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Making Your Semantic Application Addictive: Incentivizing Users Roberta Cuel Univeristy of Trento (Italy) – KIT (Germany) roberta.cuel @unitn.it [email protected]

SemTech 2012 - Making your semantic app addictive: Incentivizing Users

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Page 1: SemTech 2012 - Making your semantic app addictive: Incentivizing Users

Making Your Semantic Application Addictive:

Incentivizing Users

Roberta Cuel Univeristy of Trento (Italy) – KIT (Germany)

[email protected][email protected]

Page 2: SemTech 2012 - Making your semantic app addictive: Incentivizing Users

Topics of the session

• The role of human contributions in the creation of semantic descriptions of digital artifacts.

• Methods and principles for the design of incentives-compatible semantic-annotation technology.

• Case studies: • TID: Telefónica R&D corporate knowledge• “Taste it! Try it” mobile app

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Semantic content authoring

• Rely on human inputs: • Modeling a domain.• Understanding text and media content• Integrating data sources originating from different

contexts• …

• Motivating users to contribute is essential for semantic technologies to reach critical mass and ensure sustainable growth.

• Realize incentivized semantic applications.

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What is the secret to sustainable success?

• Offer solution to a real problem: right solution at the right time – at least 50% of success

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Our approach: Ideally: field desk lab field

A procedural ordering of methods to develop incentive compatible applications

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2/23/11 2

Motivations in the Web 2.0

2/23/11 2

• Motivation and incentives– Reciprocity – Reputation – Competition– Altruism– Self-esteem – Fun– Money

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Intrinsic / Extrinsic motivations

Kaufman, Schulze, Veit (Mannheim University)

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Theories of motivation (latin move)

Content theories of motivation•Need theories •Herzberg’s “two factor” theory•McClelland’s achievement-<power-affiliation theory

Job characteristic approach (Skill variety, autonomy, .. )

Process Theories of motivation

-Reinforcement theory

-Goal setting theory

-Expectancy theory

-Organizational justice theory,

-…, …, ...

Performance : f (ability*motivation)Incentives Motivation Performance

Psychological meaning: internal mental state pertaining to:-initiation, -direction, -persistence, -intensity and -termination of behavior

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The incentive analytical tool

Goal Tasks Social

Structure

Nature of good being produced

Communication level (about the goal of the tasks)

High

Variety of

High

Hierarchy neutral

Public good (non-rival

non-exclusive)

Medium Medium

Low Low

Participation level (in the definition

of the goal)

High

Specificity of

High

Medium Medium

Low Low

Clarity level

High Identification

with High

Hierarchical Private good

(rival, exclusive)

Low

Low Required

skills

Highly specific Trivial

Common

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TWO CASE STUDIES

TID: Telefónica R&D corporate knowledge

“Taste it! Try it” mobile app for reviewing restaurant and other PoI

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Enterprise Knowledge Management @ TID - Spain

• Services of the intranet portal• Document management• Corporate directories• Pilot/Product/Service

catalogues• News• Bank of ideas• Blogs, wikis, forums• Search engines

• Some info• 1200 employees in 7 cities

and 3 countries (↑)• ˜3050 visits per day, ˜56000

page views (impressions) per day, average visit time: 20’

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Field and domain analysis

Domain analysis•Site visit, semi-structured, qualitative interviews (Communication processes, Existing usage practices, problems, tools/solutions)

• Tape recording, transcription

• Data analysis per ex-post categorization

•Focus group discussion• Usability lab tests and Expert walkthroughs

•Lab experiment • Two payments

•Field experiment• Natural vs. semantic

annotation

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We need to design the “game” in a way that permits to achieve the outcome in annotations but does not distruct too much employees from their main job

The incentive analytical tool and TID motivations

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The Mechanism design exercise in our case study (I)

Interplay of two alternative games:• Principal agent game

• No tools to check employees perform at their best• Management can implement various incentives:

• Piece rate wages (labour intensive tasks)• Performance measurement (all levels of tasks)• Tournaments (internal labour market)

• Public goods game• Semantic content creation is a public good (non-excludable and

non-rival)• The problem of free riding

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The prototype creation

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PD workshops and HCI analysis

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Lab experiment

36 students

Individual task: annotation of images

Time: 8 mins

Two rewarding/incentives systems•Pay per click: 0,03 € per tag•Winner takes all model: 20€

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2/23/11 www.insemtives.eu 39

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2/23/11 www.insemtives.eu 40

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2/23/11 www.insemtives.eu 41

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Some resultsIn WTA treatment, 76 % of subjects make more annotations than the average number of annotations in PPT scenario.

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Prototype refinement

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Incentivizing the tool …making it fun

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… harnessing the networks and reputation effects

• Competitive environment• Internal market of labour• Reputation in terms of expertise)• HR Department should be involved

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Field experiment

Real users and tasks should have

– practical usefulness for users (search):

– social implications, providing information about people, and their performances

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Some results • 2761 annotations, • 82% are semantic

Competition Social

Number of annotation 1589 1172

% of semantic annotation 88,92% 71,84

Maximum number of annotation 439 262

Annotation of free text 180 326

Competition: 200€

Social: daily contributor on Yammer

Social rewards are as strong as monetary rewards! (Man

Whitney test )

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Taste it! Try it! Goals of the tool:

• provide semantically-enabled reviews Features

• sufficiently easy to create for end-user acceptance• keep a user entertained - Facebook and badges• offer the personalized, semantic, context-aware recommendation process

Research context: (ontology-based) collaborative filtering and user clustering, structuring and disambiguation of the reviews by using domain knowledge and incentives

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The application

Badges

A scenario

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Experiment

Hypothesis:•Points vs. badge •No information about others vs. information•No information about herself vs. information

(6 groups) x (~ 25 students) = ~150 students•Group 0: Points, Piece vise, no info on others private info, web based•Group 1: Points, piece vise, median, public info•Group 2: Points, piece vise, neighborhood, public info•Group 3: Badge, piece vise, no info on others private info, web based•Group 4: Badge, piece vise, median, public info - treatment•Group 5. Badge, piece vise, neighborhood, public info - treatment

Points: max. 8 for creating reviews and 2 points for filling in the questionnaire

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Average ScoreAverage number

reviewsAverage number

semantic annotation Average time Average number

of actions *10Group 0 7,4223 11,41 4,41 6,6 4,85 Group 1 7,4904 12,08 3,76 5,26 5,71 Group 2 10,3607 15,44 7,26 4,83 7,14 Group 3 7,6246 12,08 4,98 4,26 10,42 Group 4 7,7612 12,32 4,48 6,46 8,24 Group 5 8,1615 12 5,87 5,58 11,51

As proposed in game mechanics (showing the neighborhood performance) is more effective than the median story that is now the "top" at least in published

economics papers ;-)

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Any question?

Thank you

Roberta CuelUniversity of Trento & KIT

[email protected]