Crowdsourcing & Gamification

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Introduction slides for new master students in DCL at Waseda university.

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Crowdsourcing & Gamification

  1. 1. Crowd Computing & Gamification Yefeng Liu (D1) AmI Group May, 2011
  2. 2. PhD Candidate, Waseda, Japan HCI 2010 PhD Candidate, Titech, Japan Distributed System Research Intern, Sweden Defense Research Agency 2009 Web3.0 MSc, Chalmers University of Technology, Sweden NetworkingLiu Yefeng 劉 野楓 BSc, University of Electronic Science and Technology 2007 of China EE
  3. 3. What is ?
  4. 4. What iscomputer ?
  5. 5. “Computer Room” @ NASA, 2007
  6. 6. “Computer Room” @ NASA, 1949
  7. 7. “Computer Room” @ NASA, 1949
  8. 8. “Computer Room” @ NASA, 1949
  9. 9. “Computer Room” @ NASA, 1949
  10. 10. “Computer Room” @ NASA, 1949
  11. 11. “Computer Room” @ NASA, 1949
  12. 12. “Computer Room” @ NASA, 1949
  13. 13. “Computer Room” @ NASA, 1949
  14. 14. “Computer Room” @ NASA, 1949 “the  term  computer,  in  use  from  the   mid  17th  century,  meant  "one  who   computes":  a  person  performing   mathema9cal  calcula9ons.” -­‐-­‐  Wikipedia.com
  15. 15. Crowd Computing
  16. 16. Crowd Computing — Crowdsourcing (2006)
  17. 17. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005)
  18. 18. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005) — Witkey (2005)
  19. 19. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005) — Witkey (2005) — Microtask (2009)
  20. 20. Crowd Computing — Crowdsourcing (2006) — Human Computation (2005) — Witkey (2005) — Microtask (2009) ...
  21. 21. Crowdsourcing Outsourcing tasks,traditionally performed by an employee, to an undefined, large group of people.
  22. 22. Community Building Open Innovation Collective Knowledge Civic Engagement Cloud LaborCollectiveCreativity Crowd Funding Source: Crowdsourcing.org
  23. 23. Human Computation Intelligent system that explicitly organizes human effortsto carry out the process of computation.
  24. 24. Human Computation Intelligent system that explicitly organizes human effortsto carry out the process of computation. Artificial Artificial Intelligence
  25. 25. Make Use of the Wisdom of Crowds(via Information and Communication Technologies)
  26. 26. Computer Social Science Science Collective Intelligence Design
  27. 27. Task Assigner Work User Amazon Mechanical Turk Web SiteAmazon Mechanical Turk: Crowdsourcing Marketplace
  28. 28. Amazon Mechanical Turk: Crowdsourcing platform
  29. 29. Amazon Mechanical Turk: Crowdsourcing platform
  30. 30. Amazon Mechanical Turk: Crowdsourcing platform
  31. 31. Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  32. 32. Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  33. 33. Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  34. 34. Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  35. 35. OCR readable Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  36. 36. OCR readable Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  37. 37. OCR unreadable word from old New York Times OCR readable Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  38. 38. OCR unreadable word from old New York Times OCR readable Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityreCAPTCHA: Digitizing Book One Word at a Time
  39. 39. Prof. Luis von Ahncomputer science department Carnegie Mellon UniversityESP Game: Game with a Purpose
  40. 40. Prof. Luis von Ahncomputer science department Rapid creating labeled images Carnegie Mellon University (to solve the image recognition problem)ESP Game: Game with a Purpose
  41. 41. Prof. Luis von Ahncomputer science department Rapid creating labeled images Carnegie Mellon University (to solve the image recognition problem)ESP Game: Game with a Purpose
  42. 42. Nathan Eagle, PhD Media Lab, MIT Txteagle: Tasks via SMS for workers in developing world
  43. 43. Nathan Eagle, PhD Media Lab, MIT 2.1 billion mobile subscribers Txteagle: Tasks via SMS for workers in developing world
  44. 44. Nathan Eagle, PhD Media Lab, MIT 2.1 billion mobile subscribers 100+ developing countries Txteagle: Tasks via SMS for workers in developing world
  45. 45. Ushahidi: platform for visualizing crowdsourced information
  46. 46. Ushahidi: platform for visualizing crowdsourced information
  47. 47. Ushahidi: platform for visualizing crowdsourced information
  48. 48. Ushahidi: platform for visualizing crowdsourced information
  49. 49. Foreign travelersImage-based question i.e. contextual relatedUbiAsk: mobile Crowdsourcing via social medias
  50. 50. Foreign travelersImage-based question i.e. contextual relatedReal TimeUbiAsk: mobile Crowdsourcing via social medias
  51. 51. Foreign travelersImage-based question i.e. contextual relatedReal Time Real WorldUbiAsk: mobile Crowdsourcing via social medias
  52. 52. Foreign travelersImage-based question i.e. contextual relatedReal Time Real World Non-paidUbiAsk: mobile Crowdsourcing via social medias
  53. 53. Foreign travelersImage-based question i.e. contextual relatedReal Time Real World Non-paidUbiAsk: mobile Crowdsourcing via social medias
  54. 54. Time: summer 2010 - spring 2011Results:1-2 workshop papers, 1 conferencepaper, (almost) 1 journal paperUbiAsk: mobile Crowdsourcing via social medias
  55. 55. One of the Key ChallengesHow to recruit qualified crowd-workers ?
  56. 56. They Need Incentives
  57. 57. ..and it’s not easy to find the right Incentive
  58. 58. Use money is:
  59. 59. Use money is:easy
  60. 60. Use money is:easy strait forward
  61. 61. Use money is:easy strait forward (almost) always works
  62. 62. But... User may trend to cheat (for better pay)
  63. 63. and more... “Crowding out effect”: Money incentive can destroy other pre-existing motivations Quality & Quantity: Money incentive only increase Quantity, but not Quality.
  64. 64. Can we motivate user to work hardwithout Paying money?
  65. 65. GamificationAdd game play elements for non-game applications, service, and systems.
  66. 66. GamificationAdd game play elements for non-game applications, service, and systems.Use Game Thinking and Game Mechanics
  67. 67. GamificationAdd game play elements for non-game applications, service, and systems.Use Game Thinking and Game Mechanics to solve real world problems.
  68. 68. GamificationAdd game play elements for non-game applications, service, and systems.Use Game Thinking and Game Mechanics to solve real world problems.
  69. 69. GamificationAdd game play elements for non-game applications, service, and systems.Use Game Thinking and Game Mechanics to solve real world problems. “save the cheerleader save the world!”
  70. 70. Vision  Jesse  Schells  talk  at  DICE  in  2010 AppearDuring last12 monthsForecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  71. 71. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last12 monthsForecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  72. 72. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategyForecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  73. 73. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamificationForecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  74. 74. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation andForecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  75. 75. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamificationForecasts *Source: Venture Beat, Bloom Business Week, M2 Research
  76. 76. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamificationForecasts $1.6 billion in gamification development *Source: Venture Beat, Bloom Business Week, M2 Research
  77. 77. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamificationForecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research
  78. 78. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamificationForecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research “As Social was the last five years; Gamification will be the next five years”
  79. 79. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamificationForecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research “As Social was the last five years; Gamification will be the next five years”
  80. 80. Vision  Jesse  Schells  talk  at  DICE  in  2010 Appear $10+ million in seed capital for gamification startupsDuring last $25+ million in capital to traditional businesses betting12 months big on gamification as a core customer strategy $100 million funding dedicated to gamification 2015: 50% of companies that manage innovation and research will use gamificationForecasts $1.6 billion in gamification development 2016: $2.8 billion *Source: Venture Beat, Bloom Business Week, M2 Research “As Social was the last five years; Gamification will be the next five years” Maybe
  81. 81. People LOVE gaming
  82. 82. So far (March, 2010), we’ve spent 5.93 million years playing From: Jane McGonigal’s GDC’10 talk
  83. 83. 5.93 million years ago...the 1st human stood upFrom: Jane McGonigal’s GDC’10 talk
  84. 84. 5.93 million years 250,000 years 57,000 years Bejeweled 3.2 million years From: Jane McGonigal’s GDC’10 talk
  85. 85. Why?
  86. 86. “The opposite of play is not work - it’s depression”
  87. 87. Gaming is also hard work
  88. 88. Positive Stressgame world non-game world Negative Stress
  89. 89. Why gamification > non-game worldAccelerated feedback cycles. Clear goals and rules Fascinating story Challenging but achievable tasks
  90. 90. PointSystem Gamification Loop
  91. 91. Challenge Point System Gamification Loop
  92. 92. Challenge Point System Gamification Loop
  93. 93. Win ConditionChallenge Point System Gamification Loop
  94. 94. Win ConditionChallenge Point System Gamification Loop
  95. 95. Win Condition RewardsChallenge Point System Gamification Loop
  96. 96. Win Condition RewardsChallenge Point System Gamification Loop
  97. 97. Win Condition RewardsChallenge Point System Leader board Gamification Loop
  98. 98. Win Condition RewardsChallenge Point System Leader board Gamification Loop
  99. 99. Win Condition RewardsChallenge Point System Leader board Badges Gamification Loop
  100. 100. Win Condition RewardsChallenge Point System Leader board Badges Gamification Loop
  101. 101. Win Condition RewardsChallenge Point System Socialnetwork & Leader Status board Badges Gamification Loop
  102. 102. Idea Street: on-line idea management platform
  103. 103. Post, find, vote, review an ideaIdea Street: on-line idea management platform
  104. 104. Post, find, vote, review an idea Join idea teamIdea Street: on-line idea management platform
  105. 105. Post, find, vote, review an idea Join idea team Become expert (level up)Idea Street: on-line idea management platform
  106. 106. Post, find, vote, review an idea Join idea team Become expert (level up) Earn DW Peas (Rewards)Idea Street: on-line idea management platform
  107. 107. Post, find, vote, review an idea Join idea team Become expert (level up) Earn DW Peas (Rewards) Share an ideaIdea Street: on-line idea management platform
  108. 108. Post, find, vote, review an idea Join idea team Become expert (level up) Earn DW Peas (Rewards) Share an idea Check the leaderboardIdea Street: on-line idea management platform
  109. 109. Idea Street: on-line idea management platform
  110. 110. -18 monthsIdea Street: on-line idea management platform
  111. 111. -18 months - 4,500 usersIdea Street: on-line idea management platform
  112. 112. -18 months - 4,500 users - 1,400 new ideasIdea Street: on-line idea management platform
  113. 113. -18 months - 4,500 users - 1,400 new ideas - 63 were actually implementedIdea Street: on-line idea management platform
  114. 114. Gamified To-do List http://www.youtube.com/watch?v=AmKwF_Si734Epic Win: Turns Your Boring Daily Task into a RPG
  115. 115. Developed by World Bank Part of “Save-the- world” Project Gamification to learn (and solve) global issueshttp://vimeo.com/9094186 http://vimeo.com/9623387Evoke: 10-weeks crash course in changing the world
  116. 116. Results: - 10 weeks - 19,893 participants (or, students) - from more than 130 countriesEvoke: 10-weeks crash course in changing the world
  117. 117. A mobile application that gets user’s activity/status in real time.
  118. 118. A mobile application that gets user’s activity/status in real time. Gmifiy It!
  119. 119. A mobile application that gets user’s activity/status in real time. Gmifiy It!
  120. 120. Best
  121. 121. Best !
  122. 122. Yefeng Liuhttp://www.dcl.info.waseda.ac.jp/~yefengSlideshttp://www.dcl.info.waseda.ac.jp/~yefeng/crowd.pdfA mendeley group for gamificationhttp://www.mendeley.com/groups/1104161/gamification-dcl/

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