SwageXR: designing gamified AR applications for industrial training

Luke Beveridge, Keshav Dahal, Marco Gilardi

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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Abstract

This paper presents a case study describing the design of SwageXR, a gamified tubing assembly exercise where tubing fittings must be correctly identified and assembled. The aim of the gamified AR application is to increase engagement of course trainees to allow for learning development in both theory and practical based exercises.

Design needs and requirements were gathered using a contextual design approach and qualitative research through interviews with training course instructors as well as a workshop involving them. The contextual design approach involved the PI taking part in the training course as one of the trainees to observe and build understanding of the taught practical content and the context in which the learning happened. This was followed by semi-structured interviews with 4 training instructors, with results indicating preferred course content to digitise, early concepts for gamification, and the storyline of the gamified content with respect to existing training. Using the data and experience gained from the contextual design approach and interviews, a paper prototype of the gamified AR application was developed and feedback was obtained from the company technical director. The paper prototype and feedback were used as a basis for developing a 3D prototype in VR using ShapesXR. This led to a VR workshop involving the technical director and training manager of the company where the 3D prototype was demonstrated and discussed. The workshop resulted in the flow of the overall application being refined including the storyline, gamification, training, and challenges. The design process aims to facilitate the development of a coded working prototype for SwageXR, with gamification elements such as score, time-based challenges and leaderboards. An initial experience playtest with course trainees will then be possible to gain insight on engagement levels and trainee attitudes about the initial game experience.

This paper contributes to the field of game-based learning by providing a case study in design and development of a gamified AR industrial training application, which aims to enhance engagement of trainees.
Original languageEnglish
Title of host publicationProceedings of the 17th European Conference on Games Based Learning
EditorsTon Spil, Guido Bruinsma, Luuk Collou
PublisherAcademic Conferences International Limited
Pages765-773
Number of pages9
ISBN (Electronic)9781914587894
ISBN (Print)9781914587887
DOIs
Publication statusPublished - 29 Sept 2023

Publication series

NameACI Conference Proceedings
PublisherACI
Number1
Volume17
ISSN (Print)2049-0992
ISSN (Electronic)2049-100X

Keywords

  • extended reality
  • augmented reality
  • design process
  • industrial training
  • gamified learning

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