=Paper= {{Paper |id=Vol-1642/paper3 |storemode=property |title=Gamification for WebSAIL |pdfUrl=https://ceur-ws.org/Vol-1642/paper3.pdf |volume=Vol-1642 |authors=Ioannis Karatassis,Norbert Fuhr |dblpUrl=https://dblp.org/rec/conf/sigir/KaratassisF16 }} ==Gamification for WebSAIL== https://ceur-ws.org/Vol-1642/paper3.pdf
                                  Gamification for WebSAIL

                 Ioannis Karatassis                                            Norbert Fuhr
        Institute for Information Systems                           Institute for Information Systems
      University of Duisburg-Essen, Germany                       University of Duisburg-Essen, Germany
            karatassis@is.inf.uni-due.de                                 norbert.fuhr@uni-due.de



                                                                 1     Introduction
                                                                 Since its establishment in 1991, the World Wide Web
                        Abstract
                                                                 exceeded the enormous amount of 4 billion indexed
    Recent studies reveal that most web search                   web pages1 that need to be usable and accessible to
    engine users lack appropriate strategies for                 everyone all over the world. Web search engines help
    finding relevant results efficiently and e↵ec-               Internet users in satisfying information needs by of-
    tively. They eventually miss out on important                fering links to web pages that match a search query.
    information, need significantly more time for                Despite of frequent use of web search engines, the ma-
    searching than high search literate users, and               jority of users are little or no search literate at all which
    overestimate their skills in the domain of web               results in bad or unsatisfied search results. They might
    search. In this paper, we introduce the on-                  not be even aware of better search results as search en-
    going WebSAIL project (Web Search literacy,                  gines give almost to every query an answer.
    Awareness, Interface complexity, and Long-                      Researchers constantly invent new or tweak present
    term e↵ects) that tackles these problems. The                algorithms to increase the e↵ectiveness of search en-
    prime aim is to enhance web search literacy                  gines to satisfy a user’s information need as best it
    (WSL) by teaching search strategies and basic                can be. Instead of focusing on the system, WebSAIL
    and advanced concepts of web search engines                  focuses on the user him/herself to make him/her a
    in the form of a task based application. Users               better searcher. The following section gives an insight
    will be introduced to more complex search in-                into the characteristics of WSL and gamification.
    terfaces (containing more than a single query
    box) as in some cases these would lead to bet-               2     Related Work
    ter results but are hardly used due to the lack
                                                                 2.1    Web search literacy
    of motivation. Furthermore, WebSAIL fo-
    cuses on long-lasting enhancements: acquired                 Under the term search literacy, we summarize skills re-
    abilities should be sustainable instead of a                 quired to satisfy an information need through search-
    temporary nature only.                                       ing in well-known sources. It is a key concept of in-
                                                                 formation literacy – the ability to know when there
    The present project follows two approaches for
                                                                 is a need for information, to be able to identify, lo-
    enhancing WSL: online-tutorials and gamifi-
                                                                 cate, evaluate, and e↵ectively use that information.
    cation. After evaluating each method on its
                                                                 We divide web search literacy into the fields below each
    own, we will compare the results to answer 1)
                                                                 of which targeting a specific aspect and thus helps in
    whether WSL could be enhanced and 2) which
                                                                 identifying and characterizing literate users.
    approach suited best our goals. Moreover, by
    evaluating same subjects after a certain pe-
                                                                 Searchability This field encompasses knowledge
    riod, we 3) will be capable of noticing whether
                                                                     about the basic functioning of web search engines,
    acquired skills remained sustainable.
                                                                     i.e., the crawler, indexer, and searcher. Users
Copyright c by the paper’s authors. Copying permitted for            should be aware of documents that are not in-
private and academic purposes.                                       dexed and thus not searchable at all. We will
In: F. Hopfgartner, G. Kazai, U. Kruschwitz, and M. Meder            teach our users the general aspects of indexing,
(eds.): Proceedings of the GamifIR 2016 Workshop, Pisa, Italy,
21-July-2016, published at http://ceur-ws.org                        1 http://www.worldwidewebsize.com/ Accessed July 01, 2016.
    e.g., linking, anchor texts, access rights, document     sessions lasting more than 30 minutes. Furthermore,
    types, topicality of the index, and language de-         about 59% of users returned to search page after their
    pendency. In summary, users are to be aware of           first click. These findings show that there is a need to
    which and why documents are searchable.                  elaborate on search skills of web search engine users.
                                                                 One possible approach to increase web search lit-
Linguistic functions target word normalization (re-
                                                             eracy through a task based application is the use of
    garding the use of capital and small letters, vari-
                                                             gamification which is presented in the following sec-
    eties of spelling), lemmatization, nominal phrases
                                                             tion.
    and composites, and synonyms.
Query language allows users for specifying their in-         2.2   Gamification
   formation need more precisely to the system. A
   query language enables the use of, e.g., disjunc-         The concept turned into a hot topic in the past few
   tion, negation, url operators, restrictions related       years as it seems to be a promising approach both in
   to time, language, or specific document fields like       industry and academia to foster user engagement. It
   the URL, title, text, or anchors. Furthermore it          is commonly described as “the use of game design el-
   allows searching for other document types than            ements in non-game contexts” [9]. The idea behind
   web, e.g., images, maps, videos, news, or shop-           gamification sounds straightforward: rewarding users
   ping.                                                     for completing tasks in a game-like and playful envi-
                                                             ronment with the objective of increasing motivation.
Ranking denotes the order in which search results are            Gamification is most often manifested in the form
   displayed to the users. But what exactly makes            of points, badges, and leaderboards (also called the
   a document appearing at the top position? Users           PBLs) [9, 7] – game design elements that appear in
   will learn about important concepts like PageR-           almost every game. In fact, gamification is much more
   ank, user clicks, or diversity to help for a deeper       than PBLs. The key is to focus on deep game mechan-
   understanding of the construction of result sets.         ics and well constructed elements of strategy to create
Search tactics allow for continuing a search. Bates          value and engage the user.
    distinguishes between monitoring tactics to keep             There are plenty of good case studies and exam-
    the search on track and efficient, file structure tac-   ples that confirm the positive impact of gamification
    tics to thread one’s way though a file structure,        [6]; online communities across enterprise, sales, ed-
    search formulation tactics that aim at designing         ucation, lifestyle, health, and financial services have
    and redesigning a search formulation, and term           experienced great success. Google, for instance, de-
    tactics that help for selecting and revising specific    signed a travel expense system and resulted in 100%
    terms within a search formulation [3, 4]. We at-         employee compliance within six months of its launch
    tempt for teaching users the most relevant search        [1]. Beat the GMAT, a large online community for
    tactics for the web.                                     students preparing for MBA programs, managed to
                                                             increase pages-per-visit by 195% and time users spent
Stratagems according to Bates, refer to the selection        on site by 370% by following the implementation of
    of the search domain and related operations, i.e.,       gamification techniques like Badgeville’s Social Fab-
    the selection of a web search engine and the ap-         ric [11]. Another notable enterprise example comes
    plication of its specific search features.               from the SAP community network [5] that regami-
                                                             fied its reputation system. Points and levels supported
Strategies comprise full plans for conducting a
                                                             their business goals but were not enough to encourage
    search.
                                                             the behaviors that are beneficial to the community at
   Web search engines make it easy to check for facts,       large. After redesigning their gamification strategies,
but sometimes it is still difficult to find some specific    they managed to increase activity by 400% and com-
information; users even struggle with finding an an-         munity feedback by 96%.
swer to a yes-no question [19]. The study by Stark et.           Gamification techniques should primarily refer to
al. [17] exposed that Internet users rather tend to over-    the users’ (intrinsic) motivation in order to benefit. At
estimate their skills in the domain of web search. A         its worst, it “is a mindless slapping of points, badges
large-scale study focusing on behavioral signals con-        and leaderboards [. . . ] onto any boring and irrelevant
firms our assumption that users have trouble in dif-         activity in a vain attempt to increase the corporate
ficult search tasks [2]. Teevan analysed Bing search         bottom-line [. . . ]” [16]. The fact that subjects’ in-
sessions and found about 40% of them contained mul-          trinsic desire is reduced is a consequence of shallow
tiple queries where 25% of queries came from multi-          constructed gamification design techniques and the im-
session tasks [18]. Half of all search time was spent in     proper use of extrinsic rewards.
    Gamified applications make use of the fact that               API2 and all of its provided search features are
games are fun [15] and aim therefore to invoke the                integrated into our search interface. They allow
same psychological experiences as games do [14] in or-            us for designing more complex tasks rather than
der to keep users motivated. Psychologists have iden-             simply searching for websites.
tified three basic elements that support motivation,
all of which gamification designers can tweak to their      Query Tuning is a new approach for showing users
benefit [8]:                                                   how good they actually are at searching. In each
                                                               task, an URL and specific information about the
Autonomy People gain motivation when they feel in              document are provided. The goal is to craft a
   charge for an activity.                                     query and rank the URL sought at a good position
                                                               within the result list. After each query, the user
Value Assigning value to an activity increases moti-           has two options. In case she is satisfied with the
    vation.                                                    achieved position, the user can close the task and
Competence Skills improve when devoting enough                 continue to the next one. Otherwise she is free to
   time to an activity. The better one gets at one             either create a new query or optimize the present
   activity, the more likely it is she will continue it.       one to go for a better position. Thus users can see
                                                               how changes in their query a↵ect the results step
   With this information in mind, tasks can be de-             by step which, in our opinion, makes it easier to
signed in such a way that they motivate users in solv-         understand the principle of ranking.
ing them to gain experience.
                                                                The core application consists of the three task types
3     The WebSAIL Application                               and can be enhanced by diverse approaches like gam-
                                                            ification or online-tutorials for eliciting the desire to
The focus of WebSAIL is to design an application fea-       solve tasks.
turing di↵erent types of tasks each of which target-
ing at a specific aspect of WSL. Users are confronted       3.2    Goals
with various search engine features they have to use for
completing tasks. They gain experience while solving        Di↵erent task types help users in better understand-
tasks as each task type gives other insights into the       ing how web search engines work. By promoting WSL,
function of web search engines, e.g., the result con-       we strictly speak about users being capable of creating
struction. We aim for enabling users to be capable          good queries in order to improve the quality of search
of using acquired skills during their daily searches for    results. Furthermore, the user should be able to iden-
improving the quality of search results.                    tify relevant items within the result list and find the
                                                            information sought in the document itself efficiently.
3.1   Task Types                                            Web search engines provide both basic and advanced
                                                            features like a query language, complex search inter-
This section gives an overview of the available task        faces, or a dialogue to choose the result type, for re-
types. We gave name to all the types representing the       stricting the area of inquiry. The WebSAIL tasks will
core task respectively.                                     be designed in such a way that they impart knowl-
                                                            edge about the domain of web search to support users
Quiz includes single and multiple choice questions
                                                            in gaining experience, developing strategies, and thus
   regarding web search engines for tutoring users.
                                                            becoming better searchers.
   Our goal here is to make the search progress trans-
                                                               Instead of simply solving tasks one by one, we use
   parent to the user. She should be aware of what
                                                            gamification to turn this monotonous work process
   happens in the background after entering a query
                                                            into a game. Well designed game mechanics reward
   and how result lists are constructed.
                                                            users adequately for completing tasks and allow for
Search Hunt comprises fact finding quiz tasks where         fostering user engagement. The next section describes
    a user is asked a question and has to use a search      how we extended the core application by gamification.
    interface in order to find the correct solution. Be-
    side the ability to create good queries, we aim         4     The gamification approach
    to foster relevance judgements since users have to
                                                            Instead of task type, we henceforth use the notion of
    determine and choose relevant items out of the
                                                            game mode which emphasizes the ludic character of
    entire result list in order to find the requested in-
                                                            the application. We took the core application (as de-
    formation. In addition, the user should be capa-
                                                            scribed in section 3) and enhanced it by gamification
    ble of finding the requested information inside a
    document. At this point, we use the Bing Search             2 https://datamarket.azure.com/dataset/bing/search
in order to motivate users to solve the given tasks. At     one badge may exist with increasing difficulty to ob-
this early stage the gamified version comprises the ba-     tain respectively. There might be an extension of our
sic game design elements points, level, leaderboards,       badge represented through a more imposing icon that
and rewards in the form of badges. Each task rewards        claims a user succeeded three times (in three di↵erent
the user with points when solved correctly. In prin-        tasks) in ranking the provided URL at position one
ciple, the amount depends on the level of difficulty,       the first attempt.
the time spent, and applied strategies (that vary from
                                                               Frederick-Recascino and Schuster-Smith have
game mode to game mode). Since each game mode hat
                                                            shown that competition positively motivates some
its individual style of play and strategies that need to
                                                            players [12]. It is supported in the form of leader-
be applied, the calculation may vary. Lets consider
                                                            boards that track a user’s progress against others. The
the query tuning game mode where users have to rank
                                                            drawback is that a shallow constructed leaderboard
a document at a good position within the result list.
                                                            could result in some users feeling driven to keep up
The calculation of points can be extended by the at-
                                                            with other users [10] which would reduce intrinsic
tempts the user required to achieve a good rank. A
                                                            motivation. As a consequence, the user activity would
user who needs only one attempt to rank the given
                                                            drop. Leaderboards should always be encouraging,
URL at the top position would get more points than a
                                                            never discouraging. Thus said, our leaderboard does
user who needs two or more attempts. We believe this
                                                            not show the top players unless the current player
encourages users to put more e↵ort into creating one
                                                            is among the top 10 players. Instead, the current
single query instead of trial and error to achieve good
                                                            player based on her amount of points as being smack
results.
                                                            in the middle of standings, regardless of where she
   Another game design element our application fea-
                                                            actually ranks. Moreover it can be discouraging if the
tures is levels for adjusting the difficulty of tasks and
                                                            di↵erence to the next player is considered too great.
thus promoting advanced users. Levels are bound to
                                                            In this context, generated fake data could help to
game modes and determined by the number of points a
                                                            elicit the desire to continue by apparently reducing
user has earned. She starts at level one and advances
                                                            distances.
by reaching predefined thresholds. The difficulty of
tasks increases with each level and users gain more            Each user has her own dashboard or profile that
experience as more complex strategies need to be de-        displays user statistics for each game mode respec-
veloped and applied in order to solve a task.               tively. It shows the total amount of points achieved,
   Progress bars show progress and can encourage            the amount of solved tasks, and average time spent on
users to not only complete, but compete. To add clar-       a task by default. Rather than showing basic statis-
ity: they aim at extrinsic as well as intrinsic motivated   tics only it displays statistics bound to game modes.
users. Our implementation represents the amount of          For instance, in query tuning, we can show the average
point the user received during each current game mode       amount of queries spent on a task.
respectively and on the other hand the points left to
                                                               Besides game mode statistics the profile comprises
proceed to the next level (see Figure 1).
                                                            a badge gallery (see Figure 2) showing all rewards that
                                                            can be unlocked. Badges that have already been un-
                                                            locked 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.

Figure 1: The representation of a user’s current
progress in each game mode respectively.
    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.
    Users are rewarded with badges when reaching cer-
tain 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         Figure 2: The badge gallery in a user’s profile. Already
has ranked the provided URL at position one right the       unlocked badges are marked in color.
first attempt during a task. Moreover, extensions of
4.1   Usability Evaluation                                     The next step is to evaluate the two versions on
                                                            their own to determine whether WSL can actually be
Before using the gamified application to measure web        enhanced. After a certain period of time, we will rein-
search literacy, we carried out a usability test with       vite subjects that will have to solve tasks of the same
N = 15 participants to test whether the application is      complexity once again in order to determine whether
capable of motivating users. The application achieved       the acquired skills during the first evaluation remained
a system usability score (SUS) around 90 which indi-        sustainable or were of a temporary nature only.
cates it is highly e↵ective, efficient, and satisfacting.
It fosters the ability of users to complete tasks and in-
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