| With the rapid development of the Internet,smart phones have brought a convenient lifestyle and a comfortable social atmosphere for college students,and at the same time have brought hidden dangers of mobile phone dependence.Because of their immature control and inability to resist the temptation of the informationized world,college students are also facing a high risk of relying on smartphones.In recent years,gamification has risen,and it has been widely used in various fields.This topic proposes solutions to the problem of mobile phone dependence behavior of college students by introducing gamification thinking in the field of product design.This article first enumerates the research background and current situation of college students’ mobile phone dependence behavior and gamification from multiple dimensions,and expounds the practicability of combining mobile phone dependence behavior and gamification thinking.The purpose of the research is clarified: use the driving force of gamification to drive college students to spontaneously control the mobile phone dependence behavior.Then clarify the overview of mobile phone dependent behavior and gamification.The overview of mobile phone dependence includes definition,measurement,harm and meaning.Through the clarification and overview,it clarifies the measurement method of the mobile phone dependence of college students and the necessity of controlling mobile phone dependence behavior.Combined with the definition,characteristics,goals and application value of gamification,it provides a theoretical basis for gamification to solve the problem of college students’ mobile phone dependence.Subsequently,gamification design theory and behavior motivation theory are introduced to construct a theoretical framework together.Gamification theory includes octagonal behavior theory and four-player theory,behavior motivation theory includes hook addiction model and flow model.Among them,octagonal behavior analysis is used as the theoretical basis and driving force framework,combined with other theories to analyze the user’s driving force type.Based on the research background and theoretical model,an app experience design strategy for college students’ mobile phone dependence behavior is constructed.The strategy includes five steps: 1)the construction of the target user model,2)the definition of user incentive models,3)the definition of product design space,4)the definition of the gamification process of mobile phone dependence,and 5)the definition of the economic system within the product,from top to bottom through five aspects The experience design for the mobile phone dependence behavior of college students was constructed,and effective solutions were derived.Then,based on the theoretical results and user research results,a high-fidelity design prototype of the app that college students rely on mobile phones was output.Through usability testing,the visual model and interactive usability of the high-fidelity prototype were tested,and then the optimization was improved.In the end,a design solution for college students’ mobile phone dependence behavior is produced—Studycat app.The purpose of the program is to enable college students to voluntarily and autonomously control mobile phone dependence behavior based on gamification.The theoretical results and design practices produced will put forward new ideas for the combination of controlling mobile phone dependent behavior and gamification applications. |