=Paper= {{Paper |id=Vol-1462/paper5 |storemode=property |title=“Gamified” Social Dynamics in the Interactive Systems as a Possible Solution for Increasing Co-Design of Emerging Services in Smart Territories |pdfUrl=https://ceur-ws.org/Vol-1462/paper5.pdf |volume=Vol-1462 |dblpUrl=https://dblp.org/rec/conf/chitaly/Opromolla15 }} ==“Gamified” Social Dynamics in the Interactive Systems as a Possible Solution for Increasing Co-Design of Emerging Services in Smart Territories== https://ceur-ws.org/Vol-1462/paper5.pdf
            “Gamified” Social Dynamics in the Interactive Systems as
            a Possible Solution for Increasing Co-Design of Emerging
                           Services in Smart Territories

                                               Antonio Opromolla 1, 2
                         1 ISIA Roma Design, Piazza della Maddalena 53, 00196 Rome, Italy
                     2 DASIC - Link Campus University, Via Nomentana 335, 00162 Rome, Italy

                                          {a.opromolla@unilink.it}

                   Keywords: co-design, gamification, smart territory, role play, storytelling, non-
                   verbal language, gesture recognition systems, wearable technologies



                   Abstract. The co-design practice aims to involve city users in the (re)design of
                   products and services of a territory meeting the real people needs. Although its
                   application gives clear advantages to the territories, many problems of this
                   practice prevent a real, effective, and continuous active participation of people.
                   So, its tools, approaches, and methodologies need to be renovated. In this paper
                   the state of the art of a PhD thesis, aiming to identify how the co-design processes
                   could be improved, is shown. In details, the preliminary analysis and results of
                   the research are discussed, focusing on the gamification of the social dynamics
                   among the city users who take part in the co-design processes as a possible
                   solution to the emerged problems.


            1      The Problem

            In the last years, the academic debate on smart territories focused on many different
            components (e.g.: technologies, infrastructures, good policies, etc.) as fundamental
            elements of the “smartness”, as stated by Chourabi et al. [1]. Moreover, some studies
            have identified smartness indicators, with the aim to elaborate rankings of smart cities
            (e.g.: [37], [38], etc.). However, as we showed in a previous work [39], these
            approaches put aside the individuality of each territory, assuming that it is possible to
            compare them. On the contrary, the assumption on the basis of this work is that different
            territories are difficult to compare, because of both different structural elements and
            different needs of people who inhabit them.
               For this reason, the debate about smart territories is increasingly focusing on the
            human component of territories. In this regard, according to the Human Smart Cities
            Manifesto, people satisfaction is the main purpose for the smartness [2]. So, the active
            participation is a central requirement for people satisfaction, since it creates, as defined
            by the OECD (Organisation for Economic Co-operation and Development) [3], a
            partnership between Public Administrations (PAs) and city users (i.e. all the people
            who use the different city services for different reasons). In this process, the latter are




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            actively engaged in the decision-making processes and they determine the topics of this
            partnership. The co-design practice, in details, when applied in the urban environment,
            aims to involve city users in the (re)design of products and services of a territory
            meeting the real people needs. In this practice, the points of view of the different
            stakeholders are considered. Indeed, during a co-design session, designers involve users
            from the stage of problem identification until the stage of prototyping of the conceived
            product or service [4]. Some examples of the use of these practices are PERIPHÈRIA
            [5] and MyNeighbourhood [6] projects.
               Although the co-design gives clear advantages to the territories, many problems of
            this practice prevent a real, effective, and continuous active participation of people.
            According to a research investigation carried out in this study, although 85% of people
            consider positive or totally positive the possibility to involve city users in the PA
            decision-making processes and 73,6% are willing or absolutely willing to be involved
            in these processes, only 24,5% of people took part in the past in PA decision-making
            processes. Among them, 25,9% consider their experience negative or totally negative,
            defining it “ineffective”, “disadvantageous”, “unwieldy”, “complicated”, “not
            exciting”, “trivial”, “repetitive”, and “boring”. Moreover, the respondents affirm that
            the difficulty in finding people willing to get involved in these processes, the lack of
            interest from the PAs, the possible lack of experience in the design field by city users,
            and the lack of openness and collaboration of people are among the main disadvantages
            of co-design practices. For these reasons, the latter needs to be renovated.
               In this paper the state of the art of a PhD thesis, aiming to identify how the co-design
            processes could be improved, is discussed. The focus is on: the research question of the
            work, the status of the identified problem in the academic debate, the preliminary ideas
            and results, the followed methodology, and the contributions of this work to the
            problem domain.


            2      The Research Question

            Considering the problems emerged in the previous paragraph, the research question of
            this work is: “How the co-design practices can be improved in order to better involve
            city users in (re)designing services and products of a territory?”. In details, the purpose
            of this research is to identify dynamics bringing city users to the main territory issues
            and involving them in designing products or services. The aim is to renovate the co-
            design practice, making people more willing to be involved in identifying the problems
            of a territory, in ideating products or services, and in prototyping them.


            3      Current Status of the Problem

            The co-design, considered as the general practice of involving users in designing
            products and services for themselves, is not a recent approach. However, in the last
            years the importance of people in these processes is increased. Just think the
            increasingly important role assumed by consumers in creating products that companies
            will market and sell them, as stated by Prahalad et al. [7]. With the larger consideration




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            of the relationship between PA and the other city users, this practice has been also
            applied to the design of urban products or services.
               In the academic literature and in different projects, a large number of tools and
            methodologies are applied in order to facilitate the communication processes among
            people who participate in a co-design session and/or to explore and represent problems.
            Among these tools: the group sketching, the issue cards, the rough prototyping, the
            affinity diagrams, the mind maps, the storytelling, the role play, and the character
            profiles [8]. The possibilities of a fast prototyping of the products/services allow also
            to facilitate the fabrication of a model of the designed solutions.
               However, in the relationship between PA and the other city users, the co-design
            process is still considered as an exceptional event. On the contrary, it should be inbuilt
            in this relationship, becoming a common and everyday practice. The use of the new
            ICTs, for instance, allows that. They can build a direct and continuous dialogue between
            PA and the other city users, so the latter can deeply influence the public agendas. In
            details, web 2.0 tools have created virtual communities focused on specific problems
            and/or specific territories, increasing the possibilities for people to take part in PA
            decision-making processes [9].
               Moreover, a mobility co-design, in which city users take part in the co-design
            processes during their “use” of the city, could capitalize the lived experiences and
            emotions, in order to express needs and problems in the moment when they are
            perceived or conceived. However, these methods are underused. The customer journey
            maps [4] allow to focus on the city user experience in interacting within the territory,
            but they are usually organized so that the city user is involved after the moment when
            the experience is lived. In this regard, the living lab concept is very important. They are
            laboratories that allow to create, explore, and evaluate new ideas related to new
            products or services within a territory. Indeed, they operate in real territorial contexts
            and they allow to create and test the services in the real contexts of use [10].
               The methods above mentioned are some of the ways used to renovate the co-design
            practices and to facilitate people in participating in the PA decision making processes.
            The latter is also the focus of the research shown in this paper. Indeed, some of the
            concepts and suggestions discussed in this paragraph were considered the basis of this
            work. However, it tries to propose a personal and original way to the identified problem.


            4      Preliminary Ideas and Results

            The smart territories analysis is the starting point of this research. According to the
            systemic perspective of Minati [11], defining all the components of a system is a very
            difficult work. So, it is not possible to provide a complete description of the system and
            it is necessary to investigate a single variable at a time. Moreover, according to Nam et
            al. [12] the smart territories can be considered as systems with three main components:
            people, technologies, and institutions. Considering the affirmation provided above, it is
            necessary to investigate only one of them at a time. The human component was the first.
            This decision is consistent with the topic of this research that is the active participation
            of people in designing new products and services in their smart territories.




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               One of the most important contributions for the experts of urban planning is the work
            of Alexander et al. [13]. In defining the patterns of the language of the territories, they
            investigated the interactions of people within the territories. In details, they focus not
            only on the importance of urban spaces arranged around people needs, but also on the
            usefulness of spaces that allow the interaction among people. Indeed, social
            interactions arise within the territories. The development of these relations leads to the
            emergence of new systemic properties that are new characteristics and attributes of the
            system, within the spaces.
               This paragraph investigates the ideas and results of the research, focusing on the
            consideration of the territories as spaces of meaning, on the “game” as a cornerstone of
            the territories, and on how to “gamify” the territories and the co-design processes in
            order to involve city users in PA decision-making processes.


            4.1    Territories as Spaces of Meaning

            The territories are constantly (re)defined by the interaction among people. These
            activities allow the city users to continuously re-semanticize spaces, by ensuring to
            meet their needs and desires. These places become carriers of meanings always
            different over the time. Therefore, the meaning arises thanks to a collective and shared
            building process. In this regard, Goffman [14] defines the interaction among people as
            a representation, a staging during which two or more parties continuously build a
            meaning related to an event or a situation. This “dramaturgical metaphor” was also used
            by Habermas [15], who described the dramaturgical action as a possible model of
            social action, where participants represent one to the other an audience and make
            visible something one to the other.
               In this process of transformation, the language plays a central role. In this regard,
            the Speech Act Theory developed by Austin [16] and Searle [17], noted that in every
            act of communication is always present a performative function. Eco [18] defines
            “communication” as an act that produces a transformation. The focus is not only on the
            verbal language, but also on the non-verbal language. The different forms of the latter,
            that are the paralinguistic system (i.e. the sounds of a verbal communication), the
            kinesics (i.e. the communicative acts expressed by body movements, e.g.: the gestures),
            the proxemics (i.e. messages sent with the occupation of space), and the haptic (i.e.
            messages expressed through the physical contact) are carriers of meaning that structure
            actions, affecting the urban environment [19].


            4.2    The Game as a Cornerstone of the Territories
            In this process of transformation of the spaces, the game is one of the cornerstone.
            Indeed, it permeates not only the urban spaces specifically dedicated to the game (e.g.:
            playgrounds, parks, etc.), but also urban spaces born with other purposes but used with
            playful purposes (e.g.: a road that becomes a playing field, the technique of parkour,
            the traffic light that becomes a stage for a juggler, etc.). These examples need to be
            considered over their playful component, since the activity that characterizes those
            leads to the award of new meanings to the spaces. It concerns, for example, the




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            emergence of new social needs, of different points of view, and of new social dynamics.
            Generally of new systemic properties.
               In this regard, according to Huizinga [20] the game can be considered as a significant
            function since it gives the community a chance to express how the world is seen. Turner
            [21] emphasizes this aspect, focusing on the game as a way to represent the world, to
            explore, invent, and recombine it. Moreover, Mead [22] considers the game as a key
            element in the formation of the “Self” process that leads a person taking the role of the
            Other and, therefore, encouraging social cooperation. In this regard, Winnicott [23]
            stresses that the game always presupposes the presence of an Other and that it is a
            deeply unifying activity.
               Starting from the assumption that the game is a cornerstone of territories and an
            opportunity for the emergence of new properties, the research has investigated whether
            and how it can be used also during the co-design practices, in order to better involve
            city users in (re)designing services and products of a territory. In details, this analysis
            focused on the gamification concept. According to Detering et al. [24] this term refers
            to the application of elements borrowed from the game environment in contexts that do
            not belong to the game environment, with the aim to make more entertaining and
            stimulating the activities usually considered boring. The gamification approach has
            been mainly applied in the education field (in order to stimulate students to learn while
            having fun) and in marketing field (for consumer loyalty).
               This research tries to apply the game elements to the co-design processes.


            4.3    “Gamify” the Co-design Processes

            In order to understand if and how the gamification approach can positively mould the
            co-design processes, three types of analysis were conducted: a review of the academic
            literature about gamification in smart territories and in co-design processes, an
            identification of the meeting points between gamification and co-design, and a survey
            with the aim to identify the willingness of people in using solutions combining co-
            design and gamification.

            A Literature Review. This part of the research aimed to investigate how, within the
            academic literature, the gamification approach was applied in smart territory field. This
            analysis showed that most of the contributions focused on the design and development
            of web and mobile applications. Some of these applications were investigated. The
            focus of the analysis was on: the main areas of application of these solutions, the
            interaction modes between city users and game/application, and the modes of
            involvement of city users in the game (in [40], the results of the literature review).
               The analysis showed that the main aim of the investigated solutions is to encourage
            people to carry out eco-friendly actions within the urban environment (e.g.: taking
            public transportation instead of the car [25], to separate the waste [26], to check noise
            pollution [27], etc.). So, in using these applications city users generally have to learn
            something and the correctness of their behaviour is examined [28]. Concerning the
            relationship between co-design and gamification, the academic literature presents some
            examples in which the contributions, ideas, and people needs are the core and are used




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            in order to realize, through the gamification approach, products or services useful to the
            users themselves. Brandt et al. [29] use different game design elements in collaborative
            design activities, in order to improve the idea generation process and communication
            between stakeholders. Except for some examples directly linked to the urban issues
            [30], most of the contributions are related to collaborative design activities concerning
            other solutions and methodologies. For instance, Cantoni et al. [31] apply a toy-based
            methodology in web communication design, Svanaes et al. [32] apply role playing in
            designing mobile systems, and Dodero et al. [33] apply different game elements in a
            collaborative learning environment.

            The Meeting Points between Gamification and Co-design. In order to identify how
            the gamification approach can be applied in co-design processes, the connections
            between practices, tools, aims, stakeholders, and areas of application of these two
            topics were investigated. The analysis showed that there is a high number of
            connections between gamification and co-design. The main are: the focus on
            “improving” the world, the importance of the actions of players/city users, the use of a
            method and clear rules that produces concrete outcomes, the focus on the cooperation
            and exploration, the “level” concept (of difficulty in the game and of engagement in
            co-design), the interaction between different people with specific characteristics, etc.
               This operation allowed at a first level to identify the meeting points between co-
            design and gamification, but at a second level the outcome was the definition of the
            boundaries of design possibilities that allow to insert game elements in co-design
            practices. They will show in the paragraph 4.4.

            The Survey with City Users. The aim of this survey was to identify the willingness of
            people in using solutions combining co-design and gamification. It was carried out on
            a sample of 220 participants with an age range between 25 and 54 years old, with no
            differences between males and females. Indeed, according to the data of ISTAT - Italian
            National Institute of Statistics [34] and Osservatorio gioco online [35] this target is
            considered the more active both in participating in social and political issues, and in
            playing games (in [41], the results of the survey).
               According to the collected data, 77,2% of the respondents consider positive or totally
            positive the use of the gamification approach in order to involve city users in PA
            decision-making processes. 70,4% of the respondents affirm that the gamification
            approach could increase their involvement in these processes. Among these people we
            find also: 50% of respondents who had declared to be not available (or absolutely not
            available) to be involved in PA decision-making processes; the 71,5% of respondents
            not already involved in these processes; the 61,4% of people who had declared to be
            not frequent gamers; the 68,6% of people who do not used services based on the
            gamification approach.
               Generally they prefer to use the solutions combining co-design and gamification in
            order to identify problems in a specific area. They declare to prefer solutions organized
            in micro-sessions and to be used in and around the city, simultaneously with other
            activities (e.g.: walking, strolling, visiting a place, etc.). The preferred areas of




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            application of these solutions are the mobility and the environment issues. Finally,
            respondents prefer to use digital solutions rather than “analogical” ones.


            4.4    How to “Gamify”
            On the basis of the outcomes emerged from these analysis and from the considerations
            above discussed, we can affirm that it is possible to integrate game elements in co-
            design processes. Indeed, many meeting points between gamification and co-design
            were identified (paragraph 4.2) and the city users are generally willing to participate by
            using solutions combining these two practices (paragraph 4.3). Moreover, the co-design
            for the urban environment through the gamification approach has been little
            investigated in the academic literature (paragraph 4.1).
               In this paragraph the requirements of the solutions combining gamification in co-
            design practice are identified. The investigated elements are the most suitable
            participants, environments, playtime and applications.

            The Participants. The main users of these solutions will be young adults, who are
            people aged between 25 and 34 years, followed by people belonging to the age group
            between 35 and 44 years. Males will be slightly more than women. Moreover, they will
            have a level of education at least equal to the high school diploma.
               Players will be not only people already willing to be involved in PA decision-making
            processes, but also people not willing or people who did not take part in the past in
            these processes. So, the use of game elements might be a good mean to encourage them
            to participate. Most of players who will use these solutions are people interested in the
            possibility of using game solutions for purposes different from the game itself.
            However, having already used these types of solutions in the past does not seem to be
            a key variable to decide to be involved in these applications.

            The Environments. The game environment will be the physical territory. Most players
            would use this game in and around the city rather than in a fixed location. This aspect
            is consistent with the preference of players for games organized in multiple sessions.
            Indeed they want a high degree of freedom that allows them to decide when to play/co-
            design, on the basis of their time, desire, and motivation.

            The Playtime. Users will play/co-deign in parallel with other activities. So, the best
            solutions should take into account the activities that normally people carry out in
            “using” their territories, without interfering with them. This characteristic makes these
            solutions very similar to the urban games.
               Since the possibilities of interaction between the city users and the physical
            environment in which they live are numerous, there are many opportunities to play/co-
            design. The variables to consider are the following: the main action performed by the
            user (she/he moves, she/he is stopped); the goal of the presence of the user in the
            physical environment (the trip home, the shift work, the shift to another place of the
            personal life, the shift to other public place such as a public office, relax, walk, visiting
            the city, shopping, waiting); the used means (public transportation, private vehicle such




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            as bicycle, car, walking); the places (street, square, park, garden, waiting areas, public
            offices).

            The Application. These solutions will be part of so-called collaborative games, since
            the players should be able to work together. The collaboration is intended as the union
            of the activities carried out by individual players and those carried out by two or more
            players together. Indeed, although the game focuses on a common goal, the single
            player needs to have specific missions and related benefits. So, the use of game
            mechanics (points, badges, awards, etc.) is a key element.
               Moreover, since the game needs to have a certain end, the general goal of the game
            needs to be identified before. The use of clear rules helps to lead to the end. The
            combination of the rules and the resources will lead to the identification of the most
            suitable product or service.
               The most suitable game elements for the solutions follow. They can be considered
            as the framework of the solution discussed in the next paragraph and, for this reason,
            they can represent the reference points for the design of new solutions combing game
            elements for co-design purposes.

            1. Role. Each player (city user) will have their own resources, information, possible
               actions, and relationship with other players. These elements will be used to
               contribute in (re)designing the product or service. For example, if the common goal
               is to find solutions for regenerating an urban space, the possible roles played by the
               different city users could be: “the responsible of the green areas”, “the road
               manager”, “the responsible for pollution and waste”, “the responsible for security”,
               “the responsible for public infrastructure”, “the budget manager”, etc.
            2. Mission. Each player will have a mission to complete. It will be part of the more
               general goal. In the example above mentioned, the mission of the road manager is to
               create solutions for a more sustainable mobility. She/he will contribute by using
               specific resources (e.g.: the car/bike sharing services) and actions (e.g.: close a
               road). The resources and the actions will be previously identified by the manager of
               the co-design process. About that, von Neumann et al. [36] define “game” the rules
               of the game and “play” the way in which these rules are reflected in the course of a
               specific game. So, in our solutions the manager of the co-design process will define
               the game (i.e. the actions and the resources) but the players define the play (i.e. the
               combination among the different actions and resources).
            3. Experience Points. Each player, on the basis of the undertaken actions, will receive
               points and badges, which will represent her/his engagement in the processes.
            4. Story. Once the planning is completed, people who manage the game (a mentor) not
               only will decide the winner (on the basis of the collected points and badges) but
               she/he also will tell the story built by the city users who played (by defining the
               characteristics emerged from the co-design processes).
               The phases of the co-design that may be most affected by these solutions are: the
            creation of products and services in the area, the identification of the problems in the
            territory, and the implementation of the designed service/product.




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            5      The Contribution of the Work to the Problem Domain

            As we said, the aim of this research is to show how the use of game elements can
            improve the co-design processes, through the gamification of the social dynamics.
            Although nowadays the active participation of city users in decision-making processes
            is a sector in which PAs are more and more investing, the problems are still numerous.
            In this context, the game represents a solution, not yet fully explored, useful to
            encourage people to interact with each other and to take part in these processes. Indeed,
            the relationship and the collaboration among city users leads to explore unpredictable
            elements and to find new solutions.
                One of the suitable solutions combining game elements in co-design processes is the
            outcome of this research. This project is only one of the possible “declinations” of the
            elements of the framework identified in the previous paragraph. Starting from this
            framework, the identified solution, which in fact is a game tool for co-design processes,
            uses a wearable technology, specifically a smart ring, in order to allow city users to
            interact with the urban environments. This solution requires the use of a non-verbal
            language, the gestures, as a communication tool among city users. In details, each
            player (city user) will have a smart ring, corresponding to a specific role (e.g.: “the
            responsible of the green areas”, “the road manager”, “the responsible for pollution and
            waste”, etc.) and specific missions (as part of the overall mission of the game). The ring
            will recognize the gestures performed by the wearer. Each gesture refers to specific
            actions (e.g.: “add”, “delete”, “clean”, etc.) and resources (e.g.: “trees”, “meeting
            areas”, “footpaths”, etc.), useful to co-design the solutions.
                A mobile application associated with the single ring allows not only to show the city
            user their missions, the collected point and badges, and the available resources and
            actions, but also to record the performed gestures. Indeed, the mobile application, in
            recognizing the gestures, will transform them into icons and will store them. These
            icons will be associated to a specific place and will be visible to all the players. A
            combination between the different icons, as the outcome of a process of interaction
            between the players, will create the overall story, corresponding to the (re)designed
            product/service.
                In this solution, the participation in (re)designing products or services of the urban
            environment occurs when city users “use” the city that is the moment in which they feel
            their needs and they are able to identify possible resolutions to the problems. Indeed,
            the use of the experience in the specific moment in which it is experienced allows to
            produce more effective outcomes rather than its use in other moments (e.g.: during a
            co-design session organized around a table).
                Moreover, it is expected that this disseminated game oriented to the co-design takes
            places during the cracks, that are the empty times and spaces of people in their
            interactions within the territory.
                Finally, the interaction modes among city users (the gestures) are used as real design
            tools. In this process, the used support (the smart ring), is particularly suitable, since it
            is minimally invasive and its use is independent from the execution of other activities.




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            6       The Methodology

            The research methodology is divided into five main phases:
            1. Identification of the problem. The academic literature on smart territory was studied.
               This operation allowed to identify the problem. In order to explore it, a research
               investigation was conducted, by identifying the aspects to focus on.
            2. Exploration of the solutions to the emerged problem. The literature on the human
               component of the territories and on the gamification approach was studied. The
               reference to the architectural and urban studies, semiotics, sociology of
               communication, and game studies was necessary in this phase. Moreover, the study
               of the real application projects, the contact with experts, the participation in
               conferences and seminars, and in Italian and European projects on smart cities and
               open government have been crucial to learn more. After the identification of the
               meeting points between co-design and gamification, the administration of a survey
               has investigated the effective willingness of the most suitable city users in using
               these solutions.
            3. Definition of the requirements of the solutions. A high number of elements
               concerning the most suitable characteristics for the solutions combining co-design
               and gamification has been identified. So, the basic requirements have been listed.
            4. Design and realization of the solution. Starting from the defined requirements, a
               proof of concept of one of the most suitable solutions has been identified. The choice
               of the most suitable specific technologies for this project and the suitable gestures
               associated to the specific “roles” are in progress. The prototyping phase will follow.
            5. Testing and Evaluation. The project designed in the previous phase will be subject
               to a test in a municipality of the city of Rome, whose neighbourhood committee has
               shown interest in the identified solution. The aim was to involve the young adults of
               this municipality, who complain about a lack of services, in designing solutions that
               improve their quality of life. This test will be useful to validate not only the designed
               solution but, more in general, the methodology of applying game elements in co-
               design processes. In details, the effectiveness of the solution in designing new
               products or services for the territory, the number of city users involved in this
               process, and the general experience lived by the engaged city users (e.g.:
               pleasantness of the process, perception of their usefulness in the process, possibility
               of a future engagement, etc.) will be evaluated through a final survey which will
               follow the test.


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Proc. of CHItaly 2015 Doctoral Consortium, Rome (Italy), September 28th 2015 (published at http://ceur-ws.org).
Copyright © 2015 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.