=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==
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- References creases the quality of the output of those tasks. On the other hand, we gained additional information on [1] Aon plc. 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