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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification for WebSAIL</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ioannis Karatassis</string-name>
          <email>karatassis@is.inf.uni-due.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Norbert Fuhr</string-name>
          <email>norbert.fuhr@uni-due.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute for Information Systems, University of Duisburg-Essen</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <fpage>46</fpage>
      <lpage>48</lpage>
      <abstract>
        <p>Recent studies reveal that most web search engine users lack appropriate strategies for finding relevant results eciently and e↵ectively. They eventually miss out on important information, need significantly more time for searching than high search literate users, and overestimate their skills in the domain of web search. In this paper, we introduce the ongoing WebSAIL project (Web Search literacy, Awareness, Interface complexity, and Longterm e↵ects) that tackles these problems. The prime aim is to enhance web search literacy (WSL) by teaching search strategies and basic and advanced concepts of web search engines in the form of a task based application. Users will be introduced to more complex search interfaces (containing more than a single query box) as in some cases these would lead to better results but are hardly used due to the lack of motivation. Furthermore, WebSAIL focuses on long-lasting enhancements: acquired abilities should be sustainable instead of a temporary nature only.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The present project follows two approaches for
enhancing WSL: online-tutorials and
gamification. After evaluating each method on its
own, we will compare the results to answer 1)
whether WSL could be enhanced and 2) which
approach suited best our goals. Moreover, by
evaluating same subjects after a certain
period, we 3) will be capable of noticing whether
acquired skills remained sustainable.</p>
      <p>Copyright c by the paper’s authors. Copying permitted for
private and academic purposes.</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>Since its establishment in 1991, the World Wide Web
exceeded the enormous amount of 4 billion indexed
web pages1 that need to be usable and accessible to
everyone all over the world. Web search engines help
Internet users in satisfying information needs by
offering links to web pages that match a search query.
Despite of frequent use of web search engines, the
majority of users are little or no search literate at all which
results in bad or unsatisfied search results. They might
not be even aware of better search results as search
engines give almost to every query an answer.</p>
      <p>Researchers constantly invent new or tweak present
algorithms to increase the e↵ectiveness of search
engines to satisfy a user’s information need as best it
can be. Instead of focusing on the system, WebSAIL
focuses on the user him/herself to make him/her a
better searcher. The following section gives an insight
into the characteristics of WSL and gamification.
2
2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <sec id="sec-3-1">
        <title>Web search literacy</title>
        <p>Under the term search literacy, we summarize skills
required to satisfy an information need through
searching in well-known sources. It is a key concept of
information literacy – the ability to know when there
is a need for information, to be able to identify,
locate, evaluate, and e↵ectively use that information.
We divide web search literacy into the fields below each
of which targeting a specific aspect and thus helps in
identifying and characterizing literate users.
Searchability This field encompasses knowledge
about the basic functioning of web search engines,
i.e., the crawler, indexer, and searcher. Users
should be aware of documents that are not
indexed and thus not searchable at all. We will
teach our users the general aspects of indexing,
1http://www.worldwidewebsize.com/ Accessed July 01, 2016.
e.g., linking, anchor texts, access rights, document
types, topicality of the index, and language
dependency. In summary, users are to be aware of
which and why documents are searchable.</p>
        <p>Linguistic functions target word normalization
(regarding the use of capital and small letters,
varieties of spelling), lemmatization, nominal phrases
and composites, and synonyms.</p>
        <p>Query language allows users for specifying their
information need more precisely to the system. A
query language enables the use of, e.g.,
disjunction, negation, url operators, restrictions related
to time, language, or specific document fields like
the URL, title, text, or anchors. Furthermore it
allows searching for other document types than
web, e.g., images, maps, videos, news, or
shopping.</p>
        <p>
          Ranking denotes the order in which search results are
displayed to the users. But what exactly makes
a document appearing at the top position? Users
will learn about important concepts like
PageRank, user clicks, or diversity to help for a deeper
understanding of the construction of result sets.
Search tactics allow for continuing a search. Bates
distinguishes between monitoring tactics to keep
the search on track and ecient, file structure
tactics to thread one’s way though a file structure,
search formulation tactics that aim at designing
and redesigning a search formulation, and term
tactics that help for selecting and revising specific
terms within a search formulation [
          <xref ref-type="bibr" rid="ref2 ref3">3, 4</xref>
          ]. We
attempt for teaching users the most relevant search
tactics for the web.
        </p>
        <p>Stratagems according to Bates, refer to the selection
of the search domain and related operations, i.e.,
the selection of a web search engine and the
application of its specific search features.</p>
        <p>Strategies comprise full plans for conducting a
search.</p>
        <p>
          Web search engines make it easy to check for facts,
but sometimes it is still dicult to find some specific
information; users even struggle with finding an
answer to a yes-no question [
          <xref ref-type="bibr" rid="ref17">19</xref>
          ]. The study by Stark et.
al. [
          <xref ref-type="bibr" rid="ref16">17</xref>
          ] exposed that Internet users rather tend to
overestimate their skills in the domain of web search. A
large-scale study focusing on behavioral signals
confirms our assumption that users have trouble in
difficult search tasks [
          <xref ref-type="bibr" rid="ref1">2</xref>
          ]. Teevan analysed Bing search
sessions and found about 40% of them contained
multiple queries where 25% of queries came from
multisession tasks [18]. Half of all search time was spent in
sessions lasting more than 30 minutes. Furthermore,
about 59% of users returned to search page after their
first click. These findings show that there is a need to
elaborate on search skills of web search engine users.
        </p>
        <p>One possible approach to increase web search
literacy through a task based application is the use of
gamification which is presented in the following
section.
2.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Gamification</title>
        <p>
          The concept turned into a hot topic in the past few
years as it seems to be a promising approach both in
industry and academia to foster user engagement. It
is commonly described as “the use of game design
elements in non-game contexts” [
          <xref ref-type="bibr" rid="ref8">9</xref>
          ]. The idea behind
gamification sounds straightforward: rewarding users
for completing tasks in a game-like and playful
environment with the objective of increasing motivation.
        </p>
        <p>
          Gamification is most often manifested in the form
of points, badges, and leaderboards (also called the
PBLs) [
          <xref ref-type="bibr" rid="ref6 ref8">9, 7</xref>
          ] – game design elements that appear in
almost every game. In fact, gamification is much more
than PBLs. The key is to focus on deep game
mechanics and well constructed elements of strategy to create
value and engage the user.
        </p>
        <p>
          There are plenty of good case studies and
examples that confirm the positive impact of gamification
[
          <xref ref-type="bibr" rid="ref5">6</xref>
          ]; online communities across enterprise, sales,
education, lifestyle, health, and financial services have
experienced great success. Google, for instance,
designed a travel expense system and resulted in 100%
employee compliance within six months of its launch
[1]. Beat the GMAT, a large online community for
students preparing for MBA programs, managed to
increase pages-per-visit by 195% and time users spent
on site by 370% by following the implementation of
gamification techniques like Badgeville’s Social
Fabric [
          <xref ref-type="bibr" rid="ref10">11</xref>
          ]. Another notable enterprise example comes
from the SAP community network [
          <xref ref-type="bibr" rid="ref4">5</xref>
          ] that
regamified its reputation system. Points and levels supported
their business goals but were not enough to encourage
the behaviors that are beneficial to the community at
large. After redesigning their gamification strategies,
they managed to increase activity by 400% and
community feedback by 96%.
        </p>
        <p>
          Gamification techniques should primarily refer to
the users’ (intrinsic) motivation in order to benefit. At
its worst, it “is a mindless slapping of points, badges
and leaderboards [. . . ] onto any boring and irrelevant
activity in a vain attempt to increase the corporate
bottom-line [. . . ]” [
          <xref ref-type="bibr" rid="ref15">16</xref>
          ]. The fact that subjects’
intrinsic desire is reduced is a consequence of shallow
constructed gamification design techniques and the
improper use of extrinsic rewards.
        </p>
        <p>
          Gamified applications make use of the fact that
games are fun [
          <xref ref-type="bibr" rid="ref14">15</xref>
          ] and aim therefore to invoke the
same psychological experiences as games do [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ] in
order to keep users motivated. Psychologists have
identified three basic elements that support motivation,
all of which gamification designers can tweak to their
benefit [8]:
Autonomy People gain motivation when they feel in
charge for an activity.
        </p>
        <p>Value Assigning value to an activity increases
motivation.</p>
        <p>Competence Skills improve when devoting enough
time to an activity. The better one gets at one
activity, the more likely it is she will continue it.</p>
        <p>With this information in mind, tasks can be
designed in such a way that they motivate users in
solving them to gain experience.
3</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>The WebSAIL Application</title>
      <p>The focus of WebSAIL is to design an application
featuring di↵erent types of tasks each of which
targeting at a specific aspect of WSL. Users are confronted
with various search engine features they have to use for
completing tasks. They gain experience while solving
tasks as each task type gives other insights into the
function of web search engines, e.g., the result
construction. We aim for enabling users to be capable
of using acquired skills during their daily searches for
improving the quality of search results.
3.1</p>
      <sec id="sec-4-1">
        <title>Task Types</title>
        <p>This section gives an overview of the available task
types. We gave name to all the types representing the
core task respectively.</p>
        <p>Quiz includes single and multiple choice questions
regarding web search engines for tutoring users.
Our goal here is to make the search progress
transparent to the user. She should be aware of what
happens in the background after entering a query
and how result lists are constructed.</p>
        <p>Search Hunt comprises fact finding quiz tasks where
a user is asked a question and has to use a search
interface in order to find the correct solution.
Beside the ability to create good queries, we aim
to foster relevance judgements since users have to
determine and choose relevant items out of the
entire result list in order to find the requested
information. In addition, the user should be
capable of finding the requested information inside a
document. At this point, we use the Bing Search
API2 and all of its provided search features are
integrated into our search interface. They allow
us for designing more complex tasks rather than
simply searching for websites.</p>
        <p>Query Tuning is a new approach for showing users
how good they actually are at searching. In each
task, an URL and specific information about the
document are provided. The goal is to craft a
query and rank the URL sought at a good position
within the result list. After each query, the user
has two options. In case she is satisfied with the
achieved position, the user can close the task and
continue to the next one. Otherwise she is free to
either create a new query or optimize the present
one to go for a better position. Thus users can see
how changes in their query a↵ect the results step
by step which, in our opinion, makes it easier to
understand the principle of ranking.</p>
        <p>The core application consists of the three task types
and can be enhanced by diverse approaches like
gamification or online-tutorials for eliciting the desire to
solve tasks.
3.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Goals</title>
        <p>Di↵erent task types help users in better
understanding how web search engines work. By promoting WSL,
we strictly speak about users being capable of creating
good queries in order to improve the quality of search
results. Furthermore, the user should be able to
identify relevant items within the result list and find the
information sought in the document itself eciently.
Web search engines provide both basic and advanced
features like a query language, complex search
interfaces, or a dialogue to choose the result type, for
restricting the area of inquiry. The WebSAIL tasks will
be designed in such a way that they impart
knowledge about the domain of web search to support users
in gaining experience, developing strategies, and thus
becoming better searchers.</p>
        <p>Instead of simply solving tasks one by one, we use
gamification to turn this monotonous work process
into a game. Well designed game mechanics reward
users adequately for completing tasks and allow for
fostering user engagement. The next section describes
how we extended the core application by gamification.
4</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>The gamification approach</title>
      <p>Instead of task type, we henceforth use the notion of
game mode which emphasizes the ludic character of
the application. We took the core application (as
described in section 3) and enhanced it by gamification
2https://datamarket.azure.com/dataset/bing/search
in order to motivate users to solve the given tasks. At
this early stage the gamified version comprises the
basic game design elements points, level, leaderboards,
and rewards in the form of badges. Each task rewards
the user with points when solved correctly. In
principle, the amount depends on the level of diculty,
the time spent, and applied strategies (that vary from
game mode to game mode). Since each game mode hat
its individual style of play and strategies that need to
be applied, the calculation may vary. Lets consider
the query tuning game mode where users have to rank
a document at a good position within the result list.
The calculation of points can be extended by the
attempts the user required to achieve a good rank. A
user who needs only one attempt to rank the given
URL at the top position would get more points than a
user who needs two or more attempts. We believe this
encourages users to put more e↵ort into creating one
single query instead of trial and error to achieve good
results.</p>
      <p>Another game design element our application
features is levels for adjusting the diculty of tasks and
thus promoting advanced users. Levels are bound to
game modes and determined by the number of points a
user has earned. She starts at level one and advances
by reaching predefined thresholds. The diculty of
tasks increases with each level and users gain more
experience as more complex strategies need to be
developed and applied in order to solve a task.</p>
      <p>Progress bars show progress and can encourage
users to not only complete, but compete. To add
clarity: they aim at extrinsic as well as intrinsic motivated
users. Our implementation represents the amount of
point the user received during each current game mode
respectively and on the other hand the points left to
proceed to the next level (see Figure 1).</p>
      <p>In this regard, we use images representing the game
modes and names given to each level that should
strengthen the sense of being in a game.</p>
      <p>Users are rewarded with badges when reaching
certain states or performing defined actions which vary
in each game mode. For instance, in query tuning, a
user can be rewarded with a badge claiming that she
has ranked the provided URL at position one right the
first attempt during a task. Moreover, extensions of
one badge may exist with increasing diculty to
obtain respectively. There might be an extension of our
badge represented through a more imposing icon that
claims a user succeeded three times (in three di↵erent
tasks) in ranking the provided URL at position one
the first attempt.</p>
      <p>
        Frederick-Recascino and Schuster-Smith have
shown that competition positively motivates some
players [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ]. It is supported in the form of
leaderboards that track a user’s progress against others. The
drawback is that a shallow constructed leaderboard
could result in some users feeling driven to keep up
with other users [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ] which would reduce intrinsic
motivation. As a consequence, the user activity would
drop. Leaderboards should always be encouraging,
never discouraging. Thus said, our leaderboard does
not show the top players unless the current player
is among the top 10 players. Instead, the current
player based on her amount of points as being smack
in the middle of standings, regardless of where she
actually ranks. Moreover it can be discouraging if the
di↵erence to the next player is considered too great.
In this context, generated fake data could help to
elicit the desire to continue by apparently reducing
distances.
      </p>
      <p>Each user has her own dashboard or profile that
displays user statistics for each game mode
respectively. It shows the total amount of points achieved,
the amount of solved tasks, and average time spent on
a task by default. Rather than showing basic
statistics only it displays statistics bound to game modes.
For instance, in query tuning, we can show the average
amount of queries spent on a task.</p>
      <p>Besides game mode statistics the profile comprises
a badge gallery (see Figure 2) showing all rewards that
can be unlocked. Badges that have already been
unlocked are marked in color. Conditions that must be
fulfilled are revealed by clicking on the corresponding
badge. We believe that this motivates some users in
spending more time on a task and thus improving or
inventing new strategies to unlock all rewards.
Before using the gamified application to measure web
search literacy, we carried out a usability test with
N = 15 participants to test whether the application is
capable of motivating users. The application achieved
a system usability score (SUS) around 90 which
indicates it is highly e↵ective, ecient, and satisfacting.
It fosters the ability of users to complete tasks and
increases the quality of the output of those tasks. On
the other hand, we gained additional information on
how to improve game design techniques, e.g., the
construction of leaderboards.
5</p>
    </sec>
    <sec id="sec-6">
      <title>Long-term Goals</title>
      <p>Once we finished creating both versions of the
WebSAIL application (online-tutorials and gamification)
we will perform a study to identify whether WSL has
been enhanced. By comparing the two approaches
against each other, we will figure out the one having
the bigger impact.</p>
      <p>However, the drawback is we will not be able to
distinguish whether the acquired skills are long-lasting or
of a temporary nature only. We will address this
problem by reinviting subjects after a certain period of time
who will have to solve tasks of the same complexity
once again. The comparison of both the evaluation
phases should clarify whether knowledge and
strategies gained during the first evaluation phase remained
sustainable.
6</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion and Outlook</title>
      <p>Studies revealed the lack of good strategies and skills
in the domain of web search. Low literate users spend
significantly more time than high literate users to solve
a search task, discover less relevant documents, and
eventually miss out on important information. Due to
the lack of motivation and knowledge, complex search
interfaces are omitted during search which could
eventually lead to better results. In order to head o↵
these problems and to make users better searchers, we
started the WebSAIL project. We use online-tutorials
and gamification and evaluate both approaches against
each other to find the one having the greatest impact.</p>
      <p>The core application features three di↵erent task
types. Solving tasks one by one is considered to be
monotonous and boring. Gamification enriches the
application with common game design elements in order
to foster user engagement and elicit the desire to play,
and serves as a powerful motivator to continue. The
gamified application achieved during a usability
evaluation a SUS score around 90 and thus is very e↵ective
for approaching our goals.</p>
      <p>The next step is to evaluate the two versions on
their own to determine whether WSL can actually be
enhanced. After a certain period of time, we will
reinvite subjects that will have to solve tasks of the same
complexity once again in order to determine whether
the acquired skills during the first evaluation remained
sustainable or were of a temporary nature only.
[1] Aon plc. Engaging participants through
gamification. http://www.aon.com/
attachments/human-capitalconsulting/Overview%20of%20Health%
20Improvement%20Gamification%
20White%20Paper-Final%20Clear.pdf.</p>
      <p>Accessed May 20, 2016.
[8] Y.</p>
      <p>ments</p>
      <p>Daisy.</p>
      <p>sustain</p>
      <p>Three
motivation.</p>
      <p>critical</p>
      <p>elehttp:</p>
      <p>and
http:
[18] J. Teevan. The complicated task of making
search simple. Talk at the UMAP
conference. http://research.microsoft.com/
en-us/um/people/teevan/publications/
talks/umap15.pptx. Accessed May 27,
2016.</p>
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