The problem
Imagine, there is a new retail store being proposed in your neighbourhood. You might have several questions and concerns. Being a resident you want to provide some insight, however, problem isnt access, the infrastructure for public participation exists, the problem is the lower motivational and sustained engagement in the infrastructure of public participation in built environment.
D-GAM framework was built to answer one question: can gamification enhance user engagement and motivation in participatory processes?
Research published venues
3 papers published
-
CAAD Futures · 2025 -
HCI International · 2025 -
AHFE · 2026
01. Problem Identification
What existing tools get wrong
A structured review of 37 civic engagement and gamification tools, narrowed to 17 targeting general public participation, revealed a consistent pattern. Tools that attract users rarely sustain them. When gamification existed at all, it was applied at the system level: the same points and badges for every project, regardless of context or stakeholder.
| Tool name | Domain / context | Game mechanics used | Target audience |
|---|---|---|---|
| Foldit | Scientific Research | Puzzle-solving, Competition | General Public, Science Enthusiasts |
| ESP Game | Image Tagging for AI | Points, Time Constraints, Partner Matching | General Public |
| Metadata Games | Cultural Heritage Archiving | Points, Leaderboards, Collaborative Tagging | Museum Visitors, Archivists, General Public |
| Participatory Budgeting Platforms | Civic Engagement | Voting, Simulations, Rewards | Local Residents, Community Members |
| Pol.is | Civic Engagement | Opinion Clustering, Real-Time Feedback | General Public, Policymakers |
| Community PlanIt | Urban Planning | Missions, Coins, Leaderboards | Local Residents, Community Stakeholders |
| Geo-Wiki | Environmental Monitoring | Crowdsourcing, Validation Games | Citizen Scientists, Environmentalists |
| E-polis | Sociological Surveys | Adventure, Exploration, Simulation | Young Adults, Students |
| EquiCity Game | Urban Design | Participatory Design, Simulation | Urban Planners, Community Members |
| Participatory Chinatown | Urban Planning | Role-Playing, Missions | Local Residents, Community Stakeholders |
| Unlimited Cities | Urban Planning | Simulation, Interactive Visualization | General Public, Urban Planners |
| UrbanSim | Urban Planning | Simulation, Scenario Analysis | Urban Planners, Policymakers |
| CityScopeAR | Urban Design | Augmented Reality, Collaborative Design | Urban Designers, Community Members |
| CityScope | Urban Planning | Tangible User Interface, Simulation | Urban Planners, Community Members |
| PlaceSpeak | Civic Engagement | Geo-Verification, Online Consultation | General Public, Policymakers |
| EquiCity Game | Urban Design | Participatory Design, Simulation | Urban Planners, Community Members |
- Urban Planning
- Urban Design
- Civic Engagement
Four gaps identified in the same group
-
Gap 01
Fixed system-wide gamification
Gamification is applied at a system level rather than a project level, lacking flexibility
-
Gap 02
No mechanism for sustained engagement
Existing platforms attract users once but provide no reason to explore deeply, return, or contribute over multiple review stages.
-
Gap 03
Accessibility of gamified tools
While some platforms successfully utilize online access to engage a diverse audience, other initiatives, face limiitations due to their dependency on particular technologies or the need for in-person interaction.
-
Gap 04
Gamifcation as superficial engagement
Relying on game mechanics such as points and leaderboards can sometimes oversimplify complex issues, potentially leading to superficial engagement. Moreover, while these mechanics can motivate participation, they may inadvertently prioritize competition over meaningful contributions.
Research grounding
The framework was grounded in three theories. Self-Determination Theory defined what meaningful motivation requires: autonomy, competence, and relatedness. Operant conditioning explained reward timing. Flow theory explained how to keep task complexity matched to user capability.
02. Research Process
Four phase process
-
Phase 01
Literature review & initial prototype
Established the foundations for D-GAM and built the first task-based prototype, grounded in Self-Determination Theory, operant conditioning, and flow theory.
-
Phase 02
Evaluation & testing
Evaluated the first task-based prototype and tested it with a focus group of professionals.
-
Phase 03
Formation of the flexible D-GAM framework
Based on the focus group findings, the task-based approach shifted to task-free, resulting in the adaptable gamification schema — four schemas mapped onto activities.
-
Phase 04
Re-design and testing
Re-iterated the prototype implementing the four schemas, followed by a user study.
03. Design
From idea to wireframe to UI — V1
The first prototype followed a task-based approach. Users moved through a structured four step review: select a project, explore the design in 3D and AR, review performance data, engage in discussion, earning points and rewards at each stage. This was the version taken into the focus group study.
- Project selection
- AR view
- Dedicated feedback
- Data view
- Data comparison
- Engagement discourse
- Toggled gamification
- Reward band
- Surprise reward notification
- History
Initial focus group study
Based on the initial task-based prototype, a focus group study was carried out which included seven participants who were given an overview and interacted with the prototype. Four themes emerged that fundamentally changed the direction of the framework.
Sessions were audio-recorded and video recorded with consent and transcribed. Field notes captured non-verbal cues and moments of disagreement between participants. Transcripts were coded inductively using AI (NotebookLM), then grouped into candidate themes through thematic analysis and reviewed against the raw data for consistency.
Four themes that redirected the framework
Theme 1 — Rewards motivated engagement but lacked transparency
I would like to know about the potential rewards in the beginning — it confuses me why there is a definite and an indefinite reward.
Theme 2 — Task rigidity caused fatigue
I have to add a comment under every section, which is a tiring process. Rather, I would prefer adding a combined comment at the end.
Theme 3 — Intrinsic motivation mattered as much as extrinsic rewards
Knowing my feedback will make a difference motivates me more than a material reward.
Theme 4 — Users needed freedom to explore non-linearly
I should not be forced to complete the tasks in order to earn rewards. I may switch to different tasks.
The D-GAM framework — four schemas
D-GAM is built on four interrelated schemas. Each operates independently — meaning the reward logic, feedback model, project structure, or user tracking can each be modified without disrupting the others. This is what makes the framework adaptable across different project types and engagement goals.
Framework in action — four scenarios
To demonstrate adaptability, four scenarios were designed using the same four schemas — each with a different project context, stakeholder profile, and reward configuration.
| Scenario | Context | Goal | Reward type |
|---|---|---|---|
| S1 · In-depth form exploration | Mixed-use building — three design alternatives posted for visual feedback | Encourage deep exploration of form and AR views, with detailed qualitative feedback | Fixed + surprise |
| S2 · Full participation and reward redemption | University café — designers need structured feedback across all data and form views | Ensure users complete the full review including a final survey before reward is unlocked | Fixed only |
| S3 · Social participation and community interaction | New school — designers seek community dialogue and collective sentiment on proposals | Encourage discussion and reply chains between participants rather than individual review | Surprise only |
| S4 · Full exploration for points accumulation | Any project where full exploration of all views is the primary participation goal | Increase task completion through direct redeemable rewards tied to exploration depth | Fixed only |
Re-designed prototype
The redesigned prototype implemented the framework across two live project scenarios — a mixed-use building and a university café — each configured with different reward logic and navigation models. This video demonstrates the first case scenario.
Users move freely rather than through a fixed sequence. Rewards are declared upfront. Feedback can be given per view or combined at the end, which was the single most requested change from the focus group.
04. User Study
Participants
Ten participants were recruited through purposive sampling across design, technology, and academic backgrounds — none affiliated with the D-GAM project. Sessions ran remotely via Zoom, lasting 40–45 minutes each. Each participant interacted with two scenarios, completed a post-task semi-structured interview, and filled out a System Usability Scale survey.
| Participant | Background | Age |
|---|---|---|
| P01 | Entrepreneur | 29 |
| P02 | Developer | 27 |
| P03 | UX Designer | 31 |
| P04 | Designer, Researcher | 32 |
| P05 | Teaching Assistant | 27 |
| P06 | Sales Associate | 27 |
| P07 | Teacher | 26 |
| P08 | Designer | 25 |
| P09 | Graduate Student | 29 |
| P10 | Architect | 28 |
SUS results
The redesign is where the framework earns its claim. The task-based prototype scored below the industry average; the schema-driven redesign scored above it.
- 67.46
- Phase 02 · focus group · n=7
- 76.0
- Phase 04 · final study · n=10
- +8.54
- Improvement across iterations
Grade D · Needs improvement — below industry average, structural redesign required
Grade B — above industry average, framework redesign validated
The gain that validated the shift from task-based to task-free
Key findings of thematic analysis
- 8/10
- Gamification guided the process
- 9/10
- Scenario 1 more motivating
- 7/10
- Flexibility and adaptability
- #1
- Surprise reward most engaging
Strongly agreed that game elements helped them navigate the review without confusion.
Combined incremental points and surprise rewards outperformed a single upfront fixed reward.
Agreed designers should be able to configure reward logic per project — validating the core premise of D-GAM.
Consistently identified as the most motivating element — more than progress bars or leaderboards.
05. Reflection
The next step is implementing the application with a larger pool of participants, and developing a working prototype — along with integrating AI for semantic analysis of feedback.
Three papers came out of this work, published at CAAD Futures, HCI International, and AHFE.