Gamification in UX Research

Design playful, purposeful research methods that boost engagement and improve data quality.
Format

Online live classes

Starting date

Sep 8
2025

Trainer

Odette Jansen

Duration


6 weeks

Group size

6-12 participants

 Level


Advanced

Add creativity and impact to your research practic
e—with intention.

This course teaches you how to use gamification to make research more engaging, accessible, and enjoyable—without compromising on quality or ethics.

You’ll explore psychological foundations like autonomy and motivation, learn how game elements like rewards and storytelling can be applied in research, and critically assess the risks and ethical trade-offs of “making it fun.”

By the end of the course, you’ll walk away with a complete gamified research method & action plan tailored to your own practice—ready for testing, iteration, and impact.

Work on your own research

Redesign a real research method from your work. All exercises are directly applied to your own context.

Balance creativity with rigor

We focus on purposeful gamification—what adds value, not just novelty.

Learn together, safely

Gamification can feel experimental. You’ll test ideas in a small, supportive group before using them in the real world.

What you'll learn

Understand gamification foundations

Learn how core game design principles relate to human psychology and research participation.
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Choose the right techniques

Explore when and how to use storytelling, points, progress indicators, and challenges in research tasks.
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Redesign a method with intention

Apply gamification to one of your research methods and create a practical action plan for using it.
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Mitigate ethical risks

Critically reflect on manipulation, distraction, and bias—and learn how to design responsibly.
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Course Lessons

Class schedule

Assessment & certificate

Your assessment is based on your final Gamified Research Method & Action Plan, which includes; a clear method flow, selected gamification techniques, ethical considerations and mitigation, and success criteria

To pass the course, you need to achieve at least 60% on this final self-assessment. Participants who meet this requirement receive a course certificate listing their score and total study hours (CRKBO-compliant)

Practical information

What you'd like to know before starting

Target Audience

UX researchers, designers, and PMs of all experience levels.

Prerequisites

Basic knowledge of UX research; bring one method to improve

Study load

6 × 90-minute classes + 1–3 hrs coursework per week. 1 live class per week.

Language

English (contact us for Dutch sessions)

Location

Online live classes via Zoom.

Odette Jansen

Odette is a CRKBO-registered trainer with 15 years in UX and a Master’s in Education. She has led research, content, and experimentation teams in complex organizations, including ING, and has designed and facilitated workshops and training for professionals at all levels. Her approach blends UX expertise, systems thinking, and people-centered leadership—helping professionals turn insights into action and grow with clarity and confidence.
  • odette@uxrstudy.com
  • 0031 6 1191 8501

Frequently asked questions

What happens if I can't make a live session?

Each session is recorded, so you can catch up at your own pace.

What timezone does this work for?

We schedule multiple course rounds to suit different time zones.

What if not enough students sign up?

The course will start with a minimum of 6 students. If the number is not achieved, the start date may be postponed to another date. A student who already signed up is free to chose to enroll in the new dates or forfeit their enrollment and the student will then receive a full refund. 

Who owns the material I create during the course?

Any material you create from scratch or with materials from the organisation you work at is yours. Material created with our frameworks and templates belongs to UXR Study as do all materials we provide during the course (slides, collab boards, templates etc.)

What if I don’t have a live study?

No problem. You can work on a past method or a realistic case you’d like to improve.

Is this course just for fun?

Not at all. While it’s playful, this course focuses on using gamification for better data—not gimmicks.

Do I need to know how to build games?

No technical skills or game design background needed—just curiosity and a method you want to improve.
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