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Abstract(s)
Employees are the human capital which, to a great extent, contributes to the success and
development of high-performance and sustainable organizations. In a work environment, there
is a need to provide a tool for tracking and following-up on each employees' professional
progress, while staying aligned with the organization’s strategic and operational goals and
objectives.
The research work within this Thesis aims to contribute to improve employees' selfawareness
and auto-regulation; two predominant research areas are also studied and analyzed:
Visual Analytics and Gamification. The Visual Analytics enables the specification of
personalized dashboard interfaces with alerts and indicators to keep employees aware of their
skills and to continuously monitor how to improve their expertise, promoting simultaneously
behavioral change and adoption of good-practices. The study of Gamification techniques with
Talent Management features enabled the design of new processes to engage, motivate, and
retain highly productive employees, and to foster a competitive working environment, where
employees are encouraged to be involved in new and rewarding activities, where knowledge
and experience are recognized as a relevant asset. The Design Science Research was selected
as the research methodology; the creation of new knowledge is therefore based on an iterative
cycle addressing concepts such as design, analysis, reflection, and abstraction.
By collaborating in an international project (Active@Work), funded by the Active and
Assisted Living Programme, the results followed a design thinking approach regarding the
specification of the structure and behavior of the Skills Development Module, namely the
identification of requirements and the design of an innovative info-structure of metadata to
support the user experience. A set of mockups were designed based on the user role and main
concerns. Such approach enabled the conceptualization of a solution to proactively assist the
management and assessment of skills in a personalized and dynamic way. The outcomes of this
Thesis aims to demonstrate the existing articulation between emerging research areas such as
Visual Analytics and Gamification, expecting to represent conceptual gains in these two
research fields.
Description
Keywords
Visual analytics Skills management Self-awareness Semantic context Monitoring events Gamification