Challenges for the Gamification of Incident Reporting Systems
Transcription
Challenges for the Gamification of Incident Reporting Systems
E E n d d P o d n g Exxxttteeen nd deeed dP Prrro occceeeeeed diiin ng gsss Toulouse, France, September 4-6, 2012 Fun and Games’2012 | POSTERS Challenges for the Gamification of Incident Reporting Systems Cédric Bach, Marco Winckler, Bastien Gatellier Regina Bernhaupt User Experience Lab Ruwido Salzburg, Austria [email protected] ICS-IRIT Univerty Paul Sabatier 118 route de Narbonne 31062Toulouse, France [cedric.bach, winckler, gatellier]@irit.fr ABSTRACT reporting incidents, citizens can improve their quality of life by influencing the quality of their environment. Figure 1 illustrates the overall scenario we are investigated in the Ubilloop project. This paper reports our ongoing work concerning the study and development of mobile applications for supporting incident reporting in cities. We provide a view at glance of incident reporting systems and the tools that we have developed so far in the context of the project FEDER Ubiloop. Our main goal is to explore the potential of mobile games for improving the overall user experience (UX) whilst reporting incidents which is often considered a dull and boring activity. On one hand, we want to make the task of incident reporting a nice and positive experience to users. On the other hand, we want to stimulate citizens to report incidents in their neighborhood so that the city administration would be better coverage of problems that should be taken into account to improve the quality of life in the city. More than a definitive solution, this paper identifies alternatives and discusses the challenges for the “gamification” of incident reporting systems. Author Keywords Incident reporting, User experience, mobile applications. ACM Classification Keywords H.5.3 Group and Organization Interfaces: Collaborative computing. Figure 1 Overview of incident reporting with Ubiloop: users report incidents like potholes, tagging, or broken street lamps to the local government using a mobile phone application. General Terms Human Factors, Design. In a previous work [2] we have found that information related to incidents can be associated to the following dimensions: what the incident is about, when it occurs, where it is located, who identifies the incident and the expected outcomes leading to its solution. These dimensions include optional and mandatory elements that characterize incidents. For example, the dimension what can include a combination of either a textual description, a picture of the incident, or just an indication of the incident category. Based on these early findings we developed a prototype using the phonegap (http://phonegap.com) framework, which makes the application available for many smartphone platforms. Our prototype takes full benefits of currently embedded technology available in smartphones such as video camera and global positioning systems (GPS). GPS makes the user’s task of locating incidents easier and photos attached to the description of incidents provide contextual information and in some situation might INTRODUCTION Incident reporting is a very well-known technique in application domains such as air traffic management and health, where specialized users are trained to provide detailed information about problems. More recently, this kind of technique has been used for crisis management such as the hurricane Katrina [1]. In the context of the project Ubiloop, we are investigating the use of mobile technology for allowing citizens to report urban incidents in their neighborhood that might affect their quality of life. By Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Re-publication of material on this page requires permission by the copyright owners. Fun and Games 2012, 4 – 6 September, Toulouse, France. Copyright 2012 IRIT Press 978-2-917490-21-1. 24 E E n d d P o d n g Exxxttteeen nd deeed dP Prrro occceeeeeed diiin ng gsss Toulouse, France, September 4-6, 2012 Fun and Games’2012 | POSTERS be used as evidence of its occurrence. Figure 2 presents shows screenshots of the Ubiloop prototype. administration interests on types of incidents and or incidents in specific geographic area. Social aspects a) b) A very interesting aspect of incident reporting systems is that even those citizens that are not fond of reporting incidents often declare to be interested in knowing what is going around their neighborhood. This aspect can be used for building a social game that could include social awareness if users are allowed to see incidents reported by other players. These social aspects should: c) Encourage competition between citizens/players for collecting points; Figure 2 Ubiloop protoype featuring: a) main menu page; b) textual description of incident; c) location on an iteactive map. Allow the creation of groups (or guilds) of players according their personal affinities or geographical area; This might create a feeling of awareness among citizens that could be notified about real-world incidents reported a group member; The user interface of the Ubiloop prototype fulfills the most basics requirements for the usability and it supports the most important main users’ tasks for this kind of application: i) to identify incidents occurring in their neighbored; ii) to report new incidents; iii) obtain feedback about reported incidents. Nonetheless, it remains a classic example of user interaction with mobile phones. Giving the fact that most users consider incident reporting a dull and boring activity, we are currently looking for additional features that can use used in the gamification of the Ubiloop prototype so that we expect to provide citizens with a better UX whilst reporting incidents. Reward most seen incidents; as this might be revealing of citizens’ concerns about specific types/location of incidents; Reward users that crosscheck incidents in real-life and inform the community whether the problem has been solved (or not yet); Implement reputation mechanisms for rewarding worthy reporting incidents; For example, users could vote for incident providing by other citizens that could earn/lose points accordingly; In order to encourage people to vote, voters might also receive additional points. Additional points could be granted by city administration for valuable incident reports. Many variables can be used to calculate the reputation including the quality of description, the precision of the location of the incident and the degree of severity/danger/importance give to the incident. PLAYFUL ASPECTS OF INCIDENT REPORTING Incident reporting systems such as Ubiloop feature several playful aspects that can be exploited for creating different types of games. The idea is transform citizens and users in player so that the tasks associated with reporting incidents can become a playful UX. Hereafter we present some alternatives that we are looking at in the Ubiloop project. Productivity aspects Reporting an incident is a real-world task that can be encouraged by rewarding citizens/players with points in the game. The calculation of rewarding might include variable such as: Take into account the users’ profile for defining trust and reputation; for example, players can report incidents anonymously, provide contact information without identify, or have a full identity. The protection of players’ identity might be seen as two sides: other users/players and the city administration. Number of incident reported; Frequency of reports; this is particular important to motivate users to provide feedback on a long run; Edutainment aspects Level of details provided (ex. providing a photo illustrating the incident or providing the full address might be subject of a bonus); Incident reporting is associated with civic and legal values in terms what citizens are allowed to do or not in their environment. So that these elements can be used in the games to: Different types of incidents can have different weights. Easy to report and common incidents (e.g. graffiti) could reward less than incidents that are rare or difficult to report accurately (e.g. potholes). Show the consequences of incidents in real-life; Teach/learn laws and regulations associate to incidents; These productive elements can be emphasized by crowdsourcing specific incident reports. So that the number of points granted might depend on specific city Inform about the penalties of causing incidents in real-life (e.g. graffiti, parking in prohibited areas). 25 E E n d d P o d n g Exxxttteeen nd deeed dP Prrro occceeeeeed diiin ng gsss Toulouse, France, September 4-6, 2012 Fun and Games’2012 | POSTERS AN EXPERIMENTAL GAME: GEOLOCALIZEDPROBLEM are recalled with user personal experience with realworld problems. Trust and privacy have a huge impact on the stimulation of users to use the game. Anonymous incident report protects user’s identity which might encourage incident reporting from citizens that associate the act of reporting as a public denunciation. However, anonymous reports also favor spams and might decrease the overall trust on reports provided. One of the most trick aspects of the game is that the game should prevent to put users in risky situations. For example, even if providing accurate location could be a good principle for rewarding users, the game should not encourage users to go next to a pothole in a road to improve the accuracy of the geolocalization. In order to explore some of these ideas we have proposed to a group of master students in Informatics of University Paul Sabatier to plan a game using the basic infrastructure provided by the project Ubiloop. The resulting application is “GeolocalizedProblem” that is shown by Figure 3. This application was built on the top of an interactive map (build using the google maps API) where users can see where incidents have been located. The game is based on a crowdsourcing and reputation. Users can see all incidents include those reported by other users. Points are given according to the number of incidents reported and the quality of the description provided, which is judged by other players. Figure 3 shows what happens when a user selects a particular incident report. The arrows at Figure 3 indicates where are displayed the overall user score (1), the different types of incidents users can report (2), attribution of points by voting to an incident report (3), and bonus granted for the photo attached to the description of the incident (4). CONCLUSION AND FUTURE WORK This paper provides a view at glance of the research and the activities we are doing in the Ubiloop project. Despite the gamification was not our primary goal, we are actually exploring the alternatives for making of Ubiloop a game as it could improve UX whilst reporting incidents. Moreover, we believe that presenting Ubiloop as a game could stimulate some citizens to report incidents to the city administration. Nonetheless, our preliminary results show that there are many social technical implications that challenge the deployment of such kind of games in real-life situations. Our next steps will be to explore these challenges. We are planning some users studies in a controlled usability lab to check some of our hypothesis about the playability of games for reporting incident. ACKNOWLEDGEMENTS This work is part of the Ubiloop project partly funded by the European Union. We thank our students X. Valrz, T. Herito, Y. Chalabi and P. Galtier for their participating on the implementation of “GeolocalizedProblem”. Figure 3 Screenshot of the map view provided by the experimental game. "GeolocalizedProblem". CHALLENGES FOR REPORTING SYSTEMS GAMIFICATION INCIDENT REFERENCES Games based on crowdsourcing perpective [3] and games exploring geolocalization [4] in cities have been proved useful in several contexts. Nonetheless, we could identify several aspects that challenge the use of incident reporting systems as real-world games: 1. D. P. Moynihan. (2007). From Forest Fires to Hurricane Katrina: Case Studies of Incident Command Systems. IBM Center for the Business of Government. 2. Bach, C., Bernhaupt, R., Winckler, M. Mobile Incident Reporting in Urban Contexts: Towards the Identification of Emerging User Interface Patterns. In P 5 th IFIP's WG 13.2 Workshop on Software and Usability Engineering Cross-Pollination. Lisbon, Portugal, September 5th 2011. 3. Matyas, S., Kiefer, P., Schlieder, C., Kleyer, S. (2011). Wisdom about the Crowd: Assuring Geospatial Data Quality Collected in Location-Based Games. Entertainment Computing – ICEC 2011 Lecture Notes in Computer Science, 2011, Vol. 6972/2011, 331-336. 4. Goodchild, M. F. (2007). Citizens as sensors: the world of volunteered geography. GeoJournal, 69(4), 211–221. doi:10.1007/s10708-007-9111-y. Incident reports are deeply connected with the real user environment and might many important social implications. For example, whilst reporting incidents can be seen as a civic act that worth to be rewarded, an increasing number of incident reports might be negatively perceived as it show a city with “problems”. The act of reporting an incident is deeply charged of emotions. The gamification of incident reporting systems will touch with two types of the emotions: emotions that are raised by the act of playing a game and emotions that 26