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Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 1
Elektr-O-Mat
A Participation Game to Match and Explore
the Relationship
between (Electro-)Mobility
and Cititzens’ Needs
Rica Rieth
Fraunhofer IAO
Germany
Norbert Fröschle
Fraunhofer IAO
Germany
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 2
About Electromobility…
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 3
About Boxes and Bees…
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 4
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 5
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 6
The Project
• the tool Elektr-O-Mat was developed as part of the
“Online Schaufenster Elektromobiltät” R&D project
• the project is funded by the “Ministerium für Wissenschaft, Forschung
und Kunst“, Baden-Württemberg
• the project is being run by a project consortium comprising
Fraunhofer IAO, YellowMap AG and “e-mobil BW – Landesagentur für
Elektromobilität und Brennstoffzellentechnologie Baden-Württemberg”
• the project is part of the overall regional program
“LivingLab BWe mobil”, with nearly 40 projects and 100 partners
from economics, science, public administration and civil society
www.livinglab-bwe.de
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 7
What it is & How it Works
• online tool for electromobilists and interested people
• launched on 9th February 2015
• game-based design
• anonymous and voluntary
• website or app (iOS, Android, Webapp)
www.elektr-o-mat.de
• 15 questions
(addressing objective mobility requirements & subjective attitudes)
• 7 mobility options
• evaluation process & ranking algorithms based on experts
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 8
What it is & How it Works
“Which kind of
electromobility-user am I?”
Pedelec-Sharing
Hybrid-Car
PedelecE-Car
E-Car-Sharing Public Transport
E-Scooter
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 9
What it is & How it Works
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 10
Objectives & Hypothesis
1. What mobility needs do people
have and what do they expect?
2. What are the pros and cons
of a participation game?
Elektr-O-Mat
Science
Players
(electromobilists & interested people)
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 11
Elektr-O-Mat
Approach
Game
design
Nudg-
ing
Reality
Labs
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 12
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 13
The Value of Games
Surveys
Games
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 14
Pros & Cons of Participation Games
- +
per se no statistical representation learning by doing:
direct and real-time feedback
up to now no elaborated state-of-
the-art approach for empirical
social research
create honeypots
science (and politics) can nudge:
to encourage people to rethink the
impact and outcome of their
individual decisions and become
part of transformations
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 15
Performance & Feedback
• evaluation period: 9th February 2015 – 31th July 2015
• 2.290 player
• mostly used via webbroswer
• average playtime: 7 min 50 sec
• dropout rate: 24.3%
• average rating: 2.3 stars (min 0 – max 4)
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 16
N=446
Performance & Feedback
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 17
Performance & Feedback
N=140
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 18
Performance & Feedback
Qualitative Feedback: Type of Response? (in Percent)
N=140
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 19
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 20
Scientific Outputs
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 21
Rank 1 Rank 2 Rank 3
Hybrid-Car
E-Car
E-Car
E-Car
Hybrid-Car
E-Car-Sharing
E-Car-Sharing
E-Car-Sharing
Hybrid-Car
Pedelec Pedelec-Sharing E-Scooter
10.6%
Per
8.5%
6.2%
4.3%
1.
2.
3.
4.
… of 1.932 actual combinations
Most Common Rankings
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 22
Players‘ Profiles
mobility
preferences
mobility conditons
sociodemographic status
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 23
male
fulltime employed
2-3 person
household
42 years old
Players‘ Profiles
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 24
• lives as well in rural, metropolitan and urban areas
• drives/walks/… in average 40.8km per day
• rather a few long distances a day
• on his way alone
Players‘ Profiles
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 25
• prefers to be flexible in time, have permanent acces to a car, likes
driving on his own and cares about the environment
• not willing to change vehicles during his way
• access to charging infrastructure
• content to pay in average 17.3% more for an electric vehicle
Players‘ Profiles
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 26
Cluster 3:
high potentials
Cluster 2:
medium potentials
Cluster 1:
low potentials
<18 19-26 27-39
age
[in years, by groups]
40-55 56-68
area
rural urbanmetropolitan
daily distance
[in km]
0 10 20 30 40 50 60 70 80 90 100 110 …
environmental
protection
not important less important important very important
Players‘ Profiles
>69
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 27
not important less important important very important
car availability
comfort
not important less important important very important
flexibility in
time
not important less important important very important
willingness to
change vehicles
none low high very high
Cluster 3:
high potentials
Cluster 2:
medium potentials
Cluster 1:
low potentials
Players‘ Profiles
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 28
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 29
Lessons Learned
1. games can be very effective to get people in touch
with the subject and create honeypots
2. initally, knowledge generation and empirical outputs are limited to the
actual target group of players – not the general public
3. the approach can be transferred to other socio-technical fields &
projects and shows the high potential of (E-)Participation, e.g. …
• Electromobility and Energiewende
• Smart Cities and Internet of Things
• Industry 4.0 and Future Work
• etc.
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 30
Image References
Slide 2
Plugs:
https://www.phoenixcontact.com/assets/images_ed/global/web_content/pic_con_a_0061868_int.jpg, 2015/10/28.
Helmet:
http://ais.badische-zeitung.de/piece/03/0a/15/2f/50992431.jpg, 2015/10/28.
Speed Limit Signs:
http://www.autoextrem.de/artikel-attachments/149791d1441106889-tempolimit-fotolia.jpg, 2015/10/28.
Maut:
http://polpix.sueddeutsche.com/bild/1.2057491.1405957216/900x600/maut.jpg, 2015/10/28.
Map:
http://m.livinglab-bwe.de/Presentation/OSFApp/#stations, 2015/10/28.
Slide 3
Honeypot:
http://unterwindisch.ch/wp-content/uploads/2015/05/honigtopf-bienen.png, 2015/10/27.
Winnie Pooh:
http://disney.wikia.com/wiki/Winnie_the_Pooh?file=Pooh-bear-clip-art-winniepooh_1_800_800.jpg, 2015/10/28.
Slide 13
Honeypot:
http://unterwindisch.ch/wp-content/uploads/2015/05/honigtopf-bienen.png, 2015/10/27.
Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 31
Interested to explore together
cutting-edge crowdsourcing and
participation games in "Horizon 2020"?
Please contact us!
Rica Rieth and Norbert Fröschle
Fraunhofer IAO
Nobelstr. 12
70569 Stuttgart, Germany
norbert.froeschle@iao.fraunhofer.de
+49 711 970-2237

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Elektr-O-Mat

  • 1. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 1 Elektr-O-Mat A Participation Game to Match and Explore the Relationship between (Electro-)Mobility and Cititzens’ Needs Rica Rieth Fraunhofer IAO Germany Norbert Fröschle Fraunhofer IAO Germany
  • 2. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 2 About Electromobility…
  • 3. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 3 About Boxes and Bees…
  • 4. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 4 Elektr-O-Mat Approach Scientific Outputs Most Common Rankings What it is & How it Works Players‘ Profiles The Value of Games Objectives & Hypothesis The Project Performance & Feedback Pros & Cons Lessons Learned
  • 5. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 5 Elektr-O-Mat Approach Scientific Outputs Most Common Rankings What it is & How it Works Players‘ Profiles The Value of Games Objectives & Hypothesis The Project Performance & Feedback Pros & Cons Lessons Learned
  • 6. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 6 The Project • the tool Elektr-O-Mat was developed as part of the “Online Schaufenster Elektromobiltät” R&D project • the project is funded by the “Ministerium für Wissenschaft, Forschung und Kunst“, Baden-Württemberg • the project is being run by a project consortium comprising Fraunhofer IAO, YellowMap AG and “e-mobil BW – Landesagentur für Elektromobilität und Brennstoffzellentechnologie Baden-Württemberg” • the project is part of the overall regional program “LivingLab BWe mobil”, with nearly 40 projects and 100 partners from economics, science, public administration and civil society www.livinglab-bwe.de
  • 7. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 7 What it is & How it Works • online tool for electromobilists and interested people • launched on 9th February 2015 • game-based design • anonymous and voluntary • website or app (iOS, Android, Webapp) www.elektr-o-mat.de • 15 questions (addressing objective mobility requirements & subjective attitudes) • 7 mobility options • evaluation process & ranking algorithms based on experts
  • 8. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 8 What it is & How it Works “Which kind of electromobility-user am I?” Pedelec-Sharing Hybrid-Car PedelecE-Car E-Car-Sharing Public Transport E-Scooter
  • 9. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 9 What it is & How it Works
  • 10. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 10 Objectives & Hypothesis 1. What mobility needs do people have and what do they expect? 2. What are the pros and cons of a participation game? Elektr-O-Mat Science Players (electromobilists & interested people)
  • 11. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 11 Elektr-O-Mat Approach Game design Nudg- ing Reality Labs
  • 12. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 12 Elektr-O-Mat Approach Scientific Outputs Most Common Rankings What it is & How it Works Players‘ Profiles The Value of Games Objectives & Hypothesis The Project Performance & Feedback Pros & Cons Lessons Learned
  • 13. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 13 The Value of Games Surveys Games
  • 14. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 14 Pros & Cons of Participation Games - + per se no statistical representation learning by doing: direct and real-time feedback up to now no elaborated state-of- the-art approach for empirical social research create honeypots science (and politics) can nudge: to encourage people to rethink the impact and outcome of their individual decisions and become part of transformations
  • 15. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 15 Performance & Feedback • evaluation period: 9th February 2015 – 31th July 2015 • 2.290 player • mostly used via webbroswer • average playtime: 7 min 50 sec • dropout rate: 24.3% • average rating: 2.3 stars (min 0 – max 4)
  • 16. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 16 N=446 Performance & Feedback
  • 17. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 17 Performance & Feedback N=140
  • 18. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 18 Performance & Feedback Qualitative Feedback: Type of Response? (in Percent) N=140
  • 19. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 19 Elektr-O-Mat Approach Scientific Outputs Most Common Rankings What it is & How it Works Players‘ Profiles The Value of Games Objectives & Hypothesis The Project Performance & Feedback Pros & Cons Lessons Learned
  • 20. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 20 Scientific Outputs
  • 21. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 21 Rank 1 Rank 2 Rank 3 Hybrid-Car E-Car E-Car E-Car Hybrid-Car E-Car-Sharing E-Car-Sharing E-Car-Sharing Hybrid-Car Pedelec Pedelec-Sharing E-Scooter 10.6% Per 8.5% 6.2% 4.3% 1. 2. 3. 4. … of 1.932 actual combinations Most Common Rankings
  • 22. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 22 Players‘ Profiles mobility preferences mobility conditons sociodemographic status
  • 23. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 23 male fulltime employed 2-3 person household 42 years old Players‘ Profiles
  • 24. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 24 • lives as well in rural, metropolitan and urban areas • drives/walks/… in average 40.8km per day • rather a few long distances a day • on his way alone Players‘ Profiles
  • 25. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 25 • prefers to be flexible in time, have permanent acces to a car, likes driving on his own and cares about the environment • not willing to change vehicles during his way • access to charging infrastructure • content to pay in average 17.3% more for an electric vehicle Players‘ Profiles
  • 26. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 26 Cluster 3: high potentials Cluster 2: medium potentials Cluster 1: low potentials <18 19-26 27-39 age [in years, by groups] 40-55 56-68 area rural urbanmetropolitan daily distance [in km] 0 10 20 30 40 50 60 70 80 90 100 110 … environmental protection not important less important important very important Players‘ Profiles >69
  • 27. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 27 not important less important important very important car availability comfort not important less important important very important flexibility in time not important less important important very important willingness to change vehicles none low high very high Cluster 3: high potentials Cluster 2: medium potentials Cluster 1: low potentials Players‘ Profiles
  • 28. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 28 Elektr-O-Mat Approach Scientific Outputs Most Common Rankings What it is & How it Works Players‘ Profiles The Value of Games Objectives & Hypothesis The Project Performance & Feedback Pros & Cons Lessons Learned
  • 29. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 29 Lessons Learned 1. games can be very effective to get people in touch with the subject and create honeypots 2. initally, knowledge generation and empirical outputs are limited to the actual target group of players – not the general public 3. the approach can be transferred to other socio-technical fields & projects and shows the high potential of (E-)Participation, e.g. … • Electromobility and Energiewende • Smart Cities and Internet of Things • Industry 4.0 and Future Work • etc.
  • 30. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 30 Image References Slide 2 Plugs: https://www.phoenixcontact.com/assets/images_ed/global/web_content/pic_con_a_0061868_int.jpg, 2015/10/28. Helmet: http://ais.badische-zeitung.de/piece/03/0a/15/2f/50992431.jpg, 2015/10/28. Speed Limit Signs: http://www.autoextrem.de/artikel-attachments/149791d1441106889-tempolimit-fotolia.jpg, 2015/10/28. Maut: http://polpix.sueddeutsche.com/bild/1.2057491.1405957216/900x600/maut.jpg, 2015/10/28. Map: http://m.livinglab-bwe.de/Presentation/OSFApp/#stations, 2015/10/28. Slide 3 Honeypot: http://unterwindisch.ch/wp-content/uploads/2015/05/honigtopf-bienen.png, 2015/10/27. Winnie Pooh: http://disney.wikia.com/wiki/Winnie_the_Pooh?file=Pooh-bear-clip-art-winniepooh_1_800_800.jpg, 2015/10/28. Slide 13 Honeypot: http://unterwindisch.ch/wp-content/uploads/2015/05/honigtopf-bienen.png, 2015/10/27.
  • 31. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 31 Interested to explore together cutting-edge crowdsourcing and participation games in "Horizon 2020"? Please contact us! Rica Rieth and Norbert Fröschle Fraunhofer IAO Nobelstr. 12 70569 Stuttgart, Germany norbert.froeschle@iao.fraunhofer.de +49 711 970-2237