Human-Centered Design and Evaluation of a Gamified 2D Animation with Visual Effects for Environmental Awareness
DOI:
https://doi.org/10.11113/humentech.v5n1.121Keywords:
Human-computer interaction, Human-centered design, Gamification, Serious games, 2D animationAbstract
This study examines a human-centered approach to design and evaluate a gamified two dimensional (2D) animation enhanced with dynamic visual effects (VFX) for promoting environmental awareness. Framed within the domain of Human–Computer Interaction (HCI), the research explores how visual design, narrative structure, and embedded gamification elements influence user engagement, usability, and perceived behavioural intention. The development process followed the Multimedia Development Life Cycle (MDLC), integrating core serious game elements such as goal framing, narrative conflict, feedback cues, and reward visualisation into the animated storyline. A mixed-method evaluation was conducted with participants from diverse age groups, including adolescents and adults, combining post-exposure quantitative surveys and qualitative feedback to assess four dimensions: knowledge acquisition, technical readiness and media familiarity, visual and design appeal, and perceived impact. The results indicate strong perceived performance in technical readiness (M = 4.32) and visual engagement (M = 3.94), alongside increased awareness of littering issues (M = 3.87). However, perceived motivation to take direct anti-littering action remained moderate (M = 3.60), highlighting the challenge of translating awareness into behavioural intention. Overall, the findings suggest that gamified 2D animation with dynamic VFX can serve as an effective human-centered communication tool for environmental awareness by fostering engagement and perceived attitudinal influence. The results are interpreted as self-reported perceived impact rather than direct measurement of behavioural change, indicating the need for future studies employing longitudinal or experimental designs to examine actual behavioural outcomes.



