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Från kalender till quest-system: Designprinciper för spelifierat kognitivt stöd för barn med NPF
University of Borås, Faculty of Librarianship, Information, Education and IT.
University of Borås, Faculty of Librarianship, Information, Education and IT.
2026 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
From calendar to quest-system : Design principles for a gamified cognitive support system for children with neuropsychiatric disabilities (English)
Abstract [sv]

Barn med neuropsykiatriska funktionsnedsättningar (NPF) möter ofta betydande utmaningar i vardagen till följd av kognitiva svårigheter som tidsblindhet och bristande exekutiv funktion. Traditionella digitala planeringsverktyg tillgodoser sällan dessa barns specifika behov av både fast pedagogisk struktur och långsiktigt användarengagemang. Det finns idag ett kunskapsgap gällande hur digitalt kognitivt stöd i realtid bör utformas för att balansera dessa två aspekter.

Denna studie tillämpar en designvetenskaplig forskningsansats (Design Science Research, DSR) med syftet att utveckla designprinciper för ett spelifierat kognitivt stöd, utformat som ett ”quest-system”. Genom en iterativ designprocess utvecklades en digital prototyp i Figma. Prototypen och de underliggande principerna utvärderades sedan genom åtta kvalitativa intervjuer med totalt tio deltagare: åtta yrkesverksamma inom utbildningssektorn, en expert inom UX och interaktionsdesign samt en expert inom systemarkitektur.

Studiens primära kunskapsbidrag är de genererade designprinciperna, vilka beskriver hur artefaktens pedagogiska struktur kan kombineras med spelifierade element som är avsedda att främja användarens engagemang för att stärka självständighet och underlätta vardagliga övergångar. Resultatet har både praktisk och teoretisk relevans då principerna vara överförbara till och vägleda framtida utveckling av IT-stöd för individer med kognitiva funktionsnedsättningar.

Abstract [en]

Children with neurodevelopmental disorders (NDD) often face significant challenges in their daily lives due to cognitive difficulties such as time blindness and executive dysfunction. Traditional digital planning tools rarely accommodate these children's specific needs for both a firm pedagogical structure and long-term user engagement. Currently, there is a knowledge gap regarding how real-time digital cognitive support should be designed to balance these two aspects.

This study applies a Design Science Research (DSR) approach with the purpose of developing design principles for a gamified cognitive support system, designed as a ”quest system”. Through an iterative design process, a digital prototype was developed in Figma. The prototype and the underlying principles were subsequently evaluated through eight qualitative interviews with ten participants: eight educational professionals, one UX and interaction design expert, and one expert in systems architecture.

The primary knowledge contribution of this study consists of the generated design principles, which demonstrate how the artifact's pedagogical structure can harmonize with the user's engagement through gamification to enhance independence and facilitate everyday transitions. The findings possess both practical and theoretical relevance, as the principles may be transferable and guide the future development of IT support for individuals with cognitive disabilities.Keywords:

Place, publisher, year, edition, pages
2026.
Keywords [en]
Informatics, Design Science Research, Gamification, Cognitive Support, NDD, Design Principles, Quest System.
Keywords [sv]
Informatik, Design Science Research, Spelifiering, Kognitivt stöd, NPF, Designprinciper, Quest-system.
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:hb:diva-36249OAI: oai:DiVA.org:hb-36249DiVA, id: diva2:2105108
Subject / course
Informatics
Available from: 2026-09-25 Created: 2026-09-25 Last updated: 2026-09-25Bibliographically approved

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