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Evaluation Games – How to Make the Crowd your Jury

Johann Füller*, Kathrin Möslein, Katja Hutter, Jörg Haller

*University of Innsbruck/HYVE AG Universitätsstrasse 15

A-6020 Innsbruck johann.fueller@uibk.ac.at

Abstract: This paper introduces the application of online evaluation games as method to elicit promising contributions in innovation contests. The “style your smart” design contest serves as field experiment to explore applicability and use of games for the evaluation of designs. Results indicate that online evaluation games help identifying the most promising designs, while being limited to submissions with certain characteristics and not being free of fraud.

1 Innovation Contests

Pushed through concepts like crowdsourcing [Ho08, KHS08], co-creation [Wi05], and open innovation [Ch03], firms increasingly use the creativity, skills, and intelligence of billions of individuals encountered on the Internet as source for innovative ideas.

Building on the means of competition, innovation contests are one particular method to do so. In innovation contests a company or institution posts a challenge it is facing.

Subsequent interested individuals contribute to the challenge by offering potential ideas or solutions to the problem. These are assessed and winners granted a prize. While such contests ensure a large variety of submissions, the identification of the best and most promising ones often causes large efforts. On the one hand, the mere magnitude of ideas generated can be overwhelming, on the other hand most approaches do not increase the chance of really selecting the best submissions nor do they reduce the risk of relaying on the wrong ones [BW08]. The existence of social media and new information and communication technologies (ICT) offers new opportunities to encounter this challenge.

Participants can share their ideas, communicate with each other, establish relationships and even comment and evaluate others ideas. The latter both are also referred to asopen evaluation[Ha10; MHB10]. Recent research indicates that open evaluation bears plenty of potential to support the selection of relevant submissions [MHB10; BBHLK09]. Still, it is also recognized that many methods are prone to fraud. By using multiple accounts, participants can vote for themselves to increase their chance of winning or by voting down competitors respectively. Hence, effective open evaluation has to avoid these pitfalls, while still tapping into the wisdom of the crowd. Online games seem to be promising approach. First experiments show the suitability of online games to elicit users’ preferences, while making it harder to cheat [HA09]. This paper introduces and discusses the use of games with a purpose for the evaluation and identification of most

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promising design ideas. We investigate towhat extend online evaluation games attract the attention of participants and the results are a good predictor for the elicitation of participants’ preferences. The remainder of the paper is structured as follows. Section two provides an overview on evaluation in innovation contests in general, followed by games with a purpose as means of interest. Section four consists of the methodical approach, while section five presents the results and a discussion closes the paper.

2 Evaluation in Innovation Contests

Although the use of a jury is probably the most longstanding and most widespread evaluation approach in innovation contests,1 the example of Google's project 10^100 illustrates its limits. Striving for ideas for the wealth of humanity, Google’s received more than 154.000 external submissions. As a consequence, Google had 3.000 internal employees involved in the evaluation process [G09] – a resource intensive and not necessarily convincing evaluation endeavor. One possibility to solve this challenge is to rely on the opinion of the participants to pre-filter relevant submission. They provide active feedback on various topics by leaving comments and suggestions at other users’

pin boards and reveal their preferences by voting for or against certain submissions.

Even detailed evaluations can take place and serve as input for the selection of ideas.

This type of evaluation - that represents and bundle the judgment of people who are not part of the general group of decision makers – is also known as open evaluation [MHB10].

Especially common are evaluation methods that can be classified as absolute judgment or evaluation. Absolute judgment allows users to assign an absolute score to an item.

The goal is to combine the ratings from all the judges to an aggregate, which builds the foundation for ranking of contributions. Absolute judgment can for instance take the form of (1) votingor (2) averaging[MLD09]. Votingencompasses explicit or implicit positive or negative evaluations from users, whereas implicit votes are generated on the base of meta-data like viewing, clicking or buying behavior.Averagingis usually based on scales like the five-point Likert-scale represented as a five star visualization. Usual modes of averaging build on one-dimensional or multidimensional ratings2 that are averaged and represented as overall score.

These evaluation approaches, however, are not free of shortcomings. The calibration of scales - defining what a particular rating means compared with previous ratings and compared with other user ratings - make the interpretation of averaging results

1Jury members usually show a certain expertise, experience, or position so that they can act as process or power promoters for the implementation and/ or commercialization of the winning solution. A jury in practice often takes the form of an expert circle that discusses until consensus is reached or use the Consensual Assessment Technique (CAT) if creativity shall be assessed [Am96].

2Evaluation criteria in innovation contests are manifold, including frequent assessment of the creativity and workability of ideas and designs but also their aesthetics. The present paper, however, focuses on user preferences as holistic measure. Hence, the magnitude of potential evaluation criteria is not further elaborated, but essential to evaluation of ideas and concepts in general.

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challenging. Limited resolution, in terms of assigning a rating to a design or idea which is only marginally better than another one, adds to it. Another challenge is caused by manipulation. Indirect votes for example, can be easily distorted by users commenting on their own images, add tags to it, and create dummy pages linking to their images.

3 Games with a Purpose for Evaluation in Innovation Contests

Relative judgment could help to partly overcome these hurdles. It comprises of approaches likerankingorpair wise comparison. Items are compared in a way like for example image A is better than image B. While rankingconsists of bringing ideas or designs in a holistic order,pair wise comparisonsrank designs or ideas on a pair-by-pair basis, thus only two items are judged at a time. An overall ranking is created on the base of accumulated points, awarded to ideas or designs when winning a comparison.

This principle is also frequently used by so calledgames with a purpose (GWAP) which are considered to be a promising means to elicit users’ true preferences [HA09]. GWAPs can be understood as games “that are fun to play and at the same time collect useful data for tasks that computers cannot yet perform [AD04]. An example is thematchin game,a game that allows extracting a global ranking within a large collection of images.Matchin is a two-player game where one player is randomly matched with another person who is visiting the game’s web page at the same time. If no player is simultaneously online, the computer will be the counterpart. Participants play several rounds where the two players see the same two images and both are asked to click on the image their partner might like best. If their evaluation matches, they receive points. One round usually takes between two to five seconds, thus a game consist of 30-60 rounds. To provide the players an incentive to continue, the players are given more points for consecutive agreements. While the first match only awards few points, forthcoming matches in a row cause exponentially more points in order to increase fun. The resulting rank order is finally used to determine user preferences. In order to gain first insights on the applicability and usefulness of GWAPs for evaluation in innovation contests, we conduct a field experiment. The following section presents the methodological approach and its results.

4 The “style your smart” Innovation Contest

From the organizers perspective the matchin game was integrated for two purposes.

Firstly, to gather additional information (besides the five-star community voting) regarding design preferences of participants. Secondly, to offer another enjoyable activity that could attract further smart enthusiast. Consequently, this study examines the usage of online evaluation games and their correlation with commonly used evaluation approaches. The matchin game as evaluation method for designs was implemented in an online design contest (www.smart-design-contest.com), initiated by the car manufacturer smart. The aim of smart was to attain innovative and high quality designs for skins and to establish a relationship to smart enthusiasts and interested designers. Providing a

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virtual platform with a variety of community functions as well as prizes amounting up to a total of 5.000 the contest attracted 8.864 participants from 110 different nations during a period of six weeks. In total, the members submitted 52.170 designs and spent 12.723 hours on the platform. Best designs were selected by an expert jury. A five star community evaluation and a smart internal expert round helped to pre-select the most attractive designs. The implemented online evaluation game is based on the matchin mechanism suggested by Hacker and von Ahn [09] and follows the above mentioned design. Since they state that with linear scoring, “players could get many points by quickly picking the images at random” [HA09:4], a sigmoid function is used. Hence, the points that can be won in one round are limited and thus shall reduce potential biases. To aggregate results to an overall ranking, the so called ELO3 algorithm is applied. In comparison to easier algorithms such as the empirical winning rate (EWR) - described as the“number of times an image was preferred over a different image, divided by the total number of comparisons in which it was included.”-the ELO rating calculates the mean of a random variable reflecting the player’s true skill [HA09].Hence, differences depend on how surprising a win or loss is. This allows not only overcoming the problem of an artificially high or low winning rate (due to amount of comparisons) but also taking into account the quality of the competing submission.

5 Results

Members of the innovation contest appreciated the matchin game offered during the last two weeks of the contest. In total 2.108 games were played 50.460 designs compared and 13.140 matches achieved. Figure 1 shows the designs with the highest ELO scores.

Figure 1: Smart Matchin Game – High-Score Matches

3ELO refers to Arpad Elo, who introduced this algorithm in the context of chess games.

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On the other hand the five star community rating and indirect indicators such as number of votes and comments served as measure to determine users’ design preferences and pre-select the most promising designs for the jury. Participants contributed more than 600.000 evaluations, 27.107 comments, and 14.960 messages.

In order to test the results of the matchin game as method to elicit user preferences, correlations of the ELO rating to chosen designs, the five star rating as well as the number of five star ratings and comments were calculated. The applied correlation analysis shows highly significant medium correlations between the applied measures confirming their interrelationships (see table 1).

1. 2. 3. 4.

1. Five Star Rating

2. ELO Matchin Score .254**

3. Chosen Design Matchin Game .180** .787**

4. Number of Star Ratings .198** .074** .072**

5. Number of Comments .109** .032 .051** .572**

** Correlation is significant at the 0.01 level (2-tailed).

Table 1: Correlation Matrix

6 Discussion

The matchin game as an additional community measure helped us to increase the probability in pre-selecting the most promising designs and reducing the risk of pre- selecting the wrong ones. Not only did the matchin game generate a quantity of comparisons in a short time, but also show significant correlation to other evaluation measures. Predefined access limited to some extend the probability of cheating, since community members usually tend to vote highest for their own designs as well as their friends designs. Further, the relative judgments of the matchin game allowed us to create an overall ranking, counterbalancing absolute evaluations and providing additional information on user preferences. Finally, the partial judgments of the matchin game made it possible to handle large amounts of data.

However, results are debatable as they are based on little data points and, as previously shown, taste is rather subjective. Low to medium power of correlation analysis results may be amplified by further shortcomings. For example, some participants applied learning strategies to improve their overall rank in the high-score list without taking care of the quality of the designs. This strategy may lead to a bias of the results and refers to the stuck around a local minimum problem (the results do not reflect the true opinions of the players). In addition, community participants, who already knew each other tried to improve their high-score by chatting with each other in parallel. Furthermore, submissions depicted in larger size and better picture resolution outperformed smaller designs with lower resolutions, indicating the influence of presentation format. These

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barriers will be addressed in future studies and large scale experiments. Increasing the number of players and predefining the necessary quality of contributions are easy measures to encounter before mentioned hurdles.

Despite these challenges, the practical application of the evaluation game based on the matchin mechanism seems to be promising in the context of innovation contest.

Evaluation games may be especially interesting for products were the aesthetic design is important and large explanations of the innovation are not needed, e.g. packaging design and designer products like mobile phones. Further practical examples are needed to explore the applicability of evaluation games as well as the validity of the provided results to a larger extent.

References

[Am96] Amabile, T.M.: ‘Creativity in Context - Update to: the Social Psychology of Creativity ’.

Harvard University, 1996.

[AD04] von Ahn, L.; Dabbish, L.: ‘Labeling images with a computer game’. Proc. SIGCHI Conference on Human Factors in Computing Systems. Vienna 24-29 April, 2004.

[BBHLK09]Blohm, I.; Bretschneider, U.; Huber, M.; Leimeister, J.M.; Krcmar, H.: Collaborative Filtering in Ideenwettbewerben: Evaluation zweier Skalen zur Teilnehmerbewertung. In M. Engelien & J. Homann, Virtuelle Organisation und Neue Medien 2009, Konferenzband zur Gemeinschaft in Neuen Medien (GeNeMe'09) (pp. 1-15). Dresden:

TUD-Press, 2009.

[BW08] Bjelland, O.M.;Wood, R.C.: ‘An Inside View of IBM's 'Innovation Jam'’. MIT Sloan Management Review, 2008, 50 (1). pp. 32-40.

[Ch03] Chesbrough, H.W.: ‘Open innovation: The new imperative for creating and profiting from technology’. Harvard Business School Press. Boston, 2003.

[FLKS99]Fullerton, R., Linster, B.G., McKee, M.; Slate, S.: ‘An experimental investigation of research tournaments’. Economic Inquiry, 1999, 37 (4). pp. 624-636.

[G09] Google: ‘Google Project 10 to 100’. www.project10tothe100.com, accessed 30 September 2009.

[HA09] Hacker, S.; von Ahn, L.: ‘Matchin: Eliciting User Preferences with an Online Game’.

Proc. CHI. Boston, MA 4-9 April 2009.

[Ha10] Haller, J.B.A.: ‘Towards Open Evaluation - Methods and Outcomes of Evaluation in Innovation Contests and Crowdsourcing Approaches’. Unpublished Dissertation Thesis, Draft Version (University of Erlangen-Nuernberg), 2010.

[Ho8] Howe, J.: ‘Crowdsourcing: How the Power of the Crowd is Driving the Future of Business’. The Crown Publishing Group. New York, 2008.

[KHS08] Kozinets, R.V., Hemetsberger, A.; Schau, H.J.: ‘The Wisdom of Consumer Crowds:

Collective Innovation in the Age of Networked Marketing’. Journal of Macromarketing, 2008, 28. pp. 339-354.

[MLD09]Malone, T.W., Laubacher, R.; Dellarocas, C.: ‘Harnessing Crowds: Mapping the Genome of Collective Intelligence’. Working Paper No. 2009-001 (1-20) (Cambridge), 2009.

[MHB10]Möslein, K.M., Haller, J.B.A.; Bullinger, A.C.: ‘Open Evaluation: Ein IT-basierter Ansatz für die Bewertung innovativer Konzepte’. HMD, 2010 (in print).

[Wi05] Winsor, J.: ‘SPARK: Be More Innovative Through Co-Creation ’. Kaplan Business, 2005.

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