SlideShare a Scribd company logo
Ten ways to make your semantic
       app addicted - REVISITED
                     Elena Simperl
             Tutorial at the ISWC2011, Bonn, Germany




10/24/2011                www.insemtives.eu            1
Executive summary
• Many aspects of semantic content authoring naturally rely
  on human contribution.

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

• This tutorial is about
   – Methods and techniques to study incentives and motivators
     applicable to semantic content authoring scenarios.
   – How to implement the results of such studies through
     technology design, usability engineering, and game mechanics.


                            www.insemtives.eu                        2
Incentives and motivators

• Motivation is the driving     • Incentives can be related
  force that makes humans         to both extrinsic and
  achieve their goals.            intrinsic motivations.
• Incentives are ‘rewards’      • Extrinsic motivation if
  assigned by an external         task is considered boring,
  ‘judge’ to a performer for      dangerous, useless,
  undertaking a specific          socially undesirable,
  task.                           dislikable by the
   – Common belief (among         performer.
     economists): incentives    • Intrinsic motivation is
     can be translated into a
     sum of money for all         driven by an interest or
     practical purposes.          enjoyment in the task
                                  itself.
Examples of applications




            www.insemtives.eu   4
Extrinsic vs intrinsic motivations
• Successful volunteer crowdsourcing is difficult
  to predict or replicate.
  – Highly context-specific.
  – Not applicable to arbitrary tasks.
• Reward models often easier to study and
  control.*
  – Different models: pay-per-time, pay-per-unit, winner-
    takes-it-all…
  – Not always easy to abstract from social aspects (free-
    riding, social pressure…).
  – May undermine intrinsic motivation.
                          * in cases when performance can be reliably measured
Examples (ii)




Mason & Watts: Financial incentives and the performance of the crowds, HCOMP 2009.
Amazon‘s Mechanical Turk
  • Types of tasks: transcription, classification, and content
    generation, data collection, image tagging, website feedback,
    usability tests.*
  • Increasingly used by academia.
  • Vertical solutions built on top.
  • Research on extensions for complex tasks.




* http://behind-the-enemy-lines.blogspot.com/2010/10/what-tasks-are-posted-on-mechanical.html
Tasks amenable to crowdsourcing
• Tasks that are decomposable into simpler
  tasks that are easy to perform.
• Performance is measurable.
• No specific skills or expertise are required.
Patterns of tasks*
• Solving a task                   • Example: open-scale tasks
   – Generate answers                in Mturk
   – Find additional information      – Generate, then vote.
   – Improve, edit, fix               – Introduce random noise to
• Evaluating the results of a           identify potential issues in
                                        the second step
  task
   – Vote for accept/reject
                                                         Label                  Correct




                                                                 Vote answers
                                       Generate answer
   – Vote up/down to rank
     potentially correct answers
                                                         image                  or not?
   – Vote best/top-n results
• Flow control
   – Split the task
   – Aggregate partial results

 * „Managing Crowdsourced Human Computation“@WWW2011, Ipeirotis
Examples (iii)




            www.insemtives.eu   10
What makes game mechanics
                 successfull?*
      • Accelerated feedback cycles.
             – Annual performance appraisals vs immediate feedback to
               maintain engagement.
      • Clear goals and rules of play.
             – Players feel empowered to achieve goals vs fuzzy, complex
               system of rules in real-world.
      • Compelling narrative.
             – Gamification builds a narrative that engages players to
               participate and achieve the goals of the activity.

      • But in the end it’s about what task users want to get
        better at.
*http://www.gartner.com/it/page.jsp?id=1629214
Images from http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/ and http://www.hideandseek.net/wp-
content/uploads/2010/10/gamification_badges.jpg
Guidelines
      • Focus on the actual goal and incentivize related
        actions.
            – Write posts, create graphics, annotate pictures, reply
              to customers in a given time…
      • Build a community around the intended actions.
            – Reward helping each other in performing the task and
              interaction.
            – Reward recruiting new contributors.
      • Reward repeated actions.
            – Actions become part of the daily routine.


Image from http://t1.gstatic.com/images?q=tbn:ANd9GcSzWEQdtagJy6lxiR2focH2D01Wpz7dzAilDuPsWnL0i4GAHgnm_0hyw3upqw
What tasks can be gamified?*
    • Tasks that are decomposable into simpler
      tasks, nested tasks.
    • Performance is measurable.
    • Obvious rewarding scheme.
    • Skills can be arranged in a smooth learning
      curve.




*http://www.lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html
Image from http://www.powwownow.co.uk/blog/wp-content/uploads/2011/06/gamification.jpeg
What is different about semantic
      systems?
• It‘s still about the context
  of the actual application.

• User engagement with
  semantic tasks in order to
   – Ensure knowledge is
     relevant and up-to-date.
   – People accept the new
     solution and understand its
     benefits.
   – Avoid cold-start problems.
   – Optimize maintenance
     costs.
Tasks in knowledge engineering
• Definition of vocabulary
• Conceptualization
   – Based on competency questions
   – Identifying instances, classes, attributes,
     relationships
• Documentation
   – Labeling and definitions.
   – Localization
• Evaluation and quality assurance
   – Matching conceptualization to documentation
• Alignment
• Validating the results of automatic methods
                                   www.insemtives.eu   15
http://www.ontogame.org
http://apps.facebook.com/ontogame




              16
OntoGame API
• API that provides several methods that are
  shared by the OntoGame games, such as:
   – Different agreement types (e.g. selection
     agreement).
   – Input matching (e.g. , majority).
   – Game modes (multi-player, single player).
   – Player reliability evaluation.
   – Player matching (e.g., finding the optimal
     partner to play).
   – Resource (i.e., data needed for games)
     management.
   – Creating semantic content.
• http://insemtives.svn.sourceforge.net/vie
  wvc/insemtives/generic-gaming-toolkit
  10/24/2011                       www.insemtives.eu   17
OntoGame games




10/24/2011            www.insemtives.eu   18
Case studies
• Methods applied
   –   Mechanism design.
   –   Participatory design.
   –   Games with a purpose.
   –   Crowdsourcing via MTurk.
• Semantic content
  authoring scenarios
   – Extending and populating
     an ontology.
   – Aligning two ontologies.
   – Annotation of text, media
     and Web APIs.
Lessons learned
• Approach is feasible for mainstream domains, where a
  (large-enough) knowledge corpus is available.
• Advertisement is important.
• Game design vs useful content.
   – Reusing well-kwown game paradigms.
   – Reusing game outcomes and integration in existing workflows
     and tools.

• But, the approach is per design less applicable because
   – Knowledge-intensive tasks that are not easily nestable.
   – Repetitive tasks  players‘ retention?

• Cost-benefit analysis.
Using Mechanical Turk for
    semantic content authoring
• Many design decisions similar to GWAPs.
  – But clear incentives structures.
  – How to reliably compare games and MTurk results?

• Automatic generation of HITs depending on the
  types of tasks and inputs.

• Integration in productive environments.
  – Protégé plug-in for managing and using crowdsourcing
    results.
Outline of the tutorial
Time      Presentation
14:00 –   Human contributions in semantic content authoring
14:45
14:45 –   Case study: motivating employees to annotate enterprise
15:30     content semantically at Telefonica
15:30 –   Coffee break
16:00
16:00 –   Case study: Crowdsourcing the annotation of dynamic Web
16:45     content at seekda
16:45 –   Case study: Content tagging at MoonZoo and
17:30     MyTinyPlanets
17:30 –   Ten ways to make your semantic app addicted - revisited
18:00                        www.insemtives.eu                  22
Realizing the Semantic Web by
 encouraging millions of end-users to
      create semantic content.
10/24/2011      www.insemtives.eu       23

More Related Content

PDF
Insemtives stanford
PDF
INSEMTIVES Tutorial ISWC2011 - Session4
PPT
SemTech 2012 - Making your semantic app addictive: Incentivizing Users
PPTX
WP1 1st Review
PDF
INSEMTIVES Tutorial ISWC2011 - Session3
PDF
Ringor e catalog 2010-2011 catalog
PPTX
WP2 2nd Review
PPT
WP8 Dissemination and Exploitation
Insemtives stanford
INSEMTIVES Tutorial ISWC2011 - Session4
SemTech 2012 - Making your semantic app addictive: Incentivizing Users
WP1 1st Review
INSEMTIVES Tutorial ISWC2011 - Session3
Ringor e catalog 2010-2011 catalog
WP2 2nd Review
WP8 Dissemination and Exploitation

Similar to INSEMTIVES Tutorial ISWC2011 - Session1 (20)

PDF
Insemtives cluj meetup
PPTX
SemTech2011 - Employee-of-the-Month' Badge Unlocked
PDF
Insemtives swat4ls 2012
PPTX
Introduction (1/6)
PDF
Insemtives cluj iccp
PDF
Insemtives iswc2010
PDF
Comparison GWAP Mechanical Turk
PPTX
Building Effective Frameworks for Social Media Analysis
PPTX
Raising productivity with SharePoint and Gamification
PPTX
INSEMTIVES talk at Semtech2010
PPTX
Building Effective Frameworks for Social Media Analysis
PDF
Quest for Aesthetics in a Metrics-driven Business
PPTX
Improving Productivity with SharePoint 2013 and Gamification
PDF
Insemtives semtech2010-20100622
PPTX
Successfully Managing Customer Experience Combining VoC and UX Testing
PDF
Abhishek Deshpande Resume- October 2023.pdf
PDF
A Space X Industry Day Briefing 7 Jul08 Jgm R4
PDF
Social Project Management v1
PPTX
How to Break the Zombification of the Enterprise!
PPTX
User Experience from a Business Perspective
Insemtives cluj meetup
SemTech2011 - Employee-of-the-Month' Badge Unlocked
Insemtives swat4ls 2012
Introduction (1/6)
Insemtives cluj iccp
Insemtives iswc2010
Comparison GWAP Mechanical Turk
Building Effective Frameworks for Social Media Analysis
Raising productivity with SharePoint and Gamification
INSEMTIVES talk at Semtech2010
Building Effective Frameworks for Social Media Analysis
Quest for Aesthetics in a Metrics-driven Business
Improving Productivity with SharePoint 2013 and Gamification
Insemtives semtech2010-20100622
Successfully Managing Customer Experience Combining VoC and UX Testing
Abhishek Deshpande Resume- October 2023.pdf
A Space X Industry Day Briefing 7 Jul08 Jgm R4
Social Project Management v1
How to Break the Zombification of the Enterprise!
User Experience from a Business Perspective
Ad

More from INSEMTIVES project (14)

PPTX
SocInfo2011 - Designing For Motivation
PPTX
AAAI2012 - Crowd Sourcing Web Service Annotations
PDF
INSEMTIVES Tutorial ISWC2011 - Session5
PDF
INSEMTIVES Tutorial ISWC2011 - Session2
PPT
UAB 2011 - Seekda Webservices Portal
PPT
UAB 2011 - L!nks Showcase
PPTX
UAB 2011- Combining human and computational intelligence
PPTX
UAB 2011 - Games
PPTX
L!NKS Showcase
PPTX
Technology - WP3 and WP4
PPTX
INSEMTIVES year 2 - Dissemination and Community Building
PPTX
Semantic Games
PPTX
WP8 Okenterprise Use Case - Applying Insemtives to Corporate Portals
PPTX
WP2 1st Review
SocInfo2011 - Designing For Motivation
AAAI2012 - Crowd Sourcing Web Service Annotations
INSEMTIVES Tutorial ISWC2011 - Session5
INSEMTIVES Tutorial ISWC2011 - Session2
UAB 2011 - Seekda Webservices Portal
UAB 2011 - L!nks Showcase
UAB 2011- Combining human and computational intelligence
UAB 2011 - Games
L!NKS Showcase
Technology - WP3 and WP4
INSEMTIVES year 2 - Dissemination and Community Building
Semantic Games
WP8 Okenterprise Use Case - Applying Insemtives to Corporate Portals
WP2 1st Review
Ad

Recently uploaded (20)

PDF
Per capita expenditure prediction using model stacking based on satellite ima...
PDF
Review of recent advances in non-invasive hemoglobin estimation
PPTX
Cloud computing and distributed systems.
PPT
“AI and Expert System Decision Support & Business Intelligence Systems”
PDF
Assigned Numbers - 2025 - Bluetooth® Document
PPTX
Spectroscopy.pptx food analysis technology
PPTX
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
PPTX
MYSQL Presentation for SQL database connectivity
PDF
7 ChatGPT Prompts to Help You Define Your Ideal Customer Profile.pdf
PDF
Chapter 3 Spatial Domain Image Processing.pdf
PPT
Teaching material agriculture food technology
PPTX
20250228 LYD VKU AI Blended-Learning.pptx
DOCX
The AUB Centre for AI in Media Proposal.docx
PDF
Empathic Computing: Creating Shared Understanding
PPTX
Digital-Transformation-Roadmap-for-Companies.pptx
PDF
Advanced methodologies resolving dimensionality complications for autism neur...
PDF
Agricultural_Statistics_at_a_Glance_2022_0.pdf
PDF
Machine learning based COVID-19 study performance prediction
PDF
Encapsulation theory and applications.pdf
PDF
Spectral efficient network and resource selection model in 5G networks
Per capita expenditure prediction using model stacking based on satellite ima...
Review of recent advances in non-invasive hemoglobin estimation
Cloud computing and distributed systems.
“AI and Expert System Decision Support & Business Intelligence Systems”
Assigned Numbers - 2025 - Bluetooth® Document
Spectroscopy.pptx food analysis technology
KOM of Painting work and Equipment Insulation REV00 update 25-dec.pptx
MYSQL Presentation for SQL database connectivity
7 ChatGPT Prompts to Help You Define Your Ideal Customer Profile.pdf
Chapter 3 Spatial Domain Image Processing.pdf
Teaching material agriculture food technology
20250228 LYD VKU AI Blended-Learning.pptx
The AUB Centre for AI in Media Proposal.docx
Empathic Computing: Creating Shared Understanding
Digital-Transformation-Roadmap-for-Companies.pptx
Advanced methodologies resolving dimensionality complications for autism neur...
Agricultural_Statistics_at_a_Glance_2022_0.pdf
Machine learning based COVID-19 study performance prediction
Encapsulation theory and applications.pdf
Spectral efficient network and resource selection model in 5G networks

INSEMTIVES Tutorial ISWC2011 - Session1

  • 1. Ten ways to make your semantic app addicted - REVISITED Elena Simperl Tutorial at the ISWC2011, Bonn, Germany 10/24/2011 www.insemtives.eu 1
  • 2. Executive summary • Many aspects of semantic content authoring naturally rely on human contribution. • Motivating users to contribute is essential for semantic technologies to reach critical mass and ensure sustainable growth. • This tutorial is about – Methods and techniques to study incentives and motivators applicable to semantic content authoring scenarios. – How to implement the results of such studies through technology design, usability engineering, and game mechanics. www.insemtives.eu 2
  • 3. Incentives and motivators • Motivation is the driving • Incentives can be related force that makes humans to both extrinsic and achieve their goals. intrinsic motivations. • Incentives are ‘rewards’ • Extrinsic motivation if assigned by an external task is considered boring, ‘judge’ to a performer for dangerous, useless, undertaking a specific socially undesirable, task. dislikable by the – Common belief (among performer. economists): incentives • Intrinsic motivation is can be translated into a sum of money for all driven by an interest or practical purposes. enjoyment in the task itself.
  • 4. Examples of applications www.insemtives.eu 4
  • 5. Extrinsic vs intrinsic motivations • Successful volunteer crowdsourcing is difficult to predict or replicate. – Highly context-specific. – Not applicable to arbitrary tasks. • Reward models often easier to study and control.* – Different models: pay-per-time, pay-per-unit, winner- takes-it-all… – Not always easy to abstract from social aspects (free- riding, social pressure…). – May undermine intrinsic motivation. * in cases when performance can be reliably measured
  • 6. Examples (ii) Mason & Watts: Financial incentives and the performance of the crowds, HCOMP 2009.
  • 7. Amazon‘s Mechanical Turk • Types of tasks: transcription, classification, and content generation, data collection, image tagging, website feedback, usability tests.* • Increasingly used by academia. • Vertical solutions built on top. • Research on extensions for complex tasks. * http://behind-the-enemy-lines.blogspot.com/2010/10/what-tasks-are-posted-on-mechanical.html
  • 8. Tasks amenable to crowdsourcing • Tasks that are decomposable into simpler tasks that are easy to perform. • Performance is measurable. • No specific skills or expertise are required.
  • 9. Patterns of tasks* • Solving a task • Example: open-scale tasks – Generate answers in Mturk – Find additional information – Generate, then vote. – Improve, edit, fix – Introduce random noise to • Evaluating the results of a identify potential issues in the second step task – Vote for accept/reject Label Correct Vote answers Generate answer – Vote up/down to rank potentially correct answers image or not? – Vote best/top-n results • Flow control – Split the task – Aggregate partial results * „Managing Crowdsourced Human Computation“@WWW2011, Ipeirotis
  • 10. Examples (iii) www.insemtives.eu 10
  • 11. What makes game mechanics successfull?* • Accelerated feedback cycles. – Annual performance appraisals vs immediate feedback to maintain engagement. • Clear goals and rules of play. – Players feel empowered to achieve goals vs fuzzy, complex system of rules in real-world. • Compelling narrative. – Gamification builds a narrative that engages players to participate and achieve the goals of the activity. • But in the end it’s about what task users want to get better at. *http://www.gartner.com/it/page.jsp?id=1629214 Images from http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/ and http://www.hideandseek.net/wp- content/uploads/2010/10/gamification_badges.jpg
  • 12. Guidelines • Focus on the actual goal and incentivize related actions. – Write posts, create graphics, annotate pictures, reply to customers in a given time… • Build a community around the intended actions. – Reward helping each other in performing the task and interaction. – Reward recruiting new contributors. • Reward repeated actions. – Actions become part of the daily routine. Image from http://t1.gstatic.com/images?q=tbn:ANd9GcSzWEQdtagJy6lxiR2focH2D01Wpz7dzAilDuPsWnL0i4GAHgnm_0hyw3upqw
  • 13. What tasks can be gamified?* • Tasks that are decomposable into simpler tasks, nested tasks. • Performance is measurable. • Obvious rewarding scheme. • Skills can be arranged in a smooth learning curve. *http://www.lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html Image from http://www.powwownow.co.uk/blog/wp-content/uploads/2011/06/gamification.jpeg
  • 14. What is different about semantic systems? • It‘s still about the context of the actual application. • User engagement with semantic tasks in order to – Ensure knowledge is relevant and up-to-date. – People accept the new solution and understand its benefits. – Avoid cold-start problems. – Optimize maintenance costs.
  • 15. Tasks in knowledge engineering • Definition of vocabulary • Conceptualization – Based on competency questions – Identifying instances, classes, attributes, relationships • Documentation – Labeling and definitions. – Localization • Evaluation and quality assurance – Matching conceptualization to documentation • Alignment • Validating the results of automatic methods www.insemtives.eu 15
  • 17. OntoGame API • API that provides several methods that are shared by the OntoGame games, such as: – Different agreement types (e.g. selection agreement). – Input matching (e.g. , majority). – Game modes (multi-player, single player). – Player reliability evaluation. – Player matching (e.g., finding the optimal partner to play). – Resource (i.e., data needed for games) management. – Creating semantic content. • http://insemtives.svn.sourceforge.net/vie wvc/insemtives/generic-gaming-toolkit 10/24/2011 www.insemtives.eu 17
  • 18. OntoGame games 10/24/2011 www.insemtives.eu 18
  • 19. Case studies • Methods applied – Mechanism design. – Participatory design. – Games with a purpose. – Crowdsourcing via MTurk. • Semantic content authoring scenarios – Extending and populating an ontology. – Aligning two ontologies. – Annotation of text, media and Web APIs.
  • 20. Lessons learned • Approach is feasible for mainstream domains, where a (large-enough) knowledge corpus is available. • Advertisement is important. • Game design vs useful content. – Reusing well-kwown game paradigms. – Reusing game outcomes and integration in existing workflows and tools. • But, the approach is per design less applicable because – Knowledge-intensive tasks that are not easily nestable. – Repetitive tasks  players‘ retention? • Cost-benefit analysis.
  • 21. Using Mechanical Turk for semantic content authoring • Many design decisions similar to GWAPs. – But clear incentives structures. – How to reliably compare games and MTurk results? • Automatic generation of HITs depending on the types of tasks and inputs. • Integration in productive environments. – Protégé plug-in for managing and using crowdsourcing results.
  • 22. Outline of the tutorial Time Presentation 14:00 – Human contributions in semantic content authoring 14:45 14:45 – Case study: motivating employees to annotate enterprise 15:30 content semantically at Telefonica 15:30 – Coffee break 16:00 16:00 – Case study: Crowdsourcing the annotation of dynamic Web 16:45 content at seekda 16:45 – Case study: Content tagging at MoonZoo and 17:30 MyTinyPlanets 17:30 – Ten ways to make your semantic app addicted - revisited 18:00 www.insemtives.eu 22
  • 23. Realizing the Semantic Web by encouraging millions of end-users to create semantic content. 10/24/2011 www.insemtives.eu 23