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On the gamification for the automotive manufacturing environment

Authors
Lee, HyunwooShin, JonghoJung, ChanghoSeo, KyoungwonRyu, Ho kyoung Blake
Issue Date
Sep-2016
Publisher
FISITA
Keywords
Gamification; Manufacturing environment; PLEX; User Graphic Interface
Citation
FISITA 2016 World Automotive Congress - Proceedings, pp.3783 - 3786
Indexed
SCOPUS
Journal Title
FISITA 2016 World Automotive Congress - Proceedings
Start Page
3783
End Page
3786
URI
https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/154070
ISSN
0000-0000
Abstract
Tayolrism (1911),which leads present conveyor production system, has been extremely successful methodology to increase efficiency can be accomplished by subdividing, reorganizing and standardizing every resources for labor, such as action, job, task, and tools etc. measurably. As recent labor environment changes in quality and quantity, present prosperity thanks to scientific management may be confronted with limits of labor productivity. Because conventional methodology based on the Taylorism tend to rule out the arbitrariness of human factor from measurable resources. While Taylorism introduced scientific management as a tool for excluding human factor, we take new tool-gamification-to include psychological factor on production process and evaluated it experimentally. Gamification is an approach for integrating gaming elements into non-gaming environment to encourage people’s motivation, satisfy their desire and make them enjoyable during they are working, learning, shopping, selling and buying etc., intrinsically and extrinsically. With gaming elements, we designed a novel GUI interface, which gives to people a story, shot/mid/long term job target, prompt feedback for each task and rewards. Developed gamified interface is applied to one of car assemble process, bot fastening process where people use electrical fastening tool to conduct their task. A 5-step design method was formulated to develop gamified system to able to encourage people effectively. Finally we investigated the validity of gamified GUI on satisfaction and fasting results-quality distribution-with psychological and physical data, respectively. The data are collected by means of an experience sampling method (ESM) and empatica tool.
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Ryu, Ho kyoung Blake
GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT (DEPARTMENT OF TECHNOLOGY MANAGEMENT)
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