Toward’AdoptingSelf2OrganizingModelsfor’the’ Gami:ication...

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Toward Adopting SelfOrganizing Models for the Gami:ication of ContextAware User Applications Daniel J. Dubois Politecnico di Milano – DEEPSE group [email protected] 2 nd International Workshop on Games and Software Engineering @ ICSE2012 - Zurich

Transcript of Toward’AdoptingSelf2OrganizingModelsfor’the’ Gami:ication...

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Toward  Adopting  Self-­‐Organizing  Models  for  the  Gami:ication  of  Context-­‐Aware  User  Applications  

Daniel  J.  Dubois  Politecnico  di  Milano  –  DEEP-­‐SE  group  

[email protected]  

2nd International Workshop on Games and Software Engineering @ ICSE2012 - Zurich �

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Motivation  •  Gami:ication  is  used  at  user-­‐experience  level  to  give  applications  elements  that  motivate  and  simplify  their  use  –  Examples:  achievements  system  in  Visual  Studio,  Foursquare,  etc.    

•  Models  for  self-­‐organization  are  used  at  system  level  to  give  self-­‐adaptation  capabilities  to  context-­‐aware  applications  –  Examples:  energy  optimization,  fault-­‐tolerant  communication,  etc.  

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Idea: use self-organization to model gamification

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Can  a  Game  be  Modeled  as  a  Self-­‐Organizing  System?  

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Emergent property: motivate playing more

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Recurrent  uses  of  Self-­‐Organization  in  Modern  Games  

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•  Today  we  have  more  complex  emergent  properties  –  Need  for  new  coordination/interaction  mechanisms  

•  We  have  identiQied  a  classiQication  criteria    

Collaborative  self-­‐organization    

Competitive  self-­‐organization    

Environmental  self-­‐organization  

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Collaborative  Self-­‐organization  

•  Example:  sharing  user-­‐generated  content  

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Definition: all the rules that motivate a player to give its contribution to a game to make it better for him/her and for others

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Competitive  Self-­‐organization  

•  Example:  achievement  systems  and  reward  mechanisms  

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Definition: all the rules that govern the competition of a player with another player

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Environmental  Self-­‐organization  

•  Non-­‐determinism  gives  variability  to  the  game  

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Definition: capability of the game environment to spontaneously change its state to create new challenges to the players

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Use  Self-­‐organizing  Models  to  Improve  Software  Quality  

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•  Motivate the user to learn basic and advanced features

Requirement 1: User Motivation

•  Adapt the learning curve in such a way that the user learns first what is needed in the specific usage context

Requirement 2: Context-aware Learning

•  Stimulate personal improvement through a proper competition mechanism

Requirement 3: Reward System

•  If applicable, the user should be able to express its creativity and make its ideas/contents available to other users

Requirement 4: Collaborative creativity

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From  Requirements  to  Design  

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Case  Study:  A  “boring”  Personal  Organizer  

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•  Some  Functional  Requirements  –  Possibility  to  schedule  tasks  –  Keep  track  of  previous  and  future  tasks  –  Adapt  tasks  visualization  based  on  the  usage  contexts  (situation,  device  used,  ...)  

•  Some  Non-­‐functional  Requirements  –  Make  the  application  less  boring  –  Stimulate  the  usage  of  advanced  features  –  Make  the  application  addictive  

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Design  of  Collaborative    Self-­‐organizing  Features  

•  Addresses  User  Motivation  and  Collaborative  Creativity  

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1.  Identify reusable contents 2.  Associate classes of contents to the contexts 3.  Add a way to submit and search the content 4.  Add a rating mechanism to support content selection

1. invitation to events

2. associate invitations to current of future locations

3. add the possibility to advertise and tag new events

4. capability to see how many people have put the event into their schedule

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Design  of  Competitive  Self-­‐organizing  Features  

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1.  Identify metrics to measure the experience 2.  Associate the metrics to the contexts 3.  Add a way to share and compare such metrics

1. achievements (events per day, events scheduled for the first time, ...)

2. different achievements with respect to time and location

3. notify achievements to friends and stimulate a challenge for being the most “organized” person

•  Addresses  User  Motivation  and  Reward  System  

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Design  of  Environmental  Self-­‐organizing  Features  

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1.  Identify stimuli that attract the curiosity of the user to new cooperation or competition activities

2.  Identify situations (activities and contexts) in which the user may be less motivated to use the application

3.  Define a policy that associates such stimuli to situations

1. suggest events or advertise features that have never been used

2. analyze context changes and application usage to detect when new events or features need to be advertised

3. offer the opportunity to earn extra achievement points when the suggestions proposed on step 1 and 2 are followed

•  Addresses  User  Motivation  and  Context-­‐aware  Learning  

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Additional  Case  Studies  based  on  Real  Applications  •  Waze:  mobile  application  to  support  personal  navigation  •  Foursquare:  mobile  application  to  keep  track  of  visited  locations  and  to  Qind  new  locations  to  visit  

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Conclusions  and  Future  Work  

•  Conclusions  –  We  have  proposed  a  set  of  guidelines  to  satisfy  involvement  and  motivational  requirements  for  the  gamiQication  of  context-­‐aware  user  applications  

–  We  have  used  well-­‐known  self-­‐organizing  approaches  to  model  the  gamiQication  dynamics  

•   Future  Work  –  Extend  the  work  with  the  possibility  to  use  analytical  models  used  in  self-­‐organizing  systems  to  express  in  a  quantitative  way  the  level  of  satisfaction  of  the  requirements  

–  Social  aspects  and  implications  need  to  be  analyzed  in  an  interdisciplinary  way  

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References  (1)  1.  S.  Camazine,  J.  Deneubourg,  N.  Franks,  J.  Sneyd,  G.  Theraula,  and  E.  Bonabeau,  "Self-­‐

organization  in  biological  systems,"  Princeton  University  Press,  2003.  2.  M.  Baldauf,  S.  Dustdar,  and  F.  Rosenberg,  "A  survey  on  context-­‐aware  systems,"  

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Questions  &  Answers  

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