Insemtives at the KIT
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Transcript of Insemtives at the KIT
Web 2.0 and incentives for human-driven contributions
Roberta Cuel Univeristy of Trento and KIT
[email protected]@kit.edu
2/23/11 2
Motivations in the Web 2.0
2/23/11 2
• Motivation and incentives– Reciprocity – Reputation – Competition– Altruism– Self-esteem – Fun– Money
Motivation
• Basic tenets of organizational behavior:
• Performance : f (ability*motivation)
• Incentives Motivation Performance
www.insemtives.eu
Performance components:
Task (abilities needed to get the job done)
Contextual (abilities to get the job done here and now organizational citizenship behavior or prosocial organizational behaviors (altruism, politeness, etc.))
Ethical (ability to do the “right” thing)
Technology (skill vs. standardization)
What is motivation?
• Etymology: motivation latin movere “move”
• Psychological meaning: internal mental state pertaining to initiation, direction, persistence, intensity and termination of behavior
• Managerial meaning: activity implemented to induce others to produce results
• So we will deal both with reasons for behavior and processes that cause those behaviors• Content theories of motivation• Process theories of motivation
Content theories of motivation• Need theories
• People will act to satisfy a gap between the present condition and a desired state• Maslow identifies 5 kinds of need: Physiological, Safety, Belonging, Esteem, Self-
actualization• ERG identifies 3 kinds of need: Existence (physiological+security), Relatedness (that
regard relationships and belonging), Growth (Esteem and self-actualization)
• Herzberg’s “two factor” theory• Hygiene factors: create dissatisfaction if they are not present (e.g. salary, job security,
relationship with supervisor), do not motivate per se• Motivators: create satisfaction when they are present and thus willingness to work
harder (e.g. responsability, achievement, work itself, growth possibilities)
• McClelland’s achievement-power-affiliation theory• “Achievement- oriented people”: prefer own effort, direct feedback, medium risk
situations• “Power-oriented people”: prefer control over others’ effort, elicit strong emotions,
concern for reputation• Low- high affiliation needs make people more competition vs. cooperation oriented.
• Job characteristic approach
Job characteristics approach
Principle: nature of the work affects motivation and performance
Core job dimensions
Critical psychological states
Personal and work outcomes
Feedback
Autonomy
Skill variety
Task identity
Task significance
Meaningfulness of work
Responsibility for work outcomes
Knowledge on results
Higher internal work motivation
High quality work performance
High satisfaction
Low absenteeism
Process theories on motivation
• Reinforcement theory• Positive and negative reinforcement• Punishment or extinction (no rewards): Communication processes reduces,
Interpersonal tension increases, Exit strategies
• Goal-setting theory: Specific goals > better results
• Group discussion clarifying the goal
• Expectancy theory (Effort-performance or Performance-outcome expectancy)
• Organizational justice theory (Distributive justice (fair treatment with respect to effort-reward balance) or procedural justice (fair treatment in terms of how decisions are made about things that affect them in the workplace))
Low
Per
form
ance
hi
gh
Low difficulty of a goal imp.ble
Frustration
Porter and Lawler model
Value of rewards
Perceived effort -reward probability
Effort Performance
Abilities
Organizational context
Extrinsic rewards
Intrinsic rewards
Satisfaction
Equity perception
Types of motivations
Motivations Internal
(embedded in structure, e.g., task, tools)
External
(additional to structure, external re-inforcements)
Intrinsic
(predispositioned in person, e.g., drives, needs, desires )
Fun, joy, gaming,interest, satisfaction, self-actualization, self-re-inforcement
Social appreciation, reputation, love, trust, social capital, community support
Extrinsic
(additional to personal predispositions, extern re-inforcements )
Usability, sociability,Design-for-fun, curiosity,community-building support
Material/financial capital, money, rewards, prices, medals, credit points
Structure
Person
Example: FLOSS software (Ghosh & Prakash, in Lerner & Tirole, 2005)
Intrinsic / Extrinsic motivations
Kaufman, Schulze, Veit (Mannheim University)
Game theory
Game theory is a formal way to analyze interaction among a number of rational agents who behave strategically
– The rational agents: players involved in the situation (best choice)– A number of players: more than one– Rationality/payoffs: what are the players’ preferences over the
outcomes of the game– The interactions: one player’s behavior affects another – The rules: who moves when, what do they know, what can they do– The outcomes: what is the outcome of the game (for each move)
Mechanism design
• Mechanism design is about how to translate game theory in effective behavior– To design rules such that a desired set of outcomes happens– Alignment of interests between parties and production of maximum social
welfare
• A selection of relevant variables– The goal: the goal of the software and its relation with goals and interests
of its users – The tasks: how much effort the task requires from the user and which
competences and abilities are required to carry on the task – The social structure: a stylized and simplified set of social relationships
among the users. – The nature of good: who can benefit from individual contributions
The incentive context matrix
Motivations: another study
In the case of MTurk
Design systems fostering users to provide good quality content
• Ideally: field desk lab field• Analyze the domain and find yourselves in the
matrixes • Find the relevant point of that situation (goal and tasks)
• Focus on a small group of individuals (social structure)
• Analyze their motivation (internal/exterrnal intrinsic/extrinsic)
• Analyze the other relevant variables (nature of good being produced, kill variety/level)
• Design a simplest possible model that can effectively support contributors
• Test and get feedback • Fine-tune the experiment and add other elements
A procedural ordering of methods to develop incentive compatible applications
Workshop and interviews reports
• Domain observations (second-hand data)• Ethnography or qualitative face-to-face
interviews • Questionnaires• Observations with selected individuals • Quantitative analysis (data collections)
Field experiment
As lab experiment, but …•… real users•… real context•… real tasks•… incentives have work related consequences •… evaluation is conducted on these
consequences
A CASE STUDY
Telefónica Investigación y Desarrollo (TID - Spain)
Field and domain analysis
• Domain analysis– Site visit, semi-structured, qualitative interviews
• Communication processes• Existing usage practices and problems• Existing tools/solutions• Semantic annotation solutions
– Tape recording, transcription– Data analysis per ex-post categorization
• Focus group discussion– Usability lab tests– Expert walkthroughs
Workshop and interviews report
• Various styles– In house and remote workers – Composition of groups
• In some groups people are working together for long time • Some other projects started only few months ago
• People are sharing docs only inside their group – Directory is more than enough– No one is looking for information in the portal – They use networks to
• Get information • Solve problems
• Strongly hierarchical organization – Personal benefits– Control is an issue– Reasons for annotation: Are mandatory (quality); Altruism; Fun;
– Social structure (various structures co-exist)• Strongly hierarchical organization (control is an issue) • Working groups and community of experts
– Nature of good: public good vs. private, club goods– Skill variety/level: Skilled ability (knowledge workers)– Motivations: fun, visibility, reputation, promotion, money
The TID matrix & motivations
Why mechanism design?
• The case of TID:– Annotation is a public good– Free riding problem– The problem of efficient allocation of time between
main task and annotating activity
• We need to design the “game” in a way that permits to achieve the outcome in annotations but does not distruct too much employees from their main job
The prototype creation
PD workshops and HCI analysis
Lab experiment
•Test two rewarding/incentives systems•Pay per click:
– 0,03 € per tag added (up to 3 € maximum).
•Winner takes all model: – The person who adds the higher number of
tags/annotation wins 20€
(Participation fee – 5 €)
The experiment (setting)
36 students (Random assignment to the two “treatments”)
Individual task: annotation of images
•Clear set of Instructions
•Training (guided) session to give basic understanding of
annotation tool
•8 minutes clocked session (time pressure)
Goal: produce maximum amount of tags in allotted time
on a random set of images
The lab
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The experiment: screenshots
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First results
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First results In WTA treatment, 76 % of subjects make more annotations than the average number of annotations in PPT scenario.
Anyway, there are several subjects in both scenarios that make few annotations.
This suggests that WTA incentive system doesnot provide the same incentives to all subjects.
The results
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This suggests that WTA scenario spurs subjects to perform at their very best. At the same time, under PPT incentive system subjects seem to be less interested in the final result and tend to coordinate at lower levelsof productivity.
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Quality of data
The number of images annotated by users in both treatments tend to be the same, subjects annotate 11 images on average.
•PPT • 134 tags repeated only 2 times • 437 unique tags
•WTA• 118 tags repeated only 2 times • 390 unique tags
The costs and scalability
• The real scenario with 19/17 subjects– PPT scenario = 27.03 €– WTA scenario = 20 €
• What if 40 subjects or more ?– PPT scenario = 56 €; 0.03 € per annotation – WTA scenario = 20 €; 0.008 € per annotation– Note that the prize in the WTA scenario should be
adjusted according to the chances of winning it.
Some biases
• Students are – Volunteers who are used participating in experiments– Strong web users and game players – Paid to show up
• Quality of the tags– Quality of tagging has been controlled for: no
obvious ‘mistakes’ or ‘cheating’
Prototype refinement
“Incentivizing the tool”
Next steps: Telefonica I+D
• Replicate experiment with real users– Change 1: task becomes relevant in terms of practical
usefulness for users (search):• Effort directed to producing a good (tags) that are not
consumed by users (used to achieve other goals) à change structure of the game to let users exploit tagging to achieve results (treasure hunt!)
– Change 2: task has social implications• Providing information about contribution by others• Providing information about relative standing of the user
compared to the community
Next steps: Telefonica I+D
• Replicate experiment with real users– Change 3: Mimic the social structure in the company:
• Run experiment with teammates• Use real tasks• Try alternative pay for performance schemes (users produce
tags not to get money but to use tags to perform other tasks)
Field Desk Lab Field
Example: MovieLens
• http://www.movielens.org is an online movie recommender system that invites users to rate movies and in return makes personalized recommendations and predictions for movies the user has not already rated.
• Personalized recommendations are based on collaborative filtering technology
Background knowledge: social information might affect behaviors
• People lean toward social comparisons in situations that are ambiguous
• When information regarding prevalent behavior is available, people exhibit the tendency to copy this behavior, a phenomena referred to as conformity
• We compare ourselves to others who are better off for guidance, and to others who are worse off to increase our self-esteem
• When outcome information regarding other people’s payoffs is available, people show distributional concerns, such as inequality aversion
MovieLens: method of analysis
• Method: field experiment• Randomized sample of 398 users
with 30 or more reviews• Random money prize assigned to
participants• Divided into 3 experimental groups
• Personal newsletter 1: median number of contributions (of their cohort)
• Personal newsletter 2: net benefit (benefit-cost in time) of average user in own cohort
• Control with their own ratings
• Stage one: pre-experimental survey to estimate benefits in membership
A procedural ordering of methods to develop incentive compatible applications