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Guidelines for incentivized
    technology design
   Markus Rohde, University of Siegen
  Elena Simperl, University of Innsbruck
        Tutorial at the ISWC2011, Bonn, Germany




                    www.insemtives.eu             1
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.
Semantic technologies-specific
             tasks




10/24/2011              www.insemtives.eu     3
Design issues with GWAPs
                                 • Consensus finding hard: too many
                                   options to choose from.
                                 • Game play complex: too many
                                   different stages (8 questions).
                                 • Too complex interfaces: players
                                   have to choose from widely
                                   varying Uis in different stages of
                                   the same game.
                                 • Videos too long: for a fast game
                                   play, users should not be required
                                   to watch the complete video.
                                 • Social factor: the interaction with
                                   the partner is too low – players
                                   do not enjoy the game because
                                   the emphasis on the social
                                   component is missing.


10/24/2011             www.insemtives.eu                             4
Design issues with GWAPs (ii)
• 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.
Ten guidelines
(1) Design your App Usable
                        Effectivity, Efficiency, Satisfaction
(2) Design your App Enjoyable
                            Joy of Use, Pleasure
(3) Design your App for Visibility
                          Identity, Belonging, Status, Reputation
(4) Design your App Sociable
                            Community, Contribution, Interaction
(5) Design your App Valuable
                        Personal Values, Egoism, Altruism, Collectivism
(6) Design your App Explorable
                        Experiencing, Testing, Trying, …
(7) Design your App Flexible
                        Adaptability, End User Development
(8) Design your App in a Participatory Way
                        User-centered, Needs-oriented, Practice-based
(9) Design your App…
(10) Design your App…
10/24/2011                   www.insemtives.eu                     6   13
Design your app usable
• ISO 9241, 110: Dialogue Interface Design
• Seven requirements
      – Suitability for the task
      – Self descriptiveness
      – Suitability for learning
      – Controllability
      – Expectation conformity
      – Individualization
      – Error tolerance
10/24/2011                 www.insemtives.eu   7
Usability requirements
• Suitability for the task: The dialogue should be suitable for
  the user’s task and skill level
• Self-descriptiveness: The dialogue should make it clear what
  the user should do next
• Suitability for learning: The dialogue should support learning
• Controllability: The user should be able to control the pace
  and sequence of the interaction
• Expectation Conformity: The dialogue should be consistent
• Individualization: The dialogue should be able to be
  customized to suit the user
• Error tolerance: The dialogue should be forgiving
10/24/2011                 www.insemtives.eu                       8
Example: IBM 1996




10/24/2011             www.insemtives.eu   9
Example: IBM 2010




10/24/2011             www.insemtives.eu   10
Design your app enjoyable
• Design for fun: Hedonism and emotions
    (Hassenzahl 2004)


• „Having become used to usable products, it seems
  inevitable that people will soon want something
  more: products that offer something extra; products
  that are not merely tools but ‘living objects‘ that
  people can relate to; products that bring not only
  functional benefits but also emotional ones” (Jordan
    2002: 14)


10/24/2011              www.insemtives.eu                11
Joy of use
• Stimulation: Desire for self-development.
  Tools provide new opportunities for activities
• Identification
      – Desire for self-actualization
      – Tools offer new opportunities for self-expression
        and community membership
• Evocation: Tools allow for associations with
  former, enjoyable memories and feelings
(Hassenzahl 2004)
10/24/2011                www.insemtives.eu                 12
Pleasure design
• Physio-pleasure: Enjoyable sensual experiences,
  ergonomics, handling, beautiful design, etc
• Socio-pleasure: Enjoyable social interactions, tools
  that are socially facilitating media
• Psycho-pleasure: Enjoyable impressions, emotions
  and cognitions, memories, joy, fun, experienced
  success, etc
• Ideo-pleasure: Accordance with personal values,
  attitudes, and beliefs; tools allow for representation
  of personal identity, social status, individuality, etc
10/24/2011              www.insemtives.eu                   13
Pleasure design (2)
• Need-Pleasures: contextual goal-oriented
  pleasures fulfill direct needs/desires
• Appreciation-Pleasures: de-contextual
  emotional pleasures fulfill hedonistic desires
(Jordan 2002)




10/24/2011              www.insemtives.eu          14
Example: White House 1996




10/24/2011             www.insemtives.eu   15
Example: White House 2010




10/24/2011             www.insemtives.eu   16
Design your app for visibility
• Enabling practice, i.e., supporting practice that exists or could exist
  within the social group that is the intended audience of the social
  software system
• Mimicking reality, i.e., finding or creating metaphors that relate to
  the real world
• Building identity, i.e., providing the community with the
  mechanisms that allow for the development of an online identity
• Actualizing self, i.e., creating mechanisms that allow users to tap
  into the collective wisdom and experience and use it for their own
  benefit, learning process and self-actualization




10/24/2011                     www.insemtives.eu                        17
Visibility requirements
• Web 2.0 design (Lazar/Preece 2002, Preece/Shneiderman 2009)
• Reading: issues for the attraction/motivation of end users to visit
  web sites and applications, to ‘stay’ on the web site, to come back
  and visit again regularly and so on
• Contributing: design recommendations for the
  attraction/motivation of end users to edit Web content,
  produce/generate own content, contribute to Web communities
  and collective repositories, etc
• Collaborating: issues for the attraction/motivation of end users to
  collaborate with others in a user community, to coordinate their
  contributions with other contributors and so on
• Trust: issues about web credibility or security

10/24/2011                    www.insemtives.eu                         18
Design your app sociable
• Registration issues: Should people have to register? There are pros
  and cons: Sensitive data, privacy issues.
• Trust and security issues: Trust and security are important issues in
  any type of online community.
• Governance issues: Governance covers many issues from
  registration to moderation and democracy. The trick is to get just
  the right level of policies to set the community on a good course as
  it evolves.




10/24/2011                    www.insemtives.eu                       19
Design your app valuable
• VSD is about systematically considering human
    values throughout the design and deployment of
    information and other technologies (Friedman et al. 2006)
• Motivation for community involvement (Batson et
    al. 2002)
      – Egoism, increase one’s own welfare
      – Altruism, increase the welfare of another
        individual or individuals
      – Collectivism, increase the welfare of a group
      – Principlism uphold one or more moral principles
10/24/2011                 www.insemtives.eu                    20
Value-sensitive design
• Reputation building: Individuals’ desire to establish their reputation
  and to gain approval from others in the field (Oreg/Nov 2008)
• Self-development: The desire for self-development through
  learning from others in the field, receiving feedback, and enhancing
  one’s abilities and skills (Oreg/Nov 2008)
• Autonomy: The freedom of independent decision making
  (Kuznetsov 2006)
• Status and Recognition: The desire for social acceptance and
  appreciation (Fang/Neufeld 2009)
• Sense of ownership and control: The desire for personal power,
  prosperity and control (Fang/Neufeld 2009)
• Free software ideology: Altruistic structure of belief, public good
  attitude (Fang/Neufeld 2009)
10/24/2011                    www.insemtives.eu                       21
Design your app explorable
•   User-experience design
•   Error tolerance/undo – redo
•   Try-and-error functionality
•   Help, tutorials




10/24/2011              www.insemtives.eu   22
Design your app flexible
•   Design for personalization
•   Design for adaptation
•   Tailorability
•   End-user development




10/24/2011              www.insemtives.eu   23
Design your app in a participatory
             way
•   Involve End Users
•   Users‘ „cognitive maps“
•   Usability Engineering
•   Redesign-Cycles
•   Feedback Channels




10/24/2011               www.insemtives.eu        24
Ten guidelines
(1) Design your App Usable
                        Effectivity, Efficiency, Satisfaction
(2) Design your App Enjoyable
                            Joy of Use, Pleasure
(3) Design your App for Visibility
                          Identity, Belonging, Status, Reputation
(4) Design your App Sociable
                            Community, Contribution, Interaction
(5) Design your App Valuable
                        Personal Values, Egoism, Altruism, Collectivism
(6) Design your App Explorable
                        Experiencing, Testing, Trying, …
(7) Design your App Flexible
                        Adaptability, End User Development
(8) Design your App in a Participatory Way
                        User-centered, Needs-oriented, Practice-based
(9) Design your App…
(10) Design your App…
10/24/2011                   www.insemtives.eu                     25   13

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INSEMTIVES Tutorial ISWC2011 - Session5

  • 1. Guidelines for incentivized technology design Markus Rohde, University of Siegen Elena Simperl, University of Innsbruck Tutorial at the ISWC2011, Bonn, Germany www.insemtives.eu 1
  • 2. 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.
  • 3. Semantic technologies-specific tasks 10/24/2011 www.insemtives.eu 3
  • 4. Design issues with GWAPs • Consensus finding hard: too many options to choose from. • Game play complex: too many different stages (8 questions). • Too complex interfaces: players have to choose from widely varying Uis in different stages of the same game. • Videos too long: for a fast game play, users should not be required to watch the complete video. • Social factor: the interaction with the partner is too low – players do not enjoy the game because the emphasis on the social component is missing. 10/24/2011 www.insemtives.eu 4
  • 5. Design issues with GWAPs (ii) • 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.
  • 6. Ten guidelines (1) Design your App Usable Effectivity, Efficiency, Satisfaction (2) Design your App Enjoyable Joy of Use, Pleasure (3) Design your App for Visibility Identity, Belonging, Status, Reputation (4) Design your App Sociable Community, Contribution, Interaction (5) Design your App Valuable Personal Values, Egoism, Altruism, Collectivism (6) Design your App Explorable Experiencing, Testing, Trying, … (7) Design your App Flexible Adaptability, End User Development (8) Design your App in a Participatory Way User-centered, Needs-oriented, Practice-based (9) Design your App… (10) Design your App… 10/24/2011 www.insemtives.eu 6 13
  • 7. Design your app usable • ISO 9241, 110: Dialogue Interface Design • Seven requirements – Suitability for the task – Self descriptiveness – Suitability for learning – Controllability – Expectation conformity – Individualization – Error tolerance 10/24/2011 www.insemtives.eu 7
  • 8. Usability requirements • Suitability for the task: The dialogue should be suitable for the user’s task and skill level • Self-descriptiveness: The dialogue should make it clear what the user should do next • Suitability for learning: The dialogue should support learning • Controllability: The user should be able to control the pace and sequence of the interaction • Expectation Conformity: The dialogue should be consistent • Individualization: The dialogue should be able to be customized to suit the user • Error tolerance: The dialogue should be forgiving 10/24/2011 www.insemtives.eu 8
  • 9. Example: IBM 1996 10/24/2011 www.insemtives.eu 9
  • 10. Example: IBM 2010 10/24/2011 www.insemtives.eu 10
  • 11. Design your app enjoyable • Design for fun: Hedonism and emotions (Hassenzahl 2004) • „Having become used to usable products, it seems inevitable that people will soon want something more: products that offer something extra; products that are not merely tools but ‘living objects‘ that people can relate to; products that bring not only functional benefits but also emotional ones” (Jordan 2002: 14) 10/24/2011 www.insemtives.eu 11
  • 12. Joy of use • Stimulation: Desire for self-development. Tools provide new opportunities for activities • Identification – Desire for self-actualization – Tools offer new opportunities for self-expression and community membership • Evocation: Tools allow for associations with former, enjoyable memories and feelings (Hassenzahl 2004) 10/24/2011 www.insemtives.eu 12
  • 13. Pleasure design • Physio-pleasure: Enjoyable sensual experiences, ergonomics, handling, beautiful design, etc • Socio-pleasure: Enjoyable social interactions, tools that are socially facilitating media • Psycho-pleasure: Enjoyable impressions, emotions and cognitions, memories, joy, fun, experienced success, etc • Ideo-pleasure: Accordance with personal values, attitudes, and beliefs; tools allow for representation of personal identity, social status, individuality, etc 10/24/2011 www.insemtives.eu 13
  • 14. Pleasure design (2) • Need-Pleasures: contextual goal-oriented pleasures fulfill direct needs/desires • Appreciation-Pleasures: de-contextual emotional pleasures fulfill hedonistic desires (Jordan 2002) 10/24/2011 www.insemtives.eu 14
  • 15. Example: White House 1996 10/24/2011 www.insemtives.eu 15
  • 16. Example: White House 2010 10/24/2011 www.insemtives.eu 16
  • 17. Design your app for visibility • Enabling practice, i.e., supporting practice that exists or could exist within the social group that is the intended audience of the social software system • Mimicking reality, i.e., finding or creating metaphors that relate to the real world • Building identity, i.e., providing the community with the mechanisms that allow for the development of an online identity • Actualizing self, i.e., creating mechanisms that allow users to tap into the collective wisdom and experience and use it for their own benefit, learning process and self-actualization 10/24/2011 www.insemtives.eu 17
  • 18. Visibility requirements • Web 2.0 design (Lazar/Preece 2002, Preece/Shneiderman 2009) • Reading: issues for the attraction/motivation of end users to visit web sites and applications, to ‘stay’ on the web site, to come back and visit again regularly and so on • Contributing: design recommendations for the attraction/motivation of end users to edit Web content, produce/generate own content, contribute to Web communities and collective repositories, etc • Collaborating: issues for the attraction/motivation of end users to collaborate with others in a user community, to coordinate their contributions with other contributors and so on • Trust: issues about web credibility or security 10/24/2011 www.insemtives.eu 18
  • 19. Design your app sociable • Registration issues: Should people have to register? There are pros and cons: Sensitive data, privacy issues. • Trust and security issues: Trust and security are important issues in any type of online community. • Governance issues: Governance covers many issues from registration to moderation and democracy. The trick is to get just the right level of policies to set the community on a good course as it evolves. 10/24/2011 www.insemtives.eu 19
  • 20. Design your app valuable • VSD is about systematically considering human values throughout the design and deployment of information and other technologies (Friedman et al. 2006) • Motivation for community involvement (Batson et al. 2002) – Egoism, increase one’s own welfare – Altruism, increase the welfare of another individual or individuals – Collectivism, increase the welfare of a group – Principlism uphold one or more moral principles 10/24/2011 www.insemtives.eu 20
  • 21. Value-sensitive design • Reputation building: Individuals’ desire to establish their reputation and to gain approval from others in the field (Oreg/Nov 2008) • Self-development: The desire for self-development through learning from others in the field, receiving feedback, and enhancing one’s abilities and skills (Oreg/Nov 2008) • Autonomy: The freedom of independent decision making (Kuznetsov 2006) • Status and Recognition: The desire for social acceptance and appreciation (Fang/Neufeld 2009) • Sense of ownership and control: The desire for personal power, prosperity and control (Fang/Neufeld 2009) • Free software ideology: Altruistic structure of belief, public good attitude (Fang/Neufeld 2009) 10/24/2011 www.insemtives.eu 21
  • 22. Design your app explorable • User-experience design • Error tolerance/undo – redo • Try-and-error functionality • Help, tutorials 10/24/2011 www.insemtives.eu 22
  • 23. Design your app flexible • Design for personalization • Design for adaptation • Tailorability • End-user development 10/24/2011 www.insemtives.eu 23
  • 24. Design your app in a participatory way • Involve End Users • Users‘ „cognitive maps“ • Usability Engineering • Redesign-Cycles • Feedback Channels 10/24/2011 www.insemtives.eu 24
  • 25. Ten guidelines (1) Design your App Usable Effectivity, Efficiency, Satisfaction (2) Design your App Enjoyable Joy of Use, Pleasure (3) Design your App for Visibility Identity, Belonging, Status, Reputation (4) Design your App Sociable Community, Contribution, Interaction (5) Design your App Valuable Personal Values, Egoism, Altruism, Collectivism (6) Design your App Explorable Experiencing, Testing, Trying, … (7) Design your App Flexible Adaptability, End User Development (8) Design your App in a Participatory Way User-centered, Needs-oriented, Practice-based (9) Design your App… (10) Design your App… 10/24/2011 www.insemtives.eu 25 13