1. Incentives and motivators for
collaborative knowledge creation
Elena Simperl
Talk at the Stanford Center for Biomedical Information, Stanford, CA
8/26/2011 www.insemtives.eu 1
2. Insemtives in a nutshell
• 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.
• Insemtives works on
– Best practices and guidelines for incentives-compatible technology design.
– Enabling technology to realize incentivized semantic applications.
– Showcased in three case studies: enterprise knowledge management;
services marketplace; multimedia management within virtual worlds.
www.insemtives.eu 2
3. The approach
• Typology of semantic content authoring tasks and the
ways people could be motivated to address them.
• Procedural ordering of methods and techniques to
study incentives and motivators applicable to semantic
content authoring scenarios.
• Guidelines and best practices for the implementation
of the results of such studies through participatory
design, usability engineering, and mechanism design.
• Pilots, showcases and enabling technology.
www.insemtives.eu 3
4. 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.
6. 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
7. Examples (ii)
Mason & Watts: Financial incentives and the performance of the crowds, HCOMP 2009.
8. Which tasks can be crowdsourced
and how?
• Modularity/Divisibility: can • Combinability: group
the task be divided into performance
smaller chunks? How – Additive: pulling a rope
complex is the control flow? (group performs better than
individuals, but each
How can (intermediary) individual pulls less hard)
results be evaluated? – Conjunctive: running in a
– Casual games pack (performance is that of
– Amazon’s Mturk the weakest member, group
– (Software development) size reduces group
performance)
• Skills and expertise: does – Disjunctive: answering a quiz
the task address a broad or (group size increases group
an expert audience? performance in term of the
– CAPTCHAs time needed to answer)
– Casual games
www.insemtives.eu 8
9. 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
10. 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
12. Gamification features*
• 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.
*http://www.gartner.com/it/page.jsp?id=1629214
13. What tasks can be gamified?*
• 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://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/
14. What is different about semantic
systems?
• Semantic Web tools
vs applications.
– Intelligent (specialized)
Web sites (portals) with
improved (local) search
based on vocabularies
and ontologies.
– X2X integration (often
combined with Web
services).
– Knowledge
representation,
communication and
exchange.
15. What do you want your
users to do?
• Semantic applications
– Context of the actual application.
– Need to involve users in knowledge acquisition and
engineering tasks?
• Incentives are related to organizational and social factors.
• Seamless integration of new features.
• Semantic tools
– Game mechanics.
– Paid crowdsourcing (integrated).
• Using results of casual games.
http://gapingvoid.com/2011/06/07/pixie-dust-the-mountain-of-mediocrity/
16. 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.
17. Mechanism design in practice
• Identify a set of games that represents your situation.
• See recommendations in the literature.
• Translate what economists do into concrete scenarios.
• Assure that the economists’ proposals fit to the concrete situation.
• Run user and field experiments. Results influence HCI,
social and data management aspects.
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18. Factors affecting mechanism
design
Social Nature of good
Goal Tasks
Structure being produced
Communication High High
level (about the Medium Variety of Medium Private good
goal of the tasks) Low Low
Hierarchy
High High neutral
Participation level
Medium Medium
(in the definition Specificity of Public good
of the goal) Low Low
Identification High
High Common resource
with Low
Clarity level Hierarchical
Highly specific
Low Required skills Club good
Trivial/Common
More at http://www.insemtives.eu/deliverables/INSEMTIVES_D1.3.1.pdf and
http://www.insemtives.eu/deliverables/INSEMTIVES_D1.3.1.pdf
8/26/2011 www.insemtives.eu 18
20. Mechanism design for Telefonica
• Interplay of two alternative games
– Principal agent game
• The management wants employees to do a certain action but does
not have tools to check whether employees perform their best effort.
• Various mechanisms can be used to align employees’ and employers’
interests
– Piece rate wages (labour intensive tasks)
– Performance measurement (all levels of tasks)
– Tournaments (internal labour market)
– Public goods
• Semantic content creation is non-rival and non-excludable
• The problem of free riding
• Additional problem: what is the optimal time and effort for
employees to dedicate to annotation
4/14/11 www.insemtives.eu 20
21. Mechanism design for Telefonica (ii)
• Principal agent game • Public goods game
– Pay-per-performance – To let users know that their
• Points assigned for each contribution was valuable
contribution – The portal should be useful
– Quality of performance • Possibility to search experts,
measurement documents, etc.
• Rate user contributions • Possibility to form groups of
• Assign quality reviewers users and share contributions
– Tournament – The portal should be easy to
• Visibility of contributions by use
single users
• Search for an expert based on
contributions • Experiments
• Relative standing compared to – Pay-per-tag vs winner-takes-
other users it-all for annotation.
4/14/11 www.insemtives.eu 21
22. 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
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24. 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
8/26/2011 www.insemtives.eu 24
27. 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.
28. 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.