Qrowd and the city: designing people-centric smart cities
QROWD AND THE CITY:
DESIGNING PEOPLE-CENTRIC SMART CITIES
Elena Simperl
OnTheMove 2019
@esimperl
DIGITALISATION
IS
TRANSFORMING
CITIES
Cities have access to more data
than ever to improve urban
services, create efficiencies and
reduce their environmental
footprint
Technology is transforming the
public sector, from decision making
to democratic processes
How do we bring together human
and computational intelligence
ABOUT QROWD
H2020 innovation action in the Big Data Value PPP
Started in 12/2016, 3 years, 3.9M €
8 partners, 5 European countries, coordinated by the
University of Southampton
Smart city solutions
Combining crowd and computational intelligence
Piloted in smart transportation with
A medium-sized city in Italy
A leading navigation and traffic management service provider
OUR APPROACH
Mix of open-innovation methods to co-design pilots and
encourage stakeholder participation
Value-centric technology design: personal data empowerment,
open source, building upon existing standards
Human-in-the-loop extensions to data collection and analysis with
participatory sensing, paid crowdsourcing and mobile volunteers
THE QROWD PLATFORM:
MORE THAN JUST
TECHNOLOGY
Open-source technology stack
Supports deployment of human-AI
workflows
Complemented by methodology
and guidelines to use
crowdsourcing effectively
Provenance and co-ownership of
data
EXAMPLE:
MORE AND BETTER
MODAL SPLIT DATA
City planners lack detailed
mobility information about their
residents
Human-AI workflow supported through
the Qrowd platform
Bespoke data collection app
Combination of symbolic and numerical
ML classifiers to match trip segments to
modes of transport
Active learning approach to ask
travellers to validate trips the machine is
unsure about
EXAMPLE:
URBAN AUDITING ON DEMAND
Mobility data on
large areas of cities
is often outdated
Survey methodologies:
expensive, error-prone, no
validation
VGI (e.g. OpenStreetMap): no
control over data updates,
coverage etc.
Online tool using
paid microtask
crowdsourcing
Uses digital street view
imagery
Task performed remotely
Participants recruited from
online marketplaces
VIRTUAL CITY EXPLORER
QROWD-
POI.HEROKUAPP.COM/
Urban planner defines an area
and the instructions for the
participants
Participants explore an area
virtually and identify points of
interest
Urban planner monitors task
execution, quality and rewards
EVALUATION
A TALE OF TWO CITIES: TRENTO & NANTES
150 participants per city, random starting positions
5 PoIs (bike racks) per participant for $0.15
Total cost per city: $45 (7 days)
Mixed methods approach, including metrics and
manual inspection
RQ1: Feasibility and precision as task progresses
RQ2: Completeness (overlap with benchmark datasets)
RQ3: Coverage (percentage of visited nodes on explorable path)
RQ4: Crowd experience (interface errors triggered, number of
escapes)
Trento Nantes
Area 0.347km2 0.336km2
Nodes 906 1177
Explorable
distance
9127m 12104m
StreetView
coverage
93% 92%
RQ1: TASK FEASIBILITY AND PRECISION AS TASK PROGRESSES
UX supports discovery
of PoIs
Photoshoot paradigm
and triangulation
method help identify
low-quality answers
Precision drops as all
PoIs are submitted
RQ2: DATA COMPLETENESS
Approach complements existing
data sources and is able to find
new PoIs
Highly customisable (area of
interest, budget, questions, timing)
52
54
FINDINGS
VCE adds value to urban auditing methods
Accuracy comparable to OpenStreetMap
Additional resources upon demand (at a cost)
Easier to manage than VGI
Free exploration achieves good coverage
Taboo mechanism helps reduce costs and avoid duplicated
work
Ongoing work
Allocating starting positions: randomly, centre, to confirm item,
to cover new area etc.
Coordinating among participants: map showing progress of
other participants
GAMIFYING WORK
Make paid microtasks more cost-effective w/
gamification
People will perform better if tasks are more
engaging
Increased accuracy through higher inter-annotator
agreement
Cost savings through reduced unit costs
Micro-targeting incentives when people attempt
to quit improves retention
22
Improving paid microtasks through
gamification and adaptive furtherance
incentives. O Feyisetan, E Simperl, M Van
Kleek, N Shadbolt. WWW2015, 333-343
QROWDSMITH:
EXPERIMENTAL SANDBOX
Labelling tasks, published on microtask platform
Free-text labels, varying numbers of labels per image,
taboo words
Users can skip images, play as much as they want
Probabilistic reasoning to predict exit and
personalize furtherance incentives
Baseline: ‘standard’ tasks w/ basic spam control
vs
Gamified: same requirements & rewards, but
crowd asked to complete tasks in Wordsmith vs
Gamified & furtherance incentives: additional
rewards to stay (random, personalised)
23
FINDINGS
More and better labels
41k vs 1.2k labels in the control condition
Larger tasks help with retention
50% dropout reduction
Increased participation
People come back (20 times) and play longer (43 hours
vs 3 hours without incentives), but financial incentives
play important role
Targeted incentives work
77% players stayed vs. 27% in the randomised
condition, 19% more labels compared to no-incentives
FASTER RESPONSES THROUGH
CONTESTS
Make real-time crowdsourcing
affordable
Participants compete against each other
in a live contest
Only top contestants receive prize
Contest produces accurate answers faster
Task thresholds and reward spreads affect
volume of work and retention
Beyond monetary incentives:
experiments in paid microtask
contests. O Feyisetan, E Simperl. ACM
Transactions on Social Computing
(TSOC), to appear.
FINDINGS
With twice the task speed, contests could potentially
serve as a real-time task model
An increase in reward spread leads to more tasks
completed by the best contestants
Increasing the task threshold within a reward
spread reduces the number of tasks completed
Participants exit a task when they perceive an
overall loss of utility accrued by remaining
Tasks with high rewards and low task thresholds attract
participants to stay on longer
How do we bring together human
and computational intelligence
Mix of crowdsourcing approaches
Iterative design
Data science to understand and
predict crowd behaviour
Aligned motivation and
incentives