May 03, 2016
Gamifying Elements for Soundscape Citizen Science: Increasing User Contributions Through Design and Gamification
at SYMPOSIUM: RESEARCHING OPEN INNOVATION IN THE DIGITAL AGE
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Gamifying Elements for Soundscape Citizen Science - OPEN INNOVATION IN THE DIGITAL AGE
2. M.S. Purdue University Spring 2016
Ecological Science and Engineering, Interdisciplinary Graduate Program
Soundscape Ecology / Environmental Informatics
B.S. Purdue University 2013
Earth and Atmospheric Sciences and Civil Engineering
Minor in Environmental Engineering
Certificate in Entrepreneurship and Innovation
Living Building Challenge Design Team 2012
Purdue Energy Forum Public Relations Chairman 2012
Team Leader of Boiler Green Initiative Team 2011
Restaurant Owner/Manager 2008
Purdue Judo Team Instructor 2007
Web and Android Developer
Data Visualization and Analytics Tools
Field Photographer and Videographer
Business Marketing and Design Consulting
Introduction
PREVIOUS:
CURRENT:
ACTIVITIES:
Mongolia June 2015
facebook.com/mattharris
linkedin.com/in/mjharris2407
flickr.com/photos/mjharris
mjharris@purdue.edu
9. Source: Record the Earth archival data
ProblemsInCitizenScienceCommunities
Becausemostusersonlycontributeonetime
Tags quickly converge towards the most common elements in the
environment
Moredifficult,butperhapsmoreinterestingthingsarelost
DataDiversity
15. Contribution
Ease of Use
Goals
Feedback
Intrinsic
Motivation
Extrinsic
Motivation
Fun/Enjoyment
Intervention Effect Outcome
2c
1a
1b
2b
2c
2a1a
H1a: Simplified design will increase contributions per user
H1b: Simplified design will increase perception of fun/enjoyable
H2a: Gamified design will increase contributions per user
H2b: Gamified design will contribute more diverse data
H2c: Gamified design will increase perception of fun/enjoyable
16. Recordthe Earth Version 1.0 Original Design
Recordthe Earth Version 2.0 SimplifiedDesign
MinInteractions:16
Submission:Manual
Lotsoftext
Noconfirmation,
Novisualfeedback
MinInteractions: 5
Submission:Automatic
Reducedtext,addsymbols
Successconfirmation
Visualfeedback
UsabilityMetrics
17. WhatisGamification?
1. Introducing playtowork
2. Gameelementscanbeusedtoenhanceintrinsicorextrinsicmotivation
3. Mostcommonlyimplementedarepoints,levelsandleaderboards
Game Elements
Achievements
Story /Theme
Leaderboards
Goal Setting
Challenges
Feedback
Progress
Rewards
Levels
Points
Using elements of game design in non-game
contexts to enhance motivation.
18. Contribution
Ease of Use
Goals
Feedback
Intrinsic
Motivation
Extrinsic
Motivation
Fun/Enjoyment
Intervention Effect Outcome
2c
1a
1b
2b
2c
2a1a
H1a: Simplified design will increase contributions per user
H1b: Simplified design will increase perception of fun/enjoyable
H2a: Gamified design will increase contributions per user
H2b: Gamified design will contribute more diverse data
H2c: Gamified design will increase perception of fun/enjoyable
19. Recordthe Earth Version 2.1 SimplifiedDesign +Goal Setting
+
1. Set goals for users to create a contribution target
2. Give feedback on task progress and completion
20. Group A
Group B
Group C
RtE v1.0
RtE v2.0
RtE v2.1
Post-survey
iOS
User
Android
User
Online
Signup
Pre-Survey
Recruiting Group Assignment Experiment Conclusion
ExperimentalDesign Model
21. Original
n = 2177
x = 1.8
sd = 3.4
Simplified
n = 63
x = 2.3
sd = 3.1
*This initial data shows support for H1a
Source: Record the Earth archival data
Preliminary Results
22. Preliminary Results
Comparison of means shows decrease in the number of tags per recording
Possible: The step by step process in the original design forces people to select more tags.
Alternative: Aggregate count is inappropriate analysis for diversity of soundscape across app types.
25. Questions?
May 3, 2016
Matt Harris
Purdue University
Research in Open Innovation
facebook.com/mattharris
linkedin.com/in/mjharris2407
flickr.com/photos/mjharris
mjharris@purdue.edu