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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Crowdpinion: Motivating People to Share Their Momentary Opinion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marek Machnik</string-name>
          <email>marekfm@ifi.uio.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Riegler</string-name>
          <email>michael@simula.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sagar Sen</string-name>
          <email>sagar@simula.no</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder (eds.):</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Proceedings of the GamifIR'15 Workshop</institution>
          ,
          <addr-line>Vienna, Austria, 29-March2015, published at http://ceur-ws.org</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Simula Research Laboratory</institution>
          ,
          <addr-line>Fornebu, Oslo</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Many interesting social studies can be done by asking people about what they think, feel or experience at the moment when certain events occur in their daily lives. These studies can be conducted based on the event-contingent protocol of the Experience Sampling Method. We have implemented this protocol in Crowdpinion - our software tool consisting of a web panel where the researchers can set up and control their studies and a mobile app for the responders. In order to extend the users' motivation beyond the will to contribute to research, we have applied some gamification elements based on fostering curiosity by gradually revealing the big picture from the overall study. In this paper we describe the concepts of Crowdpinion as a research tool, our approach to gamification, how we tested it in the beta version and present plans for future improvements</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Categories and Subject Descriptors</title>
      <p>H.5.1 [Information Interfaces
(e.g.,HCI)]: [Miscellaneous];
Computing]: [Games]
gamification, crowdsourcing, information retrieval</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>There are various situations in business and research
when obtaining the momentary opinions of some group
of people is useful and important. It can in fact prove to
Copyright © 2015 for the individual papers by the paper's authors.
Copying permitted for private and academic purposes. This volume is
published and copyrighted by its editors.
be more valuable than surveying people about
longterm overall experience. For example, it is quite
common in big businesses to periodically ask the
employees to give an opinion about their working
environment. The employees are then given a long
survey sheet with many questions about how have they
felt at work in last e.g. 6 months. This method has a
couple of downsides. It is heavily based on
participants’ long term memory and is prone to being
affected by some contemporary biases, e.g. if such
survey is conducted at a stressful month before
deadlines, the results are likely to be worse than if it
was conducted shortly after summer holidays or
company-wide salaries rise. In an experience sampling
study, if the employees are asked to answer small sets
of questions a couple of times during a day in a period
of one or two months, the results of the study will give
more reliable and unbiased results [1].</p>
      <p>In the classic approach to Experience Sampling
Method (ESM) studies [2] the participants would be
given some sort of signaling devices that would “beep”
at certain moments and give the participants the signal
to answer the questions from a paper answer sheet.
Later solutions introduced using more advanced
electronic devices like palmtops to collect the data
faster [3]. Some tools include some context-aware
elements, attempting to guess the possible current state
of the participants using electronic sensors like GPS
location [4]. In our work we decided to focus on a new
variant of the ESM protocol.</p>
      <p>We created Crowdpinion - a tool for event-based
Experience Sampling [5] studies in the crowd. Our tool
allows asking a big population (the crowd) to answer
some sets of questions when something particular
happens or an event occurs in their day. The user
voluntarily notifies Crowdpinion about the event and
answers a set of questions. Users are free to notify the
occurrence of an event when he/she has the “urge to
give individual opinion” about issues that they feel
affects a larger group. For instance, this could be
events in services such as public transport or in a
working environment. The tool consists of a web panel
for configuring the studies and analyzing results and a
mobile application for the studies’ participants. This
way the tool can be easily distributed and reach a wide
group of study participants and the researchers can
manage their studies easily whenever they have access
to the Internet. At this stage both core components of
Crowdpinion - the web panel and the app are
developed, but some functionalities (e.g. the summary
of responses and the communication between the app
and the server) need further development. Because of
it, we could not conduct a full long-term study using
the tool by the time of writing this paper.</p>
      <p>Facing the challenge of people losing interest in regular
responding to questions, we have used gamification
elements to ensure higher level of participants’
engagement. Gamification in Crowdpinion is based on
participants’ curiosity – by responding to questions in
a study the participants unlock access to pieces of
information about the study results and if they are
really active, they can even add their own questions to
the batch.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>Plenty of research has been done in the field of
gamification used in crowdsourcing of solving
scientific problems. Scientific discovery games [6] aim
to deliver complicated scientific problems split and
converted to tasks that can be solved by unskilled users
in the crowd. In Crowdpinion the core functionality is
different, as it is a tool for surveying and social studies
rather than for distributed solving of problems. Our
motivation is closer to the serious games concept [7],
where games aim to raise users’ awareness and change
the way they think about some social issues.
Crowdpinion aims to make people think about various
related situations and issues and give opinions on them.
These opinions can later be used in research to make a
real change. In Crowdpinion we have added
gamification elements to a surveying tool instead of
creating a game. Similar situation can be found in [8],
where the author describes how gamification can be
added to search engines.</p>
      <p>In some ways in Crowdpinion the researchers
crowdsource the job of collecting data about the study
issues to the responders. There are no financial
incentives for the participants and gamification is one
of the main means of motivation.</p>
      <p>
        The combination of game mechanics with a
crowdsourcing task has been explored in several other
research studies. One of the first ones in this direction
was from Eickhoff and colleagues[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. They carried out
a large-scale crowdsourced game task, in which
workers had to play a game which helped them to
assess document relevance. The observation was that
game design is able to motivate worker and they
continue playing even after they reached their required
goal. Another study on gamification in crowdsourcing
is presented in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The authors created a game where
the players were receiving points for quick guessing
the content of gradually uncovered pictures. While
playing, the users were generating big amounts of
research data for studies in human visual perception
and image recognition. One more example of using
gamification to obtain some useful data (ranking of
relevance of image search results) from the crowd is
described in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In PictureSort the users are asked to
sort a couple of images, which gives the game’s
authors data for their studies, and receive points and
awards if they sort the pictures fast and correctly.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Crowdpinion</title>
      <p>
        In Crowdpinion we have implemented the
eventcontingent protocol of the Experience Sampling
method [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. It involves reporting experiences
immediately or shortly after a specific event. In this
protocol, the participants act without direct supervision
and they themselves declare that an event has happened
and respond to questions assigned to the event. Among
the experience sampling method’s protocols, this one is
particularly efficient in giving reliable responses,
because replying immediately after an event minimizes
the memory bias. On the other hand, it may be
burdensome for the participants if the events are too
frequent [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Crowdpinion consists of a web panel for managing
studies and a mobile app for studies’ participants. The
researchers log in the web panel and create studies.
Each study consists of question groups. Each question
group is assigned to an event and contains one or more
questions. A question should be fairly short and come
together with the positive and the negative answer.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Gamification</title>
      <p>We assume that people are rather willing to share their
opinion, especially if they do it for a good research
purpose, they can do it anonymously and with little
effort. On the other hand, in experience sampling
studies in real world there is a risk that the participants
will be too busy, too concerned or too tired to answer
the questions systematically. Therefore we decided that
we should provide the participants with additional
motivation by including some gamification elements.
The first element is based on assumption that the
participants are curious about responses of other people
and the overall results of the studies. The fact that they
agreed to take part in a study suggests that they are
interested in the case, so we believe our assumption is
right. When a participant subscribes to a study, they
have access to a summary of responses to one of the
study’s questions. There is also an information that in
order to unlock the summary of another question, the
user has to give 10 responses themselves. With each
.
unlocked question the amount of required responses
shall increase – e.g. 10 – 25 – 50 – 80 – 120 responses.
The participants that have given a big number of
responses shall be allowed to add their own question to
the study. This element also derives from the
assumption that the participants are interested in the
case and would like to learn some more facts. The
questions created by the participants shall be
moderated by the researcher. Questions that are
offensive, too personal or irrelevant to the main focus
of the study shall be eliminated. The number of
responses that allows participants to ask their own
question should be set quite high so that the number of
questions asked by participants is kept lower than the
number of questions asked by the researchers.
Furthermore, if the additional questions can be asked
only by the most active users, there’s a big chance that
they will be quite relevant to the study. However, if
these measures prove to be insufficient to stop the users
from adding low-quality questions to the set, we can go
further and crowdsource the quality assurance of the
studies’ content within the app. We could for example
add a Report or Mark as irrelevant button to each
question, so that the participants can contribute to high
quality of the studies.</p>
      <p>The questions asked by participants, being outside of
the core questions of the study, do not need to be
scientifically important or appropriately formulated for
a serious study. Having a couple of questions that are
intended to entertain the responders and attract their
attention by introducing a bit of fun to the study can
have a good effect on participants’ engagement. The
researchers themselves shall be advised to add a couple
of such questions to their studies apart from the
questions that are actually important for the study.
Another element of gamification in Crowdpinion is a
leaderboard that is present in many computer games.
The participants have access to a ranking where they
can compare themselves to other participants. This is
supposed to give the users motivation to be better
(more involved) than other users and a feeling of
accomplishment when they reach a high position in the
ranking.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Use Case</title>
      <p>During the design phase of Crowdpinion development
we created a theoretical use case – evaluation of
attitude at work throughout the day. We have chosen
Simula Research Laboratory as an example of a
medium-sized workplace. In the pilot study every
employee shall be asked to install the Crowdpinion app
on their smartphones. The researcher conducting the
study shall set it up in the web panel and send the
subscription code to all participants.</p>
      <p>As the study aims to analyze employees’ emotions
during various moments of a working day, the list of
events can include:
 Travelling to work
 Arriving in the office
 Just before a meeting
 Just after a meeting
 Completing a task
 Coffee break
 Lunch break
 Chat with a colleague
 Mailing
 Getting ready to go home
 Travelling home
The participants shall be asked to open the app every
time when one of the events from the list occurs, select
the event from the list and answer the questions that
will appear on the screen. In real life there is a risk that
the employees will not have time or will to answer the
questions every time when an event occurs. However,
if they react to most of the events, we think that the
results will still be valuable.</p>
      <p>A set of questions asked at one of the events, e.g. the
“Just after a meeting” event can consist of following
questions:
 Do you think the meeting was productive?
(Neg.: Waste of time; Pos: Very productive)
 Are you motivated to work in the remaining
hours?
(Neg.: Demotivated; Pos: Motivated)
 Are you sleepy? (Neg.: Sleepy; Pos.: Full of
energy)
The two first questions clearly are a part of the study.
They can provide the researcher with meaningful data
about the employees’ motivation and perception of the
meetings. The results can be even more interesting if
similar questions are asked e.g. before and after a
meeting. If such study shows that employees’
motivation tends to drop after meetings and the
meetings are mostly evaluated as “waste of time”, then
the management should rethink the way the meetings
are organized or even reduce the number of meetings.
The third question (“Are you sleepy?”) is not a part of
the study. It is one of the questions that are meant to
provide some entertainment to the participants and
attract their attention. While the researchers obtain
valuable data about meetings’ effectiveness, the
employees may find it entertaining to express how
sleepy they are after a meeting and check if the other
employees feel the same. This question could’ve been
added to the study by the researcher or by one of the
participants as one of the gamification bonuses.
As described in Section 4, while answering more and
more questions the participants gain access to summary
of responses to the questions. For example, at the
beginning they can see the responses to one question
(e.g. “Do you think the meeting was productive? – Just
after a meeting”) and information about the number of
responses required to unlock another summary (e.g.
“Give 10 more responses and unlock summary of ‘Are
you satisfied with the effects of your todays work? –
Travelling home’.”). The issues included in the study
are interesting for the employees, so they are motivated
to respond questions in order to see new summaries.
The architecture of the system, which guarantees
immediate or almost immediate sending the responses
to the database over the Internet and provides the
researchers with constant access to the web panel
makes the analysis of the responses quick and
convenient. The researchers do not need to wait until
the study is finished, because they can access the
current set of responses whenever they need to.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Evaluation</title>
      <p>In order to evaluate our approach to gamification in
Crowdpinion, we have conducted a short survey with
10 participants, using the early beta version of the app.
We have presented the app to nine students of the
University of Oslo and one postdoctoral researcher at
the University of Trento. None of the participants have
been involved in the project before. Two of the
participants were female, eight were male. Six had a
background in IT. In the evaluation we described the
purpose of the app, brief ESM studies theory, the use
case and made a quick walkthrough. After this each of
the evaluation participants has been given the
following instruction:
Imagine you are asked to take part in this study for a
month, every day when you are at work. Please answer
the questions:
1. Would you still be motivated to respond to the
events' questions regularly?
2. Would the ranking and the unlocking of the
results help to keep you motivated?
3. Are there any ways, which would work better
for your motivation?
The general trend in the responses have been quite
positive for our idea of adding gamification to
Crowdpinion. Half of the responders stated that they
would probably be motivated to take an active part in
such study for a long period of time. What is more
significant, most of them (8 out of 10) said that the
ranking and the unlocking of the summaries of
responses would play a major role in building the
motivation.
There were several interesting inputs regarding
motivation. One responder admitted that even if he
would be motivated, he might be forgetting to respond
regularly. Another person highlighted the feeling of
obligation to respond after subscribing to a study as the
key of her motivation. One responder stated that she is
not used to mobile apps and therefore would not like to
use Crowdpinion regularly. A couple of people
mentioned that the topic of a study must be interesting
to them if they are to be motivated and one said that he
would be motivated, if he saw that the study brings
consequences (a real change) in his environment.
Asked about what else could improve the participant’s
motivation, one person emphasized the technical
quality of the app and it’s interface as a motivating
factor, another said that (e.g. in a company context) it
would be interesting to divide responders into groups
(e.g. by teams or professions) and compare responses
between the groups.</p>
      <p>One of the responders suggested extended gamification
– a game, where the participants answer questions
while travelling through a maze. Each question would
be located in a room with 5 closed doors and by
choosing an answer the participant would open one of
the doors and go to the next room. At the end of a
study the responder would reach some point or escape
the maze. During the game the participants would also
be able to see who else is following the same path –
who is giving the same or similar answers. We find this
idea interesting, because it would definitely improve
the responders’ immersion in the studies.</p>
    </sec>
    <sec id="sec-8">
      <title>7. Future Work</title>
      <p>In order to complete our work on Crowdpinion, we
need to develop the system from a working beta
version which it is now to fully developed system that
can be used by anyone in a variety of studies. This
requires many more iterations of designing,
implementation and testing.
Testing should include security testing, because even if
the information about users is minimal, it must still be
protected. Apart from technical approach to data
protection, the effort must be put on making the users
logically anonymous. The responses shall be separated
from the responders in the researchers’ panel and in the
summaries in the app, but still there may be some cases
when the responders can be identified by people from
within the group. For example, if only 3 people
attended the meetings in a studied company in a given
week and the average responses to the meetings-related
questions decreased noticeably, the managers can
easily guess that the people who attended the meetings
in that week complained about them in Crowdpinion.
Some measures have to be taken to prevent this
undesired situations.</p>
      <sec id="sec-8-1">
        <title>7.2. Social Targeting</title>
        <p>Most of the new features which we would like to add to
Crowdpinion in later versions can be divided into two
categories: making a better research tool and making
gamification more effective. The first extension from
the first category would be social targeting, meaning
that the app shall ask the participants to provide some
personal information about themselves, which would
then allow the researchers to target the questions to
particular groups of participants (e.g. ask young living
in Oslo about their awareness of cancer risk factors)
and filter the responses based on similar social
categories (e.g. compare responses from women with
higher and professional education).</p>
      </sec>
      <sec id="sec-8-2">
        <title>7.3. Context-Awareness</title>
        <p>
          Another feature that looks promising in terms of
improving Crowdpinion as a research tool is the
context-awareness [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. The concept of obtaining
information about user’s context through the devices
sensors data analysis is not new, but the technologies
are developing rapidly, which can be seen on example
of Google Now app, which is able to guess user’s
context almost perfectly, if given enough data from the
sensors. Knowing the context would allow
Crowdpinion to obtain participants’ opinions more
efficiently – it could suggest the users some events that
possibly have just happened (e.g. “Have you just
arrived at work?” based on GPS location or “Have you
just finished a meeting?” based on calendar entries).
Some data obtained from the sensors could also be
used as the responses – for example, GPS and clock
can be used to detect that the participant arrived late at
work.
        </p>
      </sec>
      <sec id="sec-8-3">
        <title>7.4. Quality Of Data</title>
        <p>
          Context awareness together with some other factors
can allow us to create an algorithm for evaluating the
quality of responses. Such algorithm would combine
various types of information, e.g. location, user’s
schedule, time interval between consecutive responses,
user’s history, validity of personal details provided by
the user etc. and calculate the value of quality of the
response [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. For example if a user responds to a
set of questions assigned to an “Outdoor free time
activity” event during a sunny weekend and the user
has been registered in Crowdpinion for a long time, the
responses will have high quality value, e.g. 85%. On
the other hand, if a newly registered user responds to
many questions related to his office work late in the
evenings at a location which can be assumed to be the
user’s home, it is quite likely that the user generates
loads of garbage data in order to achieve something in
the game. Then the responses from this user should be
rated low in quality. With this mechanism, the
researchers would be able to decide that they only want
to consider responses with the quality higher than
certain threshold (e.g. 70%) in their studies’ results.
        </p>
      </sec>
      <sec id="sec-8-4">
        <title>7.5. Extended Gamification</title>
        <p>We have emphasized two primary improvements that
can be done in gamification. In one approach
Crowdpinion could be extended to become a more
social game. It could become a limited virtual reality
where each responder has an avatar and interacts with
other users while giving responses needed by the
researchers. Gamification in Crowdpinion could also
largely benefit from some applications of augmented
reality. For example, using the participant’s phone’s
camera, GPS, compass and accelerometer the app
could display questions in the participant’s surrounding
(e.g. in the office, in the canteen) in a shape of some
tokens that need to be collected, which would
encourage people to actively search for possibilities to
respond to questions.</p>
        <p>The element, which we need most at this stage, is
multiple real-world studies to apply and test
Crowdpinion. Once we reach a sufficiently advanced
release, we will give the tool to selected researchers
and conduct several pilot studies.
8.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Conclusion</title>
      <p>In this paper we presented the way in which we added
gamification to our experience sampling research tool.
In Crowdpinion we used ranking and awards system
for users that are most active in responding to questions
in various studies. We have also encouraged the
researchers and the participants to add pieces of fun
content to the studies.</p>
      <p>Crowdpinion is now at an early beta stage, so we have
limited the evaluation to a short walkthrough and a
survey with the users. However, we believe that once
ready, Crowdpinion will become a useful surveying
tool and that the gamification elements that we applied
will make its users engaged in the studies, so that the
researchers that do their studies with the tool will be
obtaining valuable research data. We will continue
developing Crowdpinion in two main areas: improved
research features and improved users’ engagement via
gamification.</p>
    </sec>
  </body>
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