On the gamification for the automotive manufacturing environment

Citations

SCOPUS

2

초록

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.

키워드

GamificationManufacturing environmentPLEXUser Graphic InterfaceGraphical user interfacesHuman engineeringManufactureProductivityAutomotive manufacturingExperience sampling methodGamificationGraphic interfacesManufacturing environmentsPLEXPsychological factorsScientific managementBehavioral research
제목
On the gamification for the automotive manufacturing environment
저자
Lee, HyunwooShin, JonghoJung, ChanghoSeo, KyoungwonRyu, Ho kyoung Blake
발행일
2016-09
유형
Conference Paper
저널명
FISITA 2016 World Automotive Congress - Proceedings
페이지
3783 ~ 3786