and EUD rules (see
Figure 1). In this architecture, we separate the gamified Task Interface used by the end-users
(e.g., children using an educational IoT device) and the two engines that control respectively the
task (e.g., the IoT device - Task Engine) and the gamification mechanics ( Gamification Engine ).
Both engines can be customized through the Rules authoring Interface, which enables end-user
programmers (e.g., teachers) to create customized Trigger-Action rules that define how the task
and gamification elements should be executed. The two engines can retrieve the Trigger-Action
rules stored in a database (EUD rules). Overall, the architecture provides a flexible framework
for non-programmer users to create and customize gamification strategies and task logic for IoT
devices. This approach allows us to separate the specification of the task from the mechanics
of the gamification and, therefore, simplifies the architecture, makings the latter component
reusable. In this respect, it is important to specify a set of primitives (namely actions and
triggers) that fully define the gamification programming capabilities. It is worth noting that the
Trigger-Action rules need to seamlessly integrate task and gamification aspects. As explained
Acknowledgment:
e.g., badge
Level:federica
e.g., profile level
Points:federica gini
e.g., experience points
[DO] Action
[WHEN] Events</p>
      <p>[WHILE] States
“Assign one acknowl- “User gains one ac- “User has one
acedgment” knowledgment” knowledgment”; “User
has N
acknowledgments”
“User reaches the level “User is at level N”;
N” “ One is at a level</p>
      <p>lower[higher] than N”
“Assign points”; “As- “User gains points” “User has points”;
sign a random number “User has more[less]
of points” than N points”
below, gamification actions are usually attached to rules with task-based triggers while some
specific gamification mechanics could require specific rules with gamification-based triggers.</p>
      <p>We propose a preliminary attempt to explore the taxonomy of game elements in order to
select and implement verbal primitives in the Rules authoring Interface based on the notion of
Trigger-Action rules. As a first step, we analyzed the domain of game elements referring to
Toda and colleagues’ taxonomy [19] and selected some examples to be included in an EUD
platform. See Table 1 for the game elements and the related language primitives (see [19] for
the complete and detailed description of gamification elements). Similarly to the
Event-StateCondition-Action rules paradigm (ESCA; [20]), we included primitives for states, events, and
actions in order to help users and enrich their expressiveness in rules composition [21, 22, 23].</p>
      <p>In the following paragraph, we provide an example of game- and task-related verbal primitives
combination, used to customize an IoT tangible educational device, SMARTER (Task interface,
see Figure 2), that engages children (end-users) in math exercises [24, 25]. End-users can perform
actions on the tangible tools, such as placing or removing tiles to complete math exercises. The
tool can provide end-users with visual and audio feedback (through an RGB led and an audio
component), depending on the exercise’s logic (interpreted by the Task Engine and customized
by the end-user programmer). Through the Rules authoring Interface, teachers can compose
rules to define the task logic using task-related verbal primitive, for states (e.g., “[WHILE]
There are N tiles on the board [AND] There is at least a digit tile”), events (e.g., “[WHEN] A
tile is placed on the board” or "[WHEN] The arithmetic expression becomes true"), and actions
(“[DO] Play audio N ”). So the teacher can create a customized program for arithmetic operation:
"[WHILE] The last tile inserted is a digit [WHEN] The arithmetic expression becomes true [DO]
Turn on LED blue". Combining these task-related verbal primitives with game-related ones
will allow the creation of more complex and expressive programs. Therefore, we can have
rules with task-based triggers that include gamification actions and rules with gamification
triggers that include domain actions. For example, teachers can assign points based on the task
resolution by simply adding game-related actions in the rules "[DO] Turn on LED green[AND]
Assign N points". Moreover, it will be possible to change the logic of the task based on gamified
elements, for example: "[WHILE] User is at level N [WHEN] A tile is placed [DO] Turn on LED
red". Also, an end-user programmer can define specific game-related rules to define only the
gamification aspects: "[WHILE] User has N points [WHEN] User reaches the level N [DO] Assign
one acknowledgment”.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusion</title>
      <p>In the current paper, we presented an innovative EUD solution that enables naive users to
personalize and define complex gamification dynamics and tasks. Developing EUD systems
specifically built to support users in creating and modifying gameful elements, besides being
helpful for game designers, could be a powerful tool for naive users who daily use gamified
solutions in their interaction with IoT. In future work, we aim at investigating and creating
a complete set of verbal primitives to populate the Rules authoring Interface where users can
easily select states, events, and actions in the form: “WHILE state(s), WHEN event, DO action(s)”
to create sets of rules to design new gamified tasks.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>This work is partially supported by the Italian Ministry of University and Research (MIUR)
under grant PRIN 2017 “EMPATHY: EMpowering People in deAling with internet of THings
ecosYstems”.
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