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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>CONSENSUS Project: Identifying Publicly Acceptable Policy Implementations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Konstantinos Tserpes</string-name>
          <email>tserpes@hua.gr</email>
          <email>tserpes@mail.ntua.gr</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Harokopio University of Athens 9</institution>
          ,
          <addr-line>Omirou Str., 17778 Tavros</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Communication and Computer Systems, National Technical University of Athens</institution>
          ,
          <addr-line>9, Heroon Polytechniou Str, 15773 Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Even though it is unrealistic to expect citizens to pinpoint the policy implementation that they prefer from the set of alternatives, it is still possible to infer such information through an exercise of ranking the importance of policy objectives according to their opinion. Assuming that the mapping between policy options and objective evaluations is a priori known (through models and simulations), this can be achieved either implicitly through appropriate analysis of social media content related to the policy objective in question or explicitly through the direct feedback provided in the frame of a game. This document focuses on the presentation of a policy model, which reduces the policy to a multi-objective optimization problem and mitigates the shortcoming of the lack of social objective functions (public opinion models) with a black-box, games-forcrowds approach.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>A policy is meant to simultaneously attain multiple, often seemingly unrelated
objectives. For instance, a policy regarding biofuels should take into consideration
issues like fuel but also food prices. The policy context is a typically complex
environment and as a result a policy implementation decision in order to meet one objective
may trigger a set of changes in other fields, often with undesirable consequences or
even conflicting results. A policy regarding the increase of state income may be
implemented through the increase of VAT which in turn may result in recession growth
and eventually possibly a decrease in the state income. As such, the policy maker
needs to consider numerous factors that are affected by a certain policy
implementation and pro-actively incorporate and evaluate as many objectives as possible.</p>
      <p>The key challenge is to model existing real-world use-cases within the relevant
policy-making context, and consequently employ measurable quantifiers in order to
investigate how and whether preferable tradeoffs can be identified. Those quantifiers
can be sought in multiple realms – such as analytical models, numerical simulations,
statistical tools and even public opinion evaluators – in order to link the domain data
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.
to the set of objectives, and by that to reflect the expected success-rate of policies and
their implementation.</p>
      <p>Once the various alternative policy implementations are mapped to objective
evaluations the policy makers can investigate the objective space and conclude to the
policy implementation that best fits their preferences. Figure 1 depicts the objective
space derived from the mapping between policy implementations and objectives.</p>
      <p>In fact, once this mapping is done then the problem of identifying the policy
implementation that meets the objective in the best possible way is reduced to the
identification of the Pareto-optimal solutions, i.e. those solutions that there are superior to
any other solution from the set. At this point it is worth noting that the Pareto-optimal
solutions are often multiple and further narrowing down the set to a single policy also
depends on a certain preference or disposition towards one or another objective. For
instance, in Figure 2, points A, B and C are equally considered optimal as there are no
points that dominate them in both axes simultaneously: point A is the highest in the y
axis, point C is the highest in the y axis and for point B there is no single point that
has higher values in axes x and y simultaneously.</p>
      <p>A</p>
      <p>B</p>
      <p>C</p>
      <p>In the abovementioned, simplified example, the policy maker could pick any of
these three points in order to maximize the yield of the policy implementation,
however it is entirely up to her/him to select one. If s/he would like to put more emphasis
on the y axis, s/he would pick point C, etc.</p>
      <p>As such, the suggested model reduces a policy making problem to a strictly
mathematical problem. However, it is meant to be used as a model that provides insights to
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.
the user rather than replacing the decision making process. Pareto optimality is not
meant to replace any system of social choice which are governed by social rules,
although it is proven that any such system will eventually converge to Pareto
efficient, but inequitable, distributions [1].</p>
      <p>Having stated that, it is regarded imperative to engage citizens in the decision
making process an endeavor highlighted in all state of the art analyses such as the Code of
Good Practice on Civil Participation in the Decision-Making Process [2]. We
therefore need to seek the citizens’ involvement in policy making since their input can
potentially become highly valuable in various stages, from gathering the necessary
data, through formulating public opinion as one of the objectives in the model, to
eventually playing the role of exploring the attained tradeoffs and contributing to their
weighing. A positive by-product of this process is the education of the citizens in
matters of policy implementations, also contributing to the transparency in policy
making.</p>
      <p>The rest of this document converses about a design, implementation and
experiment conducted in the frame of the Consensus project1 with the intention to
incorporate the public opinion to the policy making process. In particular, the following
section presents the approach that was followed in order to achieve the abovementioned
goal. Section 3, provides the details and highlights of the evaluation plan that was
executed with the help of external users, and Section 4 presents the related work in
the fields that inspired, influenced and are comparable to this work. Finally, Section 5
closes this document with the main conclusions made out of this work.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Approach</title>
      <p>The goal of engaging citizens in the policy making process needs to stem from
particular requirements rather than blindly aim in their involvement. As such the design
and implementation of the software tool and underlying model in the Consensus
project derived from two specific important requirements:
• The education of citizens regarding the consequences of certain policy
implementation options
• The harvesting of user preferences so as to include the public opinion as an
objective in the policy making</p>
      <p>The overarching concept of the software system and model that can meet these two
requirements, involves the direct evaluation of policy implementations by citizens so
as for them to acquire further details about the objective evaluations when selecting
one policy and secondly help policy makers see what people prefer in terms of
policies.</p>
      <p>The main challenges in this endeavor are the following:
• The typical problem of user engagement [3] with information systems
which may lead to digital exclusion [4], a situation conflicting with the
initial goal.</p>
      <sec id="sec-2-1">
        <title>1 http://www.consensus-project.eu Copyright © 2015 for this paper by its authors. Copying permitted for private and academic purposes.</title>
        <p>•</p>
        <p>The fact that the citizens cannot evaluate the policy implementations
without proper guidance: a) because policies often contain details
unknown to the citizens (technicalities) and b) because the policy
implementations evaluation can lead to a huge number of options which the citizens
cannot practically investigate.</p>
        <p>These challenges had a deep impact in the solution design. First and foremost, the
user incentivation issue which is promoted though gamification techniques [5]. In
particular visualizations and assistants were employed in order to introduce citizens in
the policy context and guide them through the process. At the same time, points and
badges were assigned to actions that inferred a positive learning process and a
scoreboard was maintained in order to enhance the competitive nature of the tool.</p>
        <p>This system was implemented and made available to the public as a web-based
platform that was named: “Consensus Game”2. Note that disregarding the name, the
system is not considered to be a web game not even a game of any form. It merely
employs concepts commonly found in games with the purpose to be appealing to
users and ensure that the process promotes is a certain goal, in this case, education
about policies and policy making.</p>
        <p>The answer to the second challenge is deeply rooted in the flow of logic of the
Consensus Game (the term “Game” is used interchangeably in this document) and
linked to the policy model outlined in Section 1. The details are better described in
what follows.</p>
        <sec id="sec-2-1-1">
          <title>2.1 Consensus Game</title>
          <p>The main process served in the Consensus Game dictates that the citizens are
called to evaluate the objectives, rather than the policies. The objectives are often high
level concepts (e.g. cost of food, CO2 emissions, road safety, etc.) which are closer to
the layman’s understanding. This approach is dictated by the first challenge
introduced in the previous section.</p>
          <p>The main idea is to have people explain which objective is more important for
them while appreciating that not all options are feasible under realistic conditions.
The benefit from this activity is twofold:
a) the citizens provide direct feedback to the policy makers regarding the public
opinion’s priorities.
b) this information can be integrated in the decision making process and further
narrow down the Pareto frontier options.</p>
          <p>By ranking all of the objectives (or prioritizing them) practically results in the
filtering of the underlying policy implementation alternatives. That is, by placing an
objective in the top of the priority list the citizen is implying that the solutions that
achieve this objective better are preferred than the rest (Fig. 3). A side effect is that
this process may result in excluding Pareto efficient solutions, however, in an
adequately large set of alternatives this will merely result in narrowing down the
Paretooptimal solutions. The policy maker can then use this information in order to
under2 Consensus Game is available at: http://platform.consensus-project.eu/consensus/
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.
stand the public opinion preferences and integrate it in the policy model and the
policy making process, either as an extra objective or by directly focusing on the top
alternatives from the list.</p>
          <p>Policy Alt1
Policy Alt2
Policy Alt3
Policy Alt4</p>
          <p>The educational part in this process is achieved by introducing a subsequent step
after allowing the users to define objective prioritizations. This step involves the
presentation of policy implementations that link back to the selected objective
prioritization. I.e., after the citizens create a prioritized list of objectives, the system
presents them those alternatives that meet the objectives in this priority in the best
possible way. The details can be provided with visualizations in relation to the objectives’
evaluation as well as with links and small and simple descriptions. The idea now is to
introduce the users to the policy options allowing them to toy with the objective
priority.</p>
          <p>With this concept in mind an evaluation session was executed, in which users
participated online, registering with the Consensus Game and selecting one of two
available policy scenarios: one related to biofuel and one related to transportation (road
infrastructure funding). Then they were presented with the objectives and appropriate
visualizations where they could pick priorities for the set of objectives, as if they were
policy makers (but at a different level). After they make their selection they were
presented with the set of policies that lead to this prioritization (for usability purposes
max 3 are presented: an optimal and two inferior, all randomly picked). The citizens
were able to investigate the details around these policies with short texts and links to
examples and even legislation documents for the more advanced users. They were
also able to see the degree to which each policy fulfills the complete set of objectives
(based on the prioritization they selected).</p>
          <p>In what follows the details of this evaluation session are presented.
3</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Evaluation</title>
      <p>The evaluation pilot of the Consensus Game was planned and executed in a 2-month
time span. The following subsections provide a brief account of the pilot plan and the
main outcomes from its execution.</p>
      <p>Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.
The end users of the Consensus Game are constituted largely by anyone considered a
citizen interested to policy making. In particular the target was a broad audience
included in personal and business social networks.</p>
      <p>The main evaluation method was based on the analysis of the answers that the
users provided in the questionnaires. As such, a web page that contained the complete
information needed in order to play the game was created. The link to this page was
sent through emails, social media posts along with a link to a questionnaire that the
citizens had to answer to complete the evaluation.</p>
      <p>A secondary method included the analysis of the server log while the players were
using the platform. This gave us hints about how people perceive the provided
information by monitoring the user interaction with the page.</p>
      <p>The plan of the evaluation session for the Game included various steps, in
particular:</p>
      <p>For a period of two months the links with the invitation, instructions, platform page
(http://platform.consensus-project.eu/consensus) and questionnaires were sent to all
possible networks to which the consortium members, partners and the project itself
had access. The process involved the gradual extension of the networks to which we
made the pilot Game available with the first step including a test run. In particular the
test run included the sending of the invitation within the consortium organizations
from which immediate feedback could be collected and quickly incorporated before
sending it out to unknown recipients. Two days were allowed for this phase and after
minor glitches were fixed, the second phase was initiated in which the invitations
were sent to a large amount of users (&gt;=300) through the project’s communication
channels, including mailing lists and social media accounts. After another 2 days, the
invitation was sent to selected mailing lists. Finally, the Game was showcased in the
relevant conference “Gaminomics”3 that took place in London on the 11th of June in
which oral feedback was collected and incorporated in the evaluation.</p>
      <p>Eventually, the anticipated number of at least 100 users to start the game, was
achieved through this method however not all users answered the questionnaires or
provided feedback in any way (see Table 1).
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.</p>
      <sec id="sec-3-1">
        <title>3.2 Evaluation Outcomes</title>
        <p>Based on the plan laid out in the previous subsection the evaluation of the
Consensus Game took place in multiple steps and through multiple means for dissemination
and evaluation feedback. A total 33 questionnaires were fully filled out and about 15
people provided oral feedback. The game was played by 53 people who played a total
of 241 times. The degree distribution is skewed towards the left side of the chart can
be seen in Fig. 4.
The degree distribution highlights a few interesting conclusions:
• Most of the people played a few times, which implies that the incentive was
not strong enough for them to be engaged.
• The biggest portion of the players played 2 and 3 times which is probably
indicative of the fact that they tried to understand the Game.
• The players that played only once were either not interested all along or
dissuaded by the result
• 4 players engaged heavily with the Game apparently attempting to score high
in the scoreboard (see Fig. 5)
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.</p>
        <p>Of the 241 game sessions, the 132 were for the biofuel scenario, while the rest 109
were for the transportation scenario.</p>
        <p>Further analysis of the results show that the most popular objective prioritization
for the two scenarios was:
• Biofuels: 2112, i.e. CO2 Emissions and Cost of Food as set as No1 priorities
and Forest Land and Biodiversity are set as No2 priorities.
• Transportation: 322413, i.e. User convenience (#1), Noise and Accident Cost
(equally to #2), Levels of Service Charge and Alternative Routes and Modes
(equally to #3) and Air pollution is prioritized as low as #4.</p>
        <p>Furthermore the evaluation of questionnaires and face-to-face feedback revealed
that the current version of the Game manages to achieve the first requirement
completely but it does not address the second well. Players need to prioritize a set of
objectives (Fig. 6) and the results from this step are particularly useful in the narrowing
down of the set of optimal solutions for the policy makers.</p>
        <p>Even though objective prioritization and all the constraints became instantly clear
to the users, the introduction of a second step in which policy implementations are
presented and citizens are asked to identify the optimal one, made the process
complex. Exactly because policies and policy implementations are complex by nature, it
was difficult to meet the education part well.
In order to mitigate this problem we resorted to storytelling and assistants. During
the evaluation phase we observed that this helped significantly, but only to those
players who were meticulous and patient to use the guides. Since this is not often the
case, the measure’s success was mediocre.</p>
        <p>Another shortcoming that related to the policy education part was the fact that the
task of finding the optimal solution turned to be a visual recognition challenge. The
players had to go through charts indicating the degree to which each presented policy
met the objective prioritization goal (Fig. 7) and decide which one is better. This task
is clearly difficult and probably not interesting at all, at least not in the way presented.
Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Related Work</title>
      <p>This black box approach for modelling public acceptability and opinion aims at
directly relaying the issue of policy implementation acceptance to the citizens and have
them evaluate a certain set of objective values in a specified form. This black box
approach models the public acceptance objective function in a consistent way.</p>
      <p>
        Tools like Ushahidi [6], crowdflower [7] and crowdsource.com and IdeaScale.com
and Mechanical Turk (mturk.com) for the US, can be used in order to deploy and
disseminate tasks to crowds as well as collect data. Common social media platforms
like Twitter and Facebook can be also used for the same purpose. However, such
(raw) data obtained from Social Web feeds often contain variable amounts of “noise”,
misinformation and bias (which can get further “amplified” through the viral nature of
social media) and will usually require some advanced forms of filtering and
verification by both machine-based algorithms and human experts before becoming reliable
enough for use in decision-making tasks. WSARE (What’s Strange About Recent
Events)-type algorithms [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and platforms such as SwiftRiver [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] (open source,
provided by Ushahidi) can prove helpful in trying to filter the Social Web “firehose”.
      </p>
      <p>
        Disregarding the implementation platform and network, one of the most difficult
challenges of crowdsourcing is how to draw and retain users to the crowdsourcing
system. One strategy that is widely used is combining crowdsouring with
gamification. According to Von Ahn et. al.[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] a crowdsourcing game is: a) Fun and engaging;
b) Includes a task that can only be completed by humans; and c) Has a goal that is
hidden from the player.
      </p>
      <p>
        Prominent examples of such games are the ESP Game [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] where two players
receive an image as input and need to “agree” on as many tags as possible that describe
the given image and GuessWho [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], in which enterprise employees enter knowledge
about their peers to enrich the organizational social network. Other notable
implementations are TagATune [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], Peekaboom [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],Verbosity [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], Curator [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], PageHunt
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and Collabio [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.</p>
      <p>Other interesting approaches are investigated in SocIoS4 and +Spaces5 projects. In
the first, the users were given a script of a TV commercial and they were asked to
submit their photos if they believed that they should take a role in the commercial.
Then the crowds were requested to rank those participants that they felt were the right
ones for the role. A similar exercise was done for location scouting (finding the
location for the scouting). The users were rewarded with fun points and badges. This was
a sort of explicit collaboration of the users with the system, i.e. the users actively
contribute content.</p>
      <p>
        +Spaces is a case in which the users were implicitly collaborating with the system,
i.e. user actions are recorded and processed without their direct contribution (but with
their consent). In that case, social media and virtual worlds were leveraged so as to
simulate a policy context and users, through their interaction with the system, were
generating feedback to the policy maker. Another such example of implicit
collaboration is presented in [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] in which the game initiators capture implicit behaviour traces
from online crowd workers and use them to predict outcome measures such as
quality, errors, and likelihood of cheating.
      </p>
      <p>
        All the abovementioned use cases fall under the broad category of Games With A
Purpose (GWAP) [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], propose that using computer games can gather human players
and solve open problems as a side effect of playing.
      </p>
      <p>Other similar, notable approaches in using gamification for policy making include:
SimCityEDU: Pollution Challenge6 and IBM CityOne7. These games are based on
gaming platforms in which they have developed virtual worlds and economies. They
consider that the user will spend considerable time in the platform and even though
their educational capacity is undeniable, they do not meet the second requirement
posed in the proposed policy model, i.e., the elicitation of user preferences and their
integration in the policy making process.</p>
    </sec>
    <sec id="sec-5">
      <title>5 Conclusions</title>
      <p>A policy model based on reducing a policy making process to a multi-objective
optimization problem is introduced. In such a mathematical formulation, the
identification of optimal solutions is feasible and various visualization and decision support
tools can be used to assist the policy maker explore the objective space. However,
there are no models for the social acceptability of the policy alternatives. In order to
accommodate this shortcoming and enable the integration of the public preferences to
the decision making process of our policy model, we propose a process and a system
that revolves around two related requirements:
• Preference elicitation for the incorporation of the public opinion in the policy
making process
• Citizen education regarding the policies and policy making process</p>
      <sec id="sec-5-1">
        <title>4 http://www.sociosproject.eu 5 http://www.positivespaces.eu 6 https://www.glasslabgames.org/games/SC 7 http://www-01.ibm.com/software/solutions/soa/innov8/cityone/</title>
        <p>Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.</p>
        <p>The evaluation of the tool revealed that the current version of the Game manages to
achieve the first requirement completely but it does not address the second well.</p>
        <p>Among the things that will definitely improve the Game’s effectiveness is the
incorporation of “feedback”. The users need to understand why a certain selection leads
them to a specific result. In order to deal with that, we plan to introduce real world
examples and visually correlate them with their decisions and possible options.
Furthermore, we plan to use short videos and tutorials to smoothly introduce the user to
the context.</p>
        <p>To sum up, the current version of the Game was a successful experiment to show
whether citizens can be engaged in policy-making processes by employing
gamification concepts. In terms of exploitation, one needs to consider that these solutions are
open-ended and creativity plays a huge importance. Therefore there is no reliable way
to claim that there is a specific implementation that works. Consensus Game can only
demonstrate that gamification is an approach that can indeed trigger the interest of
citizens.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgement</title>
      <p>This work has been supported by the Consensus project
(http://www.consensusproject.eu) and has been partly funded by the EU Seventh Framework Programme,
theme ICT-2013.5.4: ICT for Governance and Policy Modelling under Contract No.
611688.</p>
      <p>The author would also like to acknowledge the work of the Athens Technology
Center team and in particular Mr. Nikos Dimakopoulos, Leonidas Kallipolitis and Anna
Triantafyllou who developed the tool.</p>
      <p>Copyright © 2015 for this paper by its authors. Copying permitted for private and
academic purposes.</p>
    </sec>
  </body>
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