Oyunlaştırma Tasarımı: Dijital Güvenlik Farkındalığı İçin Bir Uygulama Önerisi
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The aim of this study is to determine the expanding role of the designer at the point of raising awareness about digital security, which is one of the concepts of the digital age, to create a gamification design framework and to apply it to motivate certain behaviors. With the movement brought by the internet and the information age, the designer has both social and cultural responsibilities in a world that is more globalized than ever, starting from social dynamics. Today, the design that changes and transforms with technology; design found new environments and methods for itself. Today, by taking social transformation, technology, design, experience, play and interaction at its center; It is a time when the future is designed. Gamification, which is one of the methods of this new future that uses game components in non-game areas within the framework of game rules: requires the design of a system that combines technology, design and motivation. The main purpose of gamification is to provide a learning motivation by creating a game plot on the jobs or behaviors that people have to do. In a world where everything is consumed in a short time in the digital age, the necessity of providing a more interesting and more enjoyable experience process by putting the user in the center and, as a result, realizing the goal of awareness has been emphasized. In the first part of this thesis, in order to understand the digital security problem with its real dimensions, the historical and theoretical background of the Industry 4.0 age, information society and internet phenomenon, which constitutes the basis of the problem in question, has been examined. The concerns created by the impact of the digital age, which is expressed as virtual but whose results are felt real, on society are emphasized, and with the widespread use of the internet, harmful actions such as cyber crime, cyber bullying, trolling, hacking are defined. In the second part, the gamification method is analyzed by decomposing it to the building blocks of the games. Game components used in gamified systems, player types and theoretical foundations of gamification are examined. In the third chapter, the graphical elements that make up the graphical interfaces in gamification campaigns are analyzed and presented. In the fourth chapter, the interfaces of the KOZMOZ application, which is the application study of the thesis, were examined together with the formation and development processes, the conceptual structure that formed the application, the design processes, the spatial expressions, the factors considered in the construction of the game system were emphasized. With the change and development of communication technologies, graphic design expands its scope, enriches it with sound, time and moving images, and now creates systems where experiences are designed. Making use of the awareness and impact-creating power of the gamification method of digital security information, which is an up-to-date and increasing content, the design processes were examined and transferred, and the application study was carried out as a result of researching the requirements and problems of the interactive environments offered by new technologies. In this thesis, the production of suitable design solutions has been chosen with the aim of shedding light on current problems as a source for other studies. This thesis study constitutes an alternative resource for the lack of resources identified in the field due to the use of interdisciplinary communication and application methods by addressing the current and increasing digital security problem in a cultural context and by considering the awareness dimension of the subject. Keywords: Gamification, gamification design framework, digital security awareness, interface design, user experience.