Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Elektr-O-Mat
1. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 1
Elektr-O-Mat
A Participation Game to Match and Explore
the Relationship
between (Electro-)Mobility
and Cititzens’ Needs
Rica Rieth
Fraunhofer IAO
Germany
Norbert Fröschle
Fraunhofer IAO
Germany
2. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 2
About Electromobility…
3. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 3
About Boxes and Bees…
4. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 4
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
5. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 5
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
6. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 6
The Project
• the tool Elektr-O-Mat was developed as part of the
“Online Schaufenster Elektromobiltät” R&D project
• the project is funded by the “Ministerium für Wissenschaft, Forschung
und Kunst“, Baden-Württemberg
• the project is being run by a project consortium comprising
Fraunhofer IAO, YellowMap AG and “e-mobil BW – Landesagentur für
Elektromobilität und Brennstoffzellentechnologie Baden-Württemberg”
• the project is part of the overall regional program
“LivingLab BWe mobil”, with nearly 40 projects and 100 partners
from economics, science, public administration and civil society
www.livinglab-bwe.de
7. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 7
What it is & How it Works
• online tool for electromobilists and interested people
• launched on 9th February 2015
• game-based design
• anonymous and voluntary
• website or app (iOS, Android, Webapp)
www.elektr-o-mat.de
• 15 questions
(addressing objective mobility requirements & subjective attitudes)
• 7 mobility options
• evaluation process & ranking algorithms based on experts
8. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 8
What it is & How it Works
“Which kind of
electromobility-user am I?”
Pedelec-Sharing
Hybrid-Car
PedelecE-Car
E-Car-Sharing Public Transport
E-Scooter
9. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 9
What it is & How it Works
10. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 10
Objectives & Hypothesis
1. What mobility needs do people
have and what do they expect?
2. What are the pros and cons
of a participation game?
Elektr-O-Mat
Science
Players
(electromobilists & interested people)
11. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 11
Elektr-O-Mat
Approach
Game
design
Nudg-
ing
Reality
Labs
12. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 12
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
13. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 13
The Value of Games
Surveys
Games
14. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 14
Pros & Cons of Participation Games
- +
per se no statistical representation learning by doing:
direct and real-time feedback
up to now no elaborated state-of-
the-art approach for empirical
social research
create honeypots
science (and politics) can nudge:
to encourage people to rethink the
impact and outcome of their
individual decisions and become
part of transformations
15. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 15
Performance & Feedback
• evaluation period: 9th February 2015 – 31th July 2015
• 2.290 player
• mostly used via webbroswer
• average playtime: 7 min 50 sec
• dropout rate: 24.3%
• average rating: 2.3 stars (min 0 – max 4)
18. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 18
Performance & Feedback
Qualitative Feedback: Type of Response? (in Percent)
N=140
19. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 19
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
23. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 23
male
fulltime employed
2-3 person
household
42 years old
Players‘ Profiles
24. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 24
• lives as well in rural, metropolitan and urban areas
• drives/walks/… in average 40.8km per day
• rather a few long distances a day
• on his way alone
Players‘ Profiles
25. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 25
• prefers to be flexible in time, have permanent acces to a car, likes
driving on his own and cares about the environment
• not willing to change vehicles during his way
• access to charging infrastructure
• content to pay in average 17.3% more for an electric vehicle
Players‘ Profiles
26. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 26
Cluster 3:
high potentials
Cluster 2:
medium potentials
Cluster 1:
low potentials
<18 19-26 27-39
age
[in years, by groups]
40-55 56-68
area
rural urbanmetropolitan
daily distance
[in km]
0 10 20 30 40 50 60 70 80 90 100 110 …
environmental
protection
not important less important important very important
Players‘ Profiles
>69
27. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 27
not important less important important very important
car availability
comfort
not important less important important very important
flexibility in
time
not important less important important very important
willingness to
change vehicles
none low high very high
Cluster 3:
high potentials
Cluster 2:
medium potentials
Cluster 1:
low potentials
Players‘ Profiles
28. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 28
Elektr-O-Mat
Approach
Scientific
Outputs
Most
Common
Rankings
What it is &
How it
Works
Players‘
Profiles
The Value of
Games
Objectives &
Hypothesis
The Project
Performance
& Feedback
Pros & Cons
Lessons
Learned
29. Session 5c, 26th November 2015 eChallenges e-2015 Copyright 2015 Fraunhofer IAO 29
Lessons Learned
1. games can be very effective to get people in touch
with the subject and create honeypots
2. initally, knowledge generation and empirical outputs are limited to the
actual target group of players – not the general public
3. the approach can be transferred to other socio-technical fields &
projects and shows the high potential of (E-)Participation, e.g. …
• Electromobility and Energiewende
• Smart Cities and Internet of Things
• Industry 4.0 and Future Work
• etc.