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Gamifying Intelligent Environments                                           Yefeng Liu                               Todo...
User Engagement in Intelligent Environment            How and why people develop relationship with Intelligent       Envir...
Challenge: User Incentives    Understand and design for more engaging experiences: how to engage           and direct the ...
#I. Social psychology motivations                 Taking advantage of the positive Social Facilitation                    ...
#2. Economic Incentives                 Give money or any other commodity that users consider                  valuable: E...
#2. Economic Incentives cont.                                     User trend to cheat for better pay.        Yefeng Liu, e...
# Gamication               To incentivize non-game system users to have so-called               game-like behavior by int...
Gamication Loop       Build Point system: set clear and small goals -> give rewards when       challenge is achieved -> s...
Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   91...
Q: Why there are so many kimono grils on the street today?                                                                ...
Requester                           Requesters                              Crowdworkers                      Proxy server...
User Studies  19 Requesters: mostly short term travelers from Western countries visiting Japan  36 Work Users: ordinary En...
Incentives Comparison Results:            Best contributors were motivated by intrinsic incentives rather            than ...
EcoIsland: Persuasive application for        motivating users to reduce CO2 emissions        Yefeng Liu, et al. Gamifying ...
User Studies            6 families, 20 people, 4 weeks.            In the beginning of the first week, a simple electricity...
Results            In the survey, 17 out of 20 participants said that they were more            conscious of environ- ment...
Implications        Gamification is a way to improve user’s engagement of a service,        however, it only provides secon...
Implications cont.        Other than adding game mechanics, building the application with an        actual game-like surfa...
Thank You                        Yefeng Liu               www.dcl.info.waseda.ac.jp/~yefeng                 yefeng@dcl.inf...
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Gamifying Intelligent Environments

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Transcript of "Gamifying Intelligent Environments"

  1. 1. Gamifying Intelligent Environments Yefeng Liu Todorka Alexandrova Tatsuo Nakajima www.dcl.info.waseda.ac.jp/~yefeng yefeng@dcl.info.waseda.ac.jp Computer Science Dept. Waseda University Tokyo, Japan 111年11月25日星期五
  2. 2. User Engagement in Intelligent Environment How and why people develop relationship with Intelligent Environments (i.e., services / platforms) across multiple interactions. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 211年11月25日星期五
  3. 3. Challenge: User Incentives Understand and design for more engaging experiences: how to engage and direct the participants’ attention to useful purpose? Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 311年11月25日星期五
  4. 4. #I. Social psychology motivations Taking advantage of the positive Social Facilitation and avoiding the negative Social Loang Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 411年11月25日星期五
  5. 5. #2. Economic Incentives Give money or any other commodity that users consider valuable: Easy, Strait forward, (almost) always works Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 511年11月25日星期五
  6. 6. #2. Economic Incentives cont. User trend to cheat for better pay. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 611年11月25日星期五
  7. 7. # Gamication To incentivize non-game system users to have so-called game-like behavior by integrating game mechanics and game-play elements into those non-game applications. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 711年11月25日星期五
  8. 8. Gamication Loop Build Point system: set clear and small goals -> give rewards when challenge is achieved -> show the achievements via leader board/ badges -> change virtual status on social networks. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 811年11月25日星期五
  9. 9. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 911年11月25日星期五
  10. 10. Q: Why there are so many kimono grils on the street today? LE1: They were attending the “seijin-shiki”, but I dont know its eng name, sorry. Translation Local Information LE2: Today is the Coming-of-age day, youth are 20 years of age need to attend a very special ceremony. “What does this sign say? Are “Why there’re so many kimono girls ties not allowed in this restaurant?” on the street today?” UbiAsk: Real-time Location-based Q&A via Social Media Ubiask provides local Q&A and image search functionality in near-real-time by engaging social media users as a workforce. Gamification and social psychology are used to successfully incentivise the crowd workers. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1011年11月25日星期五
  11. 11. Requester Requesters Crowdworkers Proxy server use mobile apps routes the requests to quickly create to appropriate a task and send it to server. Crowdworkers A task is a etc. via mobile emails etc. question that and various social incorporates an media platforms image (using phone camera) API etc. Location-based Result Data Representation & Reusage Location-based results are visualized with social mapping tools and social augmented reality services, resulting in a useful information pool for public use. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1111年11月25日星期五
  12. 12. User Studies 19 Requesters: mostly short term travelers from Western countries visiting Japan 36 Work Users: ordinary English + Japanese speaking residents in Japan From Jan 2011 – Mar 2011 Work Users were divided into 3 sub-groupsto test three different incentive mechanisms: 1. Location based leaderboard (game) 2. Social incentives: rapid feedback 3. Control group ! Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1211年11月25日星期五
  13. 13. Incentives Comparison Results: Best contributors were motivated by intrinsic incentives rather than the extrinsic incentives we provided. For less self-motivated users, the incentive systems provided significant extra motivation. However, the differences between to incentive mechanisms is not statically signification to tell which one is better. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1311年11月25日星期五
  14. 14. EcoIsland: Persuasive application for motivating users to reduce CO2 emissions Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1411年11月25日星期五
  15. 15. User Studies 6 families, 20 people, 4 weeks. In the beginning of the first week, a simple electricity usage meter was equipped on the participant’s air heater. During the first week, participants measures the energy consumption before using EcoIsland. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1511年11月25日星期五
  16. 16. Results In the survey, 17 out of 20 participants said that they were more conscious of environ- mental ecology after the experiment than before. From the air heater electricity usage, there was no statistically significant correlation with the reported activities. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1611年11月25日星期五
  17. 17. Implications Gamification is a way to improve user’s engagement of a service, however, it only provides secondary support to the main system functionality. It is impossible to magically shift user’s behavior via gamification when the main services of the system cannot attract user’s interests at all. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1711年11月25日星期五
  18. 18. Implications cont. Other than adding game mechanics, building the application with an actual game-like surface is also important to prosper gamified system. Designer should build the system as a fun application to interact (play) with. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 1811年11月25日星期五
  19. 19. Thank You Yefeng Liu www.dcl.info.waseda.ac.jp/~yefeng yefeng@dcl.info.waseda.ac.jp11年11月25日星期五

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