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Taskville: visualizing tasks and raising awareness in the workplace

Published: 27 April 2013 Publication History

Abstract

Taskville is an interactive visualization that aims to increase awareness of tasks that occur in the workplace. It utilizes gameplay elements and playful interaction to motivate continued use. A preliminary study with 37 participants shows that Taskville succeeds at being a fun and enjoyable experience while also increasing awareness. A strong correlation was also found between two major study groups demonstrating its potential to increase awareness and stimulate task-based activity across work groups.

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Cited By

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  • (2021)Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of PsychosisProceedings of the 27th ACM Symposium on Virtual Reality Software and Technology10.1145/3489849.3489869(1-10)Online publication date: 8-Dec-2021
  • (2016)Gamification Solutions to Enhance Software User Engagement—A Systematic ReviewInternational Journal of Human-Computer Interaction10.1080/10447318.2016.118333032:8(613-642)Online publication date: 2-May-2016
  • (2014)Gamification of Survey Research: Empirical Results from Gamifying a Conjoint ExperimentGamification in Education and Business10.1007/978-3-319-10208-5_29(569-591)Online publication date: 17-Oct-2014
  • Show More Cited By

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      cover image ACM Conferences
      CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
      April 2013
      3360 pages
      ISBN:9781450319522
      DOI:10.1145/2468356
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Published: 27 April 2013

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      1. collaboration
      2. design
      3. reflection
      4. visualization

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      CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
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      View all
      • (2021)Qualitative Dimensions of Technology-Mediated Reflective Learning: The Case of VR Experience of PsychosisProceedings of the 27th ACM Symposium on Virtual Reality Software and Technology10.1145/3489849.3489869(1-10)Online publication date: 8-Dec-2021
      • (2016)Gamification Solutions to Enhance Software User Engagement—A Systematic ReviewInternational Journal of Human-Computer Interaction10.1080/10447318.2016.118333032:8(613-642)Online publication date: 2-May-2016
      • (2014)Gamification of Survey Research: Empirical Results from Gamifying a Conjoint ExperimentGamification in Education and Business10.1007/978-3-319-10208-5_29(569-591)Online publication date: 17-Oct-2014
      • (2013)Effects of gamification on participation and data quality in a real-world market research domainProceedings of the First International Conference on Gameful Design, Research, and Applications10.1145/2583008.2583016(58-65)Online publication date: 2-Oct-2013

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