Crowdsourcing systems call a crowd of users to collaborate on solving real-life problems. One key issue for the success of such systems is to guarantee users' participation. A strategy that has been used to promote user participation is the use of game design techniques, since games have successful strategies to grant enjoyable user experience. However, most gamification methods and guidelines are too generic, do not emphasize the collaboration aspects and focus on introducing rewarding elements into the application, instead of designing player-centric applications. Reward-based design is dangerous, specially for collaborative systems, because it may put points gathering as the primary purpose of the application instead of the collaboration goal. This paper presents G.A.M.E., a conceptual framework to guide the design of gamification in crowdsourcingbased systems. The framework provides a flexible step-by-step guideline that combines knowledge from software engineering, collaborative systems, game design and interaction design. To evaluate our proposal, we instantiated G.A.M.E. into two applications in the domain of public transportation. The influence of gamification in those applications were evaluated through controlled navigation tests in a crowdsourcing usability testing platform. Our findings showed us that gamification improved user interfaces of collaboration activities by 16% on usability and were more trustworthy in 80% the cases.
Abstract-Currently, Systems-of-Systems (SoS) have performed an important role in diverse application domains, with representative examples in airport, military, and smart-cities, including crisis/emergency management. SoS refer to complex software-intensive systems, resulted from interoperability of independent constituent systems, performing new missions that could not be performed by any constituents working separately. For these critical systems, their quality is undoubtedly essential. However, in general, there is a lack of studies that discuss how quality has been addressed in such systems. The main contribution of this paper is to present an experience of establishing a quality model (i.e., a set of quality characteristics/attributes, subcharacteristics, and metrics) for SoS, in particular, for the crisis/emergent management domain. This quality model is based on ISO/IEC 25010 and it has also proved to be an important support to evaluate a system of this domain, however their construction must be performed with caution. Experience such as presented in this work could be repeated in other domains, contributing to improve the quality of a diversity of critical, complex SoS that are currently being built.
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