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BEYOND MONETARY INCENTIVES:
EXPERIMENTS IN PAID MICROTASK
CROWDSOURCING
Elena Simperl
@esimperl
Data Science with Humans in the Loop
Amsterdam, September 14-15, 2017
1
THIS IS ME
Computer scientist (Web science,
Semantic Web, crowd computing)
Based at University of Southampton, UK
Working in
 Web-based socio-technical systems
 Crowdsourcing and human computation
 Human data interaction
 Open innovation
2
THEORY OF MOTIVATION
Love and glory keep costs down
Money and glory deliver faster
3
LOVE
MONEY
GLORY
PAID MICROTASKS
Money makes the crowd
work faster*
How about love and
glory?
*[Mason &Watts, 2009]
4
EXPERIMENT 1
Make paid microtasks more
cost-effective w/ gamification
Workers will perform better if tasks are more
engaging
 Increased accuracy through higher inter-annotator
agreement
 Cost savings through reduced unit costs
Micro-targeting incentives when players
attempt to quit improves retention
5
MICROTASK DESIGN
Image labelling tasks, published on microtask
platform
 Free-text labels, varying numbers of labels per image,
taboo words
 Workers can skip images, play as much as they want
Baseline: ‘standard’ tasks w/ basic spam control
vs
Gamified: same requirements & rewards, but
crowd asked to complete tasks in Wordsmith
vs
Gamified & furtherance incentives: additional
rewards to stay (random, personalised)
6
LOVE & GLORY
Gamification
Levels – 9 levels from ‘newbie’ to ‘Wordsmith’,
function of # images tagged
Badges – function of number of images tagged
Bonus points – for new tags
Treasure points – for multiples of bonus points
Leaderboard - hourly scores and top 5 players
Feedback alerts - related to badges, points,
levels
Activities widget – real-time updates on other
players
Furtherance incentives
Leaderboard - ‘Global’ leaderboard
seen by everyone
Badges –’Ultimate’ badge and avatar
Levels – go straight to the next level
Access - quicker access to treasure points
Power – see how other players tag
Money – 5 cents extra
7
EVALUATION
ESP data set as gold standard
#labels, agreement, mean & max
#labels/worker
Three tasks
 Nano: 1 image
 Micro: 11 images
 Small: up to 2000 images
Probabilistic reasoning to predict
worker exit and personalize furtherance
incentives
8
RESULTS (GAMIFICATION, 1 IMAGE)
BETTER, CHEAPER, BUT FEWER WORKERS
9
Metric CrowdFlower Wordsmith
Total workers 600 423
Total keywords 1,200 41,206
Unique keywords 111 5,708
Avg. agreement 5.72% 37.7%
Avg. images/person 1 32
Max images/person 1 200
RESULTS (GAMIFICATION, 11 IMAGES)
COMPARABLE QUALITY, HIGHER UNIT COSTS, FEWER DROPOUTS
10
Metric CrowdFlower Wordsmith
Total workers 600 514
Total keywords 13,200 35,890
Unique keywords 1,323 4,091
Avg. agreement 6.32% 10.9%
Avg. images/person 11 27
Max images/person 1 351
RESULTS (WITH FURTHERANCE INCENTIVES)
MORE ENGAGEMENT, TARGETING WORKS
Increased participation
 People come back (20 times) and play longer (43 hours vs 3 hours without incentives)
 Financial incentives play important role
Targeted incentives work
 77% players stayed vs. 27% in the randomised condition
 19% more labels compared to no incentives condition
11
EXPERIMENT 2
Make paid microtasks more cost-effective w/ social
incentives
Working in pairs is more effective than the baseline
 Increased higher inter-annotator agreement
 Higher output
Social incentives improve retention past payment
threshold
12
MICROTASK DESIGN
Image labelling tasks published on microtask platform
 Free-text labels, varying numbers of labels per image,
taboo words
Baseline: ‘standard’ tasks w/ basic spam control
vs
Pairs: Wordsmith-based, randomly formed pairs, people
join and leave all the time, in time more partner switches
vs
Pairs & social incentives: let’s play vs please stay
offered to worker when we expect their partner to leave
13
INCENTIVES
14
No global leaderboard
Empathic social pressure: stay (and help your partner get paid)
Social flow: keep playing and having fun together
EVALUATION
ESP data set as gold standard
Evaluated #labels, agreement, avg/max
#labels/worker
Two tasks
 Low threshold: 1 image
 High threshold: 11 images
Probabilistic reasoning to predict worker
exit* and offer social incentive
* [Kobren et al, 2015] extended w/ utility
features
15
RESULTS (COLLABORATION)
BETTER, CHEAPER, FEWER WORKERS, ADDS COMPLEXITY
16
RESULTS (SOCIAL INCENTIVES)
IMPROVED RETENTION, PLEASE STAY MORE EFFECTIVE
17
SUMMARY OF FINDINGS
Social incentives generate more tags and improve
retention
Social dynamics: different responses if partner has
been paid or not
 Paid worker 76% more likely to stay after social
pressure, unpaid worker: 95% more likely to stay
 Paid workers annotate more if they decide to stay
than unpaid workers
Social flow more effective than social pressure in
generating more tags: 99% of unpaid workers are
likely to stay
Social pressure works more often overall
18
EXPERIMENT 3
Make real-time
crowdsourcing affordable
Workers compete against each other
in a live contest
 Contest produces accurate answers
faster
 Task thresholds and reward spreads
affect volume of work and retention
19
MICROTASK DESIGN
Twitter labelling tasks published on
microtask platform
 NER (people, places, organisations
etc.)
Baseline: ‘standard’ task w/ basic
spam control
vs
Live contest: Wordsmith-based,
different reward spreads, different
task thresholds.
20
EVALUATION
Four Twitter datasets w/ gold standard
Compared to baseline from [Feyisetan et al,
2015]
Evaluated F1, time/entity, #labels,
#labels/worker, #labels/top-10, exit
prediction, #workers
Two tasks
 Low threshold: 1 tweet
 High: 10 tweets
Probabilistic reasoning to predict worker
exit
21
SUMMARY OF FINDINGS
With twice the task speed, contests could
potentially serve as a real-time task model
An increase in reward spread leads to more
tasks completed by the best workers
Increasing the task threshold within a reward
spread reduces the number of tasks completed
Workers exit a task when they perceive an
overall loss of utility accrued by remaining
 Tasks with high rewards and low task thresholds attract
workers to stay on longer
22
CONCLUSIONS
Monetary incentives are just the tip of the
iceberg
Layering other incentives on top of
payments works
How do workers assess the utility of a
task?
Does time change any of the findings
and how?
23
E.SIMPERL@SOTON.AC.UK
@ESIMPERL
QROWD-PROJECT.EU WDAQUA.EU
9/15/2017 24
Improving paid microtasks through gamification and adaptive
furtherance incentives. O Feyisetan, E Simperl, M Van Kleek, N Shadbolt.
24th International Conference on World Wide Web, 333-343, 2015
Social Incentives in Paid Collaborative Crowdsourcing. O Feyisetan, E
Simperl. ACM Transactions on Intelligent Systems and Technology (TIST), 8
(6), to appear, 2017

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Beyond monetary incentives: experiments with paid microtasks

  • 1. BEYOND MONETARY INCENTIVES: EXPERIMENTS IN PAID MICROTASK CROWDSOURCING Elena Simperl @esimperl Data Science with Humans in the Loop Amsterdam, September 14-15, 2017 1
  • 2. THIS IS ME Computer scientist (Web science, Semantic Web, crowd computing) Based at University of Southampton, UK Working in  Web-based socio-technical systems  Crowdsourcing and human computation  Human data interaction  Open innovation 2
  • 3. THEORY OF MOTIVATION Love and glory keep costs down Money and glory deliver faster 3 LOVE MONEY GLORY
  • 4. PAID MICROTASKS Money makes the crowd work faster* How about love and glory? *[Mason &Watts, 2009] 4
  • 5. EXPERIMENT 1 Make paid microtasks more cost-effective w/ gamification Workers will perform better if tasks are more engaging  Increased accuracy through higher inter-annotator agreement  Cost savings through reduced unit costs Micro-targeting incentives when players attempt to quit improves retention 5
  • 6. MICROTASK DESIGN Image labelling tasks, published on microtask platform  Free-text labels, varying numbers of labels per image, taboo words  Workers can skip images, play as much as they want Baseline: ‘standard’ tasks w/ basic spam control vs Gamified: same requirements & rewards, but crowd asked to complete tasks in Wordsmith vs Gamified & furtherance incentives: additional rewards to stay (random, personalised) 6
  • 7. LOVE & GLORY Gamification Levels – 9 levels from ‘newbie’ to ‘Wordsmith’, function of # images tagged Badges – function of number of images tagged Bonus points – for new tags Treasure points – for multiples of bonus points Leaderboard - hourly scores and top 5 players Feedback alerts - related to badges, points, levels Activities widget – real-time updates on other players Furtherance incentives Leaderboard - ‘Global’ leaderboard seen by everyone Badges –’Ultimate’ badge and avatar Levels – go straight to the next level Access - quicker access to treasure points Power – see how other players tag Money – 5 cents extra 7
  • 8. EVALUATION ESP data set as gold standard #labels, agreement, mean & max #labels/worker Three tasks  Nano: 1 image  Micro: 11 images  Small: up to 2000 images Probabilistic reasoning to predict worker exit and personalize furtherance incentives 8
  • 9. RESULTS (GAMIFICATION, 1 IMAGE) BETTER, CHEAPER, BUT FEWER WORKERS 9 Metric CrowdFlower Wordsmith Total workers 600 423 Total keywords 1,200 41,206 Unique keywords 111 5,708 Avg. agreement 5.72% 37.7% Avg. images/person 1 32 Max images/person 1 200
  • 10. RESULTS (GAMIFICATION, 11 IMAGES) COMPARABLE QUALITY, HIGHER UNIT COSTS, FEWER DROPOUTS 10 Metric CrowdFlower Wordsmith Total workers 600 514 Total keywords 13,200 35,890 Unique keywords 1,323 4,091 Avg. agreement 6.32% 10.9% Avg. images/person 11 27 Max images/person 1 351
  • 11. RESULTS (WITH FURTHERANCE INCENTIVES) MORE ENGAGEMENT, TARGETING WORKS Increased participation  People come back (20 times) and play longer (43 hours vs 3 hours without incentives)  Financial incentives play important role Targeted incentives work  77% players stayed vs. 27% in the randomised condition  19% more labels compared to no incentives condition 11
  • 12. EXPERIMENT 2 Make paid microtasks more cost-effective w/ social incentives Working in pairs is more effective than the baseline  Increased higher inter-annotator agreement  Higher output Social incentives improve retention past payment threshold 12
  • 13. MICROTASK DESIGN Image labelling tasks published on microtask platform  Free-text labels, varying numbers of labels per image, taboo words Baseline: ‘standard’ tasks w/ basic spam control vs Pairs: Wordsmith-based, randomly formed pairs, people join and leave all the time, in time more partner switches vs Pairs & social incentives: let’s play vs please stay offered to worker when we expect their partner to leave 13
  • 14. INCENTIVES 14 No global leaderboard Empathic social pressure: stay (and help your partner get paid) Social flow: keep playing and having fun together
  • 15. EVALUATION ESP data set as gold standard Evaluated #labels, agreement, avg/max #labels/worker Two tasks  Low threshold: 1 image  High threshold: 11 images Probabilistic reasoning to predict worker exit* and offer social incentive * [Kobren et al, 2015] extended w/ utility features 15
  • 16. RESULTS (COLLABORATION) BETTER, CHEAPER, FEWER WORKERS, ADDS COMPLEXITY 16
  • 17. RESULTS (SOCIAL INCENTIVES) IMPROVED RETENTION, PLEASE STAY MORE EFFECTIVE 17
  • 18. SUMMARY OF FINDINGS Social incentives generate more tags and improve retention Social dynamics: different responses if partner has been paid or not  Paid worker 76% more likely to stay after social pressure, unpaid worker: 95% more likely to stay  Paid workers annotate more if they decide to stay than unpaid workers Social flow more effective than social pressure in generating more tags: 99% of unpaid workers are likely to stay Social pressure works more often overall 18
  • 19. EXPERIMENT 3 Make real-time crowdsourcing affordable Workers compete against each other in a live contest  Contest produces accurate answers faster  Task thresholds and reward spreads affect volume of work and retention 19
  • 20. MICROTASK DESIGN Twitter labelling tasks published on microtask platform  NER (people, places, organisations etc.) Baseline: ‘standard’ task w/ basic spam control vs Live contest: Wordsmith-based, different reward spreads, different task thresholds. 20
  • 21. EVALUATION Four Twitter datasets w/ gold standard Compared to baseline from [Feyisetan et al, 2015] Evaluated F1, time/entity, #labels, #labels/worker, #labels/top-10, exit prediction, #workers Two tasks  Low threshold: 1 tweet  High: 10 tweets Probabilistic reasoning to predict worker exit 21
  • 22. SUMMARY OF FINDINGS With twice the task speed, contests could potentially serve as a real-time task model An increase in reward spread leads to more tasks completed by the best workers Increasing the task threshold within a reward spread reduces the number of tasks completed Workers exit a task when they perceive an overall loss of utility accrued by remaining  Tasks with high rewards and low task thresholds attract workers to stay on longer 22
  • 23. CONCLUSIONS Monetary incentives are just the tip of the iceberg Layering other incentives on top of payments works How do workers assess the utility of a task? Does time change any of the findings and how? 23
  • 24. E.SIMPERL@SOTON.AC.UK @ESIMPERL QROWD-PROJECT.EU WDAQUA.EU 9/15/2017 24 Improving paid microtasks through gamification and adaptive furtherance incentives. O Feyisetan, E Simperl, M Van Kleek, N Shadbolt. 24th International Conference on World Wide Web, 333-343, 2015 Social Incentives in Paid Collaborative Crowdsourcing. O Feyisetan, E Simperl. ACM Transactions on Intelligent Systems and Technology (TIST), 8 (6), to appear, 2017