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D2.1.7 Final EXPERIMEDIA Methodology 2014-03-17 Magnus Eriksson (Interactive) Peter Ljungstrand (Interactive) Aleksandra Kuczerawy (Leuven) www.experimedia.eu The Final EXPERIMEDIA Methodology aims to summarize the EXPERIMEDIA methodology as it has been used and evolved during the time of the experiments. The deliverable outlines the lessons learned from the first open call and the driving experiments and then continues to build on these in presenting the Final Methodology Structure that explain the current and final approach to running experiments within EXPERIMEDIA. It also includes updated assessments of impact of privacy (PIA) and value (VIA).
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D2.1.7 Final EXPERIMEDIA Methodology

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The Final EXPERIMEDIA Methodology aims to summarize the EXPERIMEDIA
methodology as it has been used and evolved during the time of the experiments. The deliverable outlines the lessons learned from the first open call and the driving experiments and then continues to build on these in presenting the Final Methodology Structure that explain the current and final approach to running experiments within EXPERIMEDIA. It also includes updated assessments of impact of privacy (PIA) and value (VIA).
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Page 1: D2.1.7 Final EXPERIMEDIA Methodology

D2.1.7

Final EXPERIMEDIA Methodology

2014-03-17

Magnus Eriksson (Interactive)

Peter Ljungstrand (Interactive)

Aleksandra Kuczerawy (Leuven)

www.experimedia.eu

The Final EXPERIMEDIA Methodology aims to summarize the EXPERIMEDIA

methodology as it has been used and evolved during the time of the experiments. The

deliverable outlines the lessons learned from the first open call and the driving experiments

and then continues to build on these in presenting the Final Methodology Structure that

explain the current and final approach to running experiments within EXPERIMEDIA. It

also includes updated assessments of impact of privacy (PIA) and value (VIA).

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EXPERIMEDIA Dissemination level: PU

© Copyright The Interactive Institute and other members of the EXPERIMEDIA consortium 2014 2

Project acronym EXPERIMEDIA

Full title Experiments in live social and networked media experiences

Grant agreement number 287966

Funding scheme Large-scale Integrating Project (IP)

Work programme topic Objective ICT-2011.1.6 Future Internet Research and Experimentation (FIRE)

Project start date 2011-10-01

Project duration 36 months

Activity 2 Construction

Workpackage 2.1 Architecture Blueprint

Deliverable lead organisation Interactive

Authors Magnus Eriksson (Interactive)

Peter Ljungstrand (Interactive)

Aleksandra Kuczerawy (Leuven)

Reviewers Stephen C. Phillips (ITInnov)

Athanasios Voulodimos (ICCS/NTUA)

Version 1.0

Status Final

Dissemination level PU: Public

Due date PM28 (2014-01-31)

Delivery date 2014-03-17

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© Copyright The Interactive Institute and other members of the EXPERIMEDIA consortium 2014 3

Table of Contents

1. Executive Summary ............................................................................................................................ 4

2. Introduction ......................................................................................................................................... 5

3. Lessons learned from 1st Open Call ................................................................................................ 6

3.1. Methodology use .......................................................................................................................... 6

3.2. User Recruitment ......................................................................................................................... 6

3.3. PIA lessons learned (Leuven)..................................................................................................... 6

4. Final Methodology Structure ............................................................................................................. 8

4.1. Defining Learning Objectives .................................................................................................... 8

4.2. Defining Structural System Model ............................................................................................ 8

4.3. Defining Human Interaction Model ......................................................................................... 9

4.4. Define QoS Model....................................................................................................................... 9

4.5. Define QoE Model ...................................................................................................................... 9

4.6. Define QoC Model (optional) ................................................................................................. 10

4.7. Define User Activation Strategy .............................................................................................. 10

4.8. Conduct Privacy Assessment ................................................................................................... 11

5. VIA 2.0 ............................................................................................................................................... 12

6. PIA 2.0 ................................................................................................................................................ 14

7. Methodology in 2nd open call ......................................................................................................... 15

7.1. Methodology in Planning .......................................................................................................... 15

7.1.1. Defining metrics .................................................................................................................. 15

7.1.2. Relating metrics ................................................................................................................... 15

7.1.3. Gathering QoE data ........................................................................................................... 16

7.1.4. Conducting a VIA ............................................................................................................... 16

7.1.5. Game Design and QoE evaluation .................................................................................. 17

7.1.6. User Activation in Schladming Experiments .................................................................. 18

8. Conclusion.......................................................................................................................................... 19

9. Appendix A: Gameplay Design Patterns for Public Games (External Document) ................ 20

10. Appendix B: Using Mobile Computing to Enhance Skiing (External Document) ................ 21

11. Appendix C: Experimenters Guide to Schladming (External Document) .............................. 22

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1. Executive Summary

The Final EXPERIMEDIA Methodology aims to summarize the EXPERIMEDIA

methodology as it has been used and evolved during the time of the experiment. Due to the fact

that experiments from the 2nd open call are still running at the time of writing this deliverable, it

will be updated at a later stage incorporating the experiences of running the second open call

experiments.

This deliverable begins with a section outlining the lessons learned from the first open call and

the driving experiments and then continues to build on these in presenting the Final

Methodology Structure that explain the current and final approach to running experiments

within EXPERIMEDIA. It then outlines the Value Impact Assessments (VIA) and Privacy

Impact Assessments (PIA) and they are structured within the second open calls. The section

following this describes how the methodology has been used in planning for the 2nd open call.

As appendixes are 3 reports that have been produced within the methodology package. These

are the game design patterns to be used by experiments that use gaming, the report on using

mobile computing to enhance skiing and the field study conducted to aid experiments operating

at the Schladming venue.

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2. Introduction

This final methodology deliverable will come in two versions; one delivered on the due date

specified in the DOW and including work done and lessons learned from the first round of open

call experiments and the methodological structure used with the 2nd call experiments, and one

updated at a later date that include a full evaluation of the methodological considerations of the

EXPERIMEDIA project.

The main section of this first version is the outlining of the final methodological structure that is

used in the planning and implementation of the 2nd open call experiments. This is a revised

structure based on the lessons learned from the first round of open call experiments and the

driving experiments conducted by the core partners of EXPERIMEDIA. This also includes the

updated VIA 2.0. A section after that describes how the new methodology has been used in the

planning of the 2nd open call experiments. Finally the deliverable includes appendixes of new

methodology work; "The Game Design Patterns", the report on "Using Mobile Computing to

Enhance Skiing", and the field study "Experimenters Guide to Schladming".

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3. Lessons learned from 1st Open Call

3.1. Methodology use The updated 2nd methodology was used both by the 1st open call partners and to a lesser extent

the driving experiments. The use of the methodology differed from experiment to experiment

depending on the different prerequisites of experiment setups and venues. The Value Impact

Assessment (VIA) turned out to be complicated to use for experimenters and was mostly used

when methodology researchers could personally guide the experimenters. While the VIA was

considered to provide good insights, it was considered to stray too far from the ECC focused

experiment process. There was a missing translation between the higher-level methodological

issues of the VIA and the day-to-day experiment process.

3.2. User Recruitment The issue of recruiting participants for experiments turned out to be more of a concern than

expected when it came to the Schladming experiments. Efforts in recruiting more participants in

the later stages of the 1st open call experiments and the Schladming driving experiments during

the MID Europe music festival in July 2013 by attempting to recruit participants on the streets

of Schladming turned out to be difficult. The experiments had trouble locating the right user

profiles (people with mobile phones but not from the Schladming region and therefor in need of

navigational assistance to find points of interests) and most people approached rejected taking

part on the grounds of not understanding properly what was expected from them. The fact that

many people are used to sales people and commercial promoters handing out flyers at festivals

are also assumed to have contributed to rejections. Some of the experiments also commented

that they had difficulties getting an overview of the stakeholders present in Schladming that

could have been of use for them in enlisting participants. This insight led to the making of the

Schladming field study attached as an appendix to this deliverable.

3.3. PIA lessons learned (Leuven) The PIA method in EXPERIMEDIA 1st Open Call was generally considered to be adequate.

Cooperation between technical core partners, 1st Open Call Experimenters and the legal partner

was considered as highly efficient. Moreover, assistance of the Ethical Advisory Board as well as

Data Protection Board in the review process proved to be very helpful.

Nevertheless some improvements were recommended to further facilitate the review process

and ensure that it is able to anticipate any legal and ethical issues within each experiment.

Specifically, the recommended changes focused mainly on improving the level of the description

of the experiments to focus less on the technical specifications and more on the legal and ethical

aspects. In result, for the second Open Call the Consortium planned two iterations of the ethical

checklist. First, the participants of the open call would fill in the checklist together with their

application. The information provided by them, however, would not be taken into account in the

selection of the experiments. The reason for such step was to make the experimenters aware, on

the very early stage, of the possible aspects that could be, legally or ethically, problematic. The

second iteration of the checklist would be delivered to the legal partner on the very mature stage

of the development of the experiments, to make sure that the reviewed version of the

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experiment is the final one. With this change the review process of the Second Open Call

Experiments would be faster and more efficient. It would also allow all the involved parties to

see the changes and progress in the development of the experiments with regard to their legal

and ethical aspects.

Another lesson learnt from the 1st Open Call is that more attention should be put on raising

awareness of the experimenters, with regard to legal and ethical issues in the experiments. In

EXPERIMEDIA assistance is offered to the partners from the legal partner (ICRI - KU

Leuven), EAB and DPB, on every stage of the project. However, we discovered that an

understanding of the legal and ethical aspects of the experiment by those who actually design and

implement it is crucial for its compliance with the applicable law and ethical principles.

These findings were taken into account in the 2nd Open Call and allowed for a more efficient

approach in the process of the legal and ethical review.

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4. Final Methodology Structure

The methodology used in the final year for the 2nd open call experiments is a more directly

experiment-oriented methodology than the 2nd methodology. The final methodology is more

integrated into the experimenters work with the ECC model and is a multi-stakeholder effort

guiding the experimenters through the process of defining and executing their experiment. The

methodology is structured, yet flexible enough to be able to be adapted to the unique

requirements of each experiment, which in EXPERIMEDIA differs widely in terms of

objectives, scope and scale. In each section of the methodology structure there are various

methodological tools available to the experimenters should they choose to use them. The

following steps are not necessarily performed in sequence and can be an iterative process that is

cycled through several times, although the steps are often dependent on the ones that come

before.

4.1. Defining Learning Objectives The experimenter first needs to define what they are trying to learn and the expected

relationships between system properties. This is based on the local conditions of the venue

whose unique conditions and needs determine the direction of the experiment. The experimenter

defines what they want to learn from the experiment and how this relates to system properties.

This is thus a process that goes from the abstract -- dealing with research questions and the

needs of the venue operation -- to the concrete practice of defining the system components that

needs to be involved in the experiment, how they are expected to behave and what they will

measure. This is then related to the QoS and QoE model that the experimenters will also define.

Experimenters come into the project with various levels of defined learning objectives. Some

Experimenters, such as Evolaris, have opted for a co-creation approach where the learning

objectives are revised together with stakeholders and users.

There are several tools from the methodology that an experimenter can choose to use at this

stage. These include: Design workshops, VIA assessment, Field Studies, Co-creation methods,

Venue partner knowledge.

4.2. Defining Structural System Model When the experimenter knows their learning objectives, they can define a structural system

model that describes the entities in their system that they are studying and their relationships.

Here the experimenters need to define what system components are going to be used and how

they will interact with each other. Contrary to the learning objectives, this is a detailed technical

description that is supposed to be able to guide the technical partners involved in implementing

the experiment. A key part of this stage is also to describe the users and their possible

interactions with the system. This then relates to defining the Human Interaction Model below.

The system entities described in this section also form the basis what is being monitored in the

ECC.

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4.3. Defining Human Interaction Model This is a user-centered part of the methodology structure where the experimenter has to define

how users are expected to interact with the system entities and with each other online and

offline. This includes both structured behavior where the users interact with the system entities

and the more unstructured behavior of users interacting with each other offline of by online

means that are not included in the EXPERIMEDIA system. This stage serves several functions.

First, it serves the function of defining the interaction with the system so that the proper

interfaces can be constructed and the proper connectivity that the user needs for a certain task

can be provided. This includes constrains put on the system by scaling up the number of users

involved in the experiment. Second, this stage serves the purpose of defining and coming up

with an interaction model that is meaningful for the participant user so that the experience of

taking part in the experiment is constructed in a way that is enjoyable, seamless and functioning

smoothly. Thirdly, this serves to define online and offline interactions that the user can perform

that cannot be captured by the EXPERIMEDIA system but could still be relevant for the

experiment evaluation. These can then be captured by other means such as qualitative methods.

To define the Human Interaction Model requires knowledge of the local context as well as of

target group needs and behaviors. It also requires the use of sound interaction design principles

in order to make the interaction with the system meaningful to the user.

Tools from methodology: Game design patterns, Field studies, and Interaction design expertise.

4.4. Define QoS Model Here is where the experimenter defines a Quality of Service model of all entities that will be used

in the experiment. This is especially important for any additional FMI technologies beyond the

baseline components. These metrics should be defined in terms of quantitative metrics measured

by system entities and reported to the ECC. What metrics should be used depends of the defined

learning objectives and entities defined in the structural system model. It is also an advantage if

the experimenter syncs the QoS measurements with the QoE measurements so that the

experimenter can relate changes in the experience of quality on behalf of the user with changes

in the system properties and vice versa.

4.5. Define QoE Model Related to the definition of a QoS model is defining the QoE model for the user experience.

This can be either qualitative or quantitative metrics reported to the ECC. EXPERIMEDIA

provides active tools for evaluating user experience such as the Babylon tools for integrated

measurements and questionnaires. The experimenter can also choose to use a passive system

property as measurement of QoE, such as the amount of times a user uses a given function or

part of the system of how long they view content. The experimenter can also use quantitative

and qualitative methods of evaluation that is not part of the ECC. An example of a quantitative

evaluation of that sort would be a multiple-choice questionnaire handed out before and/or after

an experiment session. Examples of qualitative evaluations are questionnaires with free-text

fields, interviews, participant observation, focus groups or ethnographic studies. At these

evaluations the experimenter could benefit from having access to the QoS measurements in

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order to question the user about what happened or what they experienced at the times when the

performance of the system changed (either by their actions or not).

Defining the QoE model also includes choosing methods of how, when and where to gather

metrics as to not disrupt the human interaction model. QoE measurements can be disrupted

either if the come in an inconvenient time or if the come at a time where the user is unable to

recall their experience properly. The form of QoE measurements and the contents of their

question must also be designed in such a way that they support the learning objectives already

defined.

4.6. Define QoC Model (optional) The experimenter can also include a Quality of Community model if they are interested in

measuring the interactions of users in various social networks. This needs to be properly related

to the Structural System Model and QoS measurements to that the experimenter will be able to

capture the interactions determined to indicate Quality of Community. This could also include

an evaluation of the QoC outside of the EXPERIMEDIA system either online or offline, in

which case the experimenter would have to probe about this during questionnaires and/or

interviews with the users.

4.7. Define User Activation Strategy An important but easily overlooked part of the experiment is to define the User Activation

Strategy. The object of this stage is for the experimenter to first define the target user profile and

then the user activation strategy.

Defining the target user profile includes defining what kind of users the experimenter needs for

the experiment and what effort are expected from them before, during and after the experiment

in order for the learning objectives to be met and the necessary QoS and QoE measurements to

be captured. The experimenter also needs to define how many users are needed for the

experiment in order for the evaluation to be satisfactory. Included with defining the effort of the

users is to also be clear about what venue actors that needs to be involved and what their

expected effort is. Together with defining the target profiles the experimenter can also define the

incentives available to users, both intrinsic and extrinsic.

When the target user profile is defined the experimenter must device a user activation strategy to

make sure the right kind and the right amount of users can be involved in the experiment. How

this process takes place depends a lot of the characteristics of the experiment and the venue it is

performed at. At CAR this often involves finding the right coach and athletes who are available

and motivated to take part as well as are in a sport that can make use of the experimenters

technology. Also important at CAR is to find the right technical staff that needs to support the

experiment and the right part of the venue to conduct it. At FHW this process includes finding

the right visitor groups, venue section and staff to support the experiment. It can also include

involving external experts in archeology, history of education to assist the experiment.

Schladming is somewhat different than the two other venues since the visitors to Schladming

that in most cases will make up the users are much less connected to the daily operations of the

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EXPERIMEDIA venue partner than at CAR and FHW. The potential participants in

experiments at Schladming have often come to Schladming in order to perform activities that are

not related with the experiment and must therefore be convinced to take part in it either on the

spot or through contacts with some organization. The first option can be difficult if the

requested effort of the users is unclear or too high and if the immediate incentives are unclear or

not beneficial enough. The modern citizen is used to getting all kinds of offers or requests for

their time from commercial actors, advertisers or people performing surveys all the time and can

therefore be reluctant to participate or even reject before the offer has been made. If such "cold

calls" are to be used, it is recommended that the experiment is integrated into the activity they

are already performing or are planning to perform as possible, that the incentives are very clear

and direct, and the extra effort or disturbance of their original activity is kept to a minimum. For

longer involvements and extra efforts, it is recommended that the second option is used and that

the users are approached through trusted actors already involved in the Schladming ecosystem

such as associations, hotel chains, or the tourist agency. The good news is that there are lots of

these in Schladming and that the connections between people and organizations in Schladming

are very good. An option could also be to use locals for experiments that require more effort

since their time in Schladming is not so scarce as someone who is only in town for a few days.

The experimenter could also choose to involve users with minimal effort in a first run and then

recruit users from that for a second experiment run that requires extra effort.

Tools from methodology: Venue operator’s local knowledge. User engagement experience.

4.8. Conduct Privacy Assessment The experimenter also needs to conduct a privacy assessment that can be related to all steps

above that deals with personal data or privacy issues. This assessment has consequences for how

the QoS and QoE measurements are made as well as the Human Interaction Model and User

Activation Strategy. It is also important that as a part of the User Activation Strategy and the

Human Interaction Model the privacy issues are made clear to the user as to not disincentives

them from participating.

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5. VIA 2.0

The VIA formed the centerpiece in the previous methodologies. It has now been replaced by a

methodology structure that is focused on the experiment process and the integration of the

experiment into the ECC. However, it still remains as an important tool for the experiments to

understand how to best frame and implement their experiment and understand how it fits within

the context of the venue (and beyond) and what value it could bring to the venue ecosystem

actors. The VIA 2.0 presented here in the final methodology is a trimmed down version of the

VIA that gives it a more clear experiment focus and integrates better into the experiment process

that the experimenters goes through. It can be used by the experimenters both as a tool to

initially frame their experiment both for themselves and for the venue stakeholders and as a tool

to be able to understand the future value that their innovation could have in the venue

ecosystem and therefor how it could be further developed and exploited beyond

EXPERIMEDIA.

The first aspect of the VIA is to gather with the venue stakeholder and explore what value the

experimenters technology can have within the venue ecosystem and what the scope of the

experiment should be. From this, the necessary stakeholders within the venue ecosystem and

externally that needs to be involved in the experiment or can see a value in its outcomes are

defined. The experimenter must then determine what value the experiment and the experiment

technology can have for each of these stakeholders both during and after the experiment. This

includes defining the value that the experiment technology can have for the end-user at the

venue, which can be many different kinds of values for the different functions of the technology.

The experimenter must understand what the changes are in the practices of the stakeholders

between the original state and the changed state given the introduction of the technology. A key

aspect is to also be aware of the indirect changes to the stakeholder’s everyday practices such as

how it changes relations to other stakeholders or how it changes their disposal of time

throughout the day.

The experimenter can go through this process by sitting down with the main venue stakeholder,

by going around to all relevant stakeholders, or -- if needed -- structure the process as a design

workshop where they elaborate on different aspects of the stakeholders, the scenarios that could

occur with the technology and then go through a brainstorming process to find new aspects of

how the experimental technology can influence stakeholders.

Understanding what value the experiment technology could potentially have for the end user

allows the experimenter to better structure the evaluation of the user experience of the

experiment and to better understand what impact to aim for.

A VIA is normally done in the planning phase leading up to the first experiment run, but there is

also a possibility of doing a second VIA after the first experiment run has gathered some

experiences and metrics and the experimenter wishes to make a deeper analysis before the

second run and to structure that second run differently in order to reach another kind of

evaluation. This is a recommended approach since the first experiment run will be very much of

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a learning process of using a technology in a new environment and the second run leaves more

space to explore the value impact more profoundly.

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6. PIA 2.0

In the 2nd Open Call recommendations made after the 1st Open Call were taken into account.

The improved steps were, however, further adjusted to fit the circumstances of the 2nd call.

First of all, greater attention was given to raising the awareness of the experimenters in the 2nd

Open Call, at the early stage of their participation in the project. To achieve this, an extensive

legal tutorial was organized, during the Technical Training meeting in Madrid. During this

meeting the new partners were educated on the legal and ethical aspects related to the processing

of personal data in scientific research (and in general).

Moreover, the experimenters were asked to fill in the ethical checklist twice. First, when they

were participating in the call. The intention of the core partners was to emphasize the

importance of the privacy issues in EXPERIMEDIA. Second iteration of the checklist was

submitted at the beginning of Year 3. In this instance the experimenters were assisted by the

legal partner in order to fully understand the consequences of their choices in the experiment

design. The checklists, with the detailed experiments' descriptions were later on discussed during

a meeting with the Ethical Advisory Board and Data Protection Board (December 2013). At this

meeting specific recommendations were formulated for each experiment. The result of the

discussion can be found in the 2 OC Ethics Review Report (D5.1.6). The progresses of the

experimenters in accommodating these recommendations are continuously monitored by the

legal partner ICRI KU Leuven. This institution will assist the experimenters until the end of the

project and report to the rest of the Consortium. Final Ethics Review report summarizing the

level of compliance of the EXPERIMEDIA project with the applicable legislation and ethical

principles will be submitted at the end of the project (D5.1.8).

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7. Methodology in 2nd open call

The methodology is used by the experimenters both when planning and defining their

experiments as well as when implementing them. This section will describe and evaluate how

methodology was used in both these phases of the 2nd open call experiments.

7.1. Methodology in Planning The experimenter’s use of methodology in planning their experiments is most visible in the

deliverables called "Experiment problem statement and requirement". This is the first deliverable

the open call experimenters present and is their way of coming to understand the

EXPERIMEDIA project and how their experiment fit in its systems. It is not a methodology

deliverable per se and has its own structure so the methodology structure outlined above can

only be a guide and checklist for the experimenters to follow that in the end has to be interpreted

according to the requirements of this specific deliverable.

Experiments differed in how the methodology was implemented. This is natural since some

experiments have to place more emphasis on the systems architecture while for other the user

experience is central to their methodology.

All experimenters have clearly defined learning objectives, however some have defined them as

research questions in need of operationalization and some as technical learning objectives of

system behaviors.

7.1.1. Defining metrics The level of detail of which metrics have been defined varies across experiments. This is

especially true of user experience-related metrics and has to do with the varying level of

complexity in those questions across the experiments. Some are content with defining a general

level of satisfaction or acceptance of the system from the users while others are trying to answer

complex questions of user satisfaction and the value of the technology to the user and therefor

has to be more specific. No full list of questionnaires has been provided by any experiment.

When metrics have been unable to be provided, either due to the fact that they can't be fully

defined before the experiment is set up or because initial experiments are needed to pin the

needed metrics down, the experimenter has been recommended to provide a roadmap of how

the metrics will be arrived at and what purpose they will serve in reaching the learning objectives.

7.1.2. Relating metrics Carviren by Realtrack Systems performed at CAR is an example of an experiment that chose to

put emphasis on how metrics where related to each other. First they group the QoS they are

going to use in relation to their learning objectives in groups such as requirements and usage that

help them evaluate different objectives. Then they relate specific QoS measurements to the

corresponding QoE measurement. An example of this is the measurement of real-time. A

measurement of 10 seconds delay in a video stream to a remote coach would not technically be

considered real-time, but a QoE questionnaire or interview with a coach taking part in the

experiment might consider the interaction dynamics to be very satisfactory and have no problem

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with the delay. By relating these two metrics to each other, the experiment can find out at what

QoS measurement the interaction dynamics impacting the user experience is disturbed and

therefor find the acceptable level of QoS for this particular QoE in this particular situation.

7.1.3. Gathering QoE data Special emphasis was placed in the 2nd open call experiments on the practicalities of the process

of gathering QoE to ensure that this process was able to capture all moments of instant and

post-experiment feedback from the participants at the same time as it was made as unobtrusive

as possible on the experience of participating in the experiment.

The gathering of QoE data requiring active input from the participants was divided into one

category of instant feedback taking place while the participant is taking part in the experiment and

post-experiment evaluation that happens after the participant is done with the experiment. The

instant feedback evaluations are primarily done through the Babylon component and are

integrated into the experience of participating as much as possible. The task for gathering instant

feedback is both to determine at what moment in the experiment this evaluation should take

place, if it is triggered actively by the participant or if it emerges passively thorough monitoring

the state of the participation, and how it can be conducted in such a way that it is simple enough

to require little interruption of the user experience while still providing the experimenters with

enough data. The most minimal approach is taken by SmartSkiGoggles who are experimenting

with letting the participant “ping” the experimenters at a particular time and place of their choice

when they feel like they want to comment on their experience and the experimenters can

synchronize these time stamped pings with quantitative data from the ECC and ask follow up

questions to the participants about what it was the ping was about. Other experiments are

implementing the Babylon client to trigger an instant feedback evaluation at specific moments in

the user experience such as right after a certain task has been completed.

The post-experiment evaluation will be conducted with digital evaluation tools for most

experiments in the 2nd open call. The exception is PlayHist that will have too many participants

evaluating at the same time to provide digital devices to all of them. The benefits with using

digital evaluation tools are that the results of the evaluation can be summarized immediately and

the experimenter can choose to ask the participants follow up questions on any unexpected

results of the evaluation that they see. For the experiments that need it, EXPERIMEDIA will

provide a self-hosted solution for creating, conducting and evaluating digital questionnaires.

7.1.4. Conducting a VIA One partner decided to conduct a VIA and this was the PlayHist experiment by Tecnalia at

FHW. This VIA implementation is based on the original VIA from the 2nd methodology but

since it is a small experiment it is only based on the first stage of the VIA which is about

outlining opportunities, risk and values. This is similar to the emphasis of VIA 2.0. Tecnalia

examines the impact of their experiment for visitors, venue management, museum staff and

content providers. Tecnalia also uses the VIA to frame their EXPERIMEDIA experiment in a

long-term perspective by framing it as a "Value Opportunity Phase" that will be followed by

further larger-scale testing at FHW after EXPERIMEDIA to continue the VIA.

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There is an opportunity for experimenters to use the first run of their experiments to gather

initial user experience data but focus mainly on the technical performance of their experiment

technologies. Then they can use the 2nd run to go more deeply into the quality of experience

issues. It is recommended by the methodology that they conduct a VIA 2.0 before this second

run in order to make the assumptions about the needs and matters of concerns of user and other

stakeholders more explicit and to better be able to articulate how their experiment and their

technology has the potential to make an impact. The first experiment run should provide the

experimenters with enough experience and know-how of the venue ecosystem in order to

conduct a reliable VIA before the second run.

7.1.5. Game Design and QoE evaluation The PlayHist experiment is the 2nd open call experiment that will make extensive use of game

design. Gaming is both the method by which the experiment will be conducted and what will be

evaluated from a QoS, QoE and QoL (Quality of Learning) perspective. This requires some

special considerations for the methodology of the evaluation. The goal of the experiment is to

evaluate the use of gaming for learning in an environment such as FHW. A risk with using games

in research projects is that the participants will evaluate the game itself and not the learning

situation. The state-of-the-art games that the participants are used to playing takes years to

develop by sometimes hundreds of employers and large budgets, so a small game developed for

research purposes can’t match these in terms of graphics and immersion. Instead, the game has

to be designed in a way that makes it clear that the learning is the key component and the game

is only there to enhance it.

PlayHist has the opportunity of using the game both in an evaluation phase and as a tool for

learning. In other words, the game can be structured to test knowledge acquired for example by a

puzzle game element that requires the user to have previous knowledge acquired throughout the

game, but it can also be used to enhance the focus on learning for example by structuring

learning elements as missions to be accomplished and knowledge components being spread out

through this mission. The game is then used in the process of acquiring knowledge, based on the

assumption that the immersion, involvement and enjoyment the game brings will improve the

Quality of Learning.

In the end it will be the learning objectives from the experts that are engaged in developing the

experiment that will determine the most suitable approach. As a help, PlayHist has the game

design report attached in this deliverable and the game design expertise of Interactive Institute.

The game mechanics can also be used as experiment variables that are changed throughout the

experiment and the different modes are evaluated. The experimenters can choose to use the

game mechanics as experiment variables to test different experiment setups. For example the

experimenter can use the game mechanics to experiment with cooperative versus competitive

learning models, individual and team-based learning, as well as with different levels of immersion

and intensity of the gaming experience. In these shifts happen within a single gaming experience,

the experimenters can also choose to use integrated instant feedback evaluation to capture the

moods of the participants at different stages of the gaming experience. However, there is a

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balance to be struck between capturing this evaluation and disrupting the immersive gaming

experience with abruption for evaluation.

7.1.6. User Activation in Schladming Experiments From the experiences of the driving experiments and the 1st open call experiments, the

consortium has concluded that activating user participants at the Schladming venue requires a

more structured approach due to its character as an open environment and due to the

constraints that the visitors to Schladming often have in choosing to dispose their limited time

there.

The approaches taken during the 2nd open call experiments are on the one hand of using

participants from already established communities and on the other hand using a structured

recruiting process when individual users are required.

The first approach can be seen in the iCaCoT experiment that will collaborate with skiing

coaches and their students in the first and second experiment runs. The advantage is that this is a

group that is already established in Schladming and have structured activities that can be

integrated with the experiment. For example, the ski students will perform their classes as usual

and only the coaches are actively involved in the experiment.

The second approach is used when larger numbers of individual users are needed and here the

recruitment will primarily happen through the already established living lab that Evolaris has

been using for previous user tests. This consists of a database of suitable potential participants

that have volunteered to be in this database to be called up for experiments from time to time.

This enables the experiments to approach participants with a willingness to take part in

experiments, participants that fit the user profile of the experiment, and users who can plan their

time in advance in order to take part.

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8. Conclusion

Building on the lessons learned from the 1st open call experiments and the driving experiments,

the EXPERIMEDIA methodology was modified in the final year to make use of a more

structured and down to earth approached that integrated the work of that the experimenters

have to do with integrating their experiment into ECC and other EXPERIMEDIA components

with the methodological work that has to do with defining learning objectives and defining the

experimental metrics needed as well as their approach to user activation. This approach has

made the work of the open call experimenters a more smooth and integrated process, which is

needed when they face the challenge of understanding the EXPERIMEDIA components and

the EXPERIMEDIA approach in a short time-frame while at the same time facing both the

technical and methodological problem of setting up and conducting the experiment.

By building on the iterative trial and error of the experimental approach of EXPERIMEDIA, the

project has managed to develop a methodology for conducting experiments in Future Internet

use that involves live venues and real users in open environments, that is able to guide an

experimenter through a delicate process and to make them aware of all the concerns that they

might not be used to if they either not come from a research background or are used to doing

technical research in controlled lab environments. This methodology can serve as a model for

further research into the Future Media Internet that investigates both technical requirements as

well as the quality of user experience in the real lives of participants and venue stakeholders.

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9. Appendix A: Gameplay Design Patterns for Public Games

(External Document)

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10. Appendix B: Using Mobile Computing to Enhance Skiing

(External Document)

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11. Appendix C: Experimenters Guide to Schladming

(External Document)