Ajuda aí, Sinop!: a crowdsourcing tool with gamification applied to smart cities

Abstract


Municipalities continuously present structural problems that demand maintenance. The channels for citizens to report these problems are diverse and in large cities there may be efficient applications. However, the study of the feasibility of using these resources in small and medium-sized cities is essential to support public management. In this study, we prototyping an app aimed at smart cities that uses crowdsourcing and gamification. The prototype was evaluated by usability, satisfaction and technology acceptance methods. The results showed high adoption intent, usefulness and ease of use, compared to traditional forms of interaction between citizens and public authorities.

Keywords: Collective Intelligence, Gamification, Electronic Government, Citizen Sourcing, Smart Cities

References

Aires, J. and Santos, V. (2016). The use of information tecnologies in the context of smart cities in large cities: The lisbon case study. In 2016 11th Iberian Conference on Information Systems and Technologies (CISTI), pages 1–6. IEEE.

Arakawa, Y. and Matsuda, Y. (2016). Gamification mechanism for enhancing a participatory urban sensing: Survey and practical results. Journal of Information Processing, 24(1):31–38.

Bernardini, F., Viterbo, J., Cappelli, C., and Berger, M. (2020). As cidades do futuro e a computação. In Maciel, C. and Viterbo, J., editors, Computação e Sociedade - Volume 2 - A Sociedade, chapter 11, pages 81–107. EdUFMT, Cuiabá.

Brooke, J. (1996). SUS: a “quick and dirty’usability. Usability evaluation in industry, 189.

Buecheler, T., Sieg, J. H., Fuchslin, R. M., and Pfeifer, R. (2010). Crowdsourcing, open innovation and collective intelligence in the scientific method: a research agenda and operational framework. In The 12th International Conference on the Synthesis and Simulation of Living Systems, Odense, Denmark, 19-23 August 2010, pages 679–686. MIT Press.

da Silva, M., Viterbo, J., Bernardini, F., and Maciel, C. (2018). Identifying privacy functional requirements for crowdsourcing applications in smart cities. In 2018 IEEE International Conference on Intelligence and Security Informatics (ISI), pages 106–111. IEEE.

Dutil, P. (2015). Crowdsourcing as a new instrument in the government’s arsenal: Explorations and considerations. Canadian Public Administration, 58(3):363–383.

Gooch, D., Wolff, A., Kortuem, G., and Brown, R. (2015). Reimagining the role of citizens in smart city projects. In Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, pages 1587–1594.

Hollands, R. G. (2008). Will the real smart city please stand up? intelligent, progressive or entrepreneurial? City, 12(3):303–320.

Kandappu, T., Misra, A., Koh, D., Tandriansyah, R. D., and Jaiman, N. (2018). A feasibility study on crowdsourcing to monitor municipal resources in smart cities. In Companion Proceedings of the The Web Conference 2018, pages 919–925.

Kudinov, S., Ilina, E., and Antonov, A. (2019). Analyzing civic activity in the field of urban improvement and housing maintenance based on e-participation data: St. Petersburg experience. In International Conference on Electronic Governance and Open Society: Challenges in Eurasia, pages 88–102. Springer.

Kumar, T. V. (2015). E-governance for smart cities. In E-governance for smart cities, pages 1–43. Springer.

Micallef, N., Just, M., Baillie, L., and Alharby, M. (2017). Stop annoying me! an empirical investigation of the usability of app privacy notifications. In Proceedings of the 29th Australian Conference on Computer-Human Interaction, pages 371–375.

Min, K., Jun, B., Lee, J., Kim, H., and Furuya, K. (2019). Analysis of environmental issues with an application of civil complaints: The case of shiheung city, republic of korea. International journal of environmental research and public health, 16(6):1018.

Monteiro, M., Vasconcelos, L., Viterbo, J., Salgado, L., and Bernardini, F. (2021). Assessing the quality of local e-government service through citizen-sourcing applications. In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD), pages 1178–1183.

Morschheuser, B., Hamari, J., Koivisto, J., and Maedche, A. (2017). Gamified crowdsourcing: Conceptualization, literature review, and future agenda. International Journal of Human-Computer Studies, 106:26–43.

Sampaio, I., Vasconcelos, L., Viterbo, J., and Trevisan, D. (2019). Percepção do usário quanto aos atributos de engajamento: uma analise qualitativa. In Anais do X Workshop sobre Aspectos da Interação Humano-Computador para a Web Social, pages 51–60, Porto Alegre, RS, Brasil. SBC.

Van De Watering, M. (2005). The impact of computer technology on the elderly. Retrieved June, 29(2008):12.

Venkatesh, V. and Bala, H. (2008). Technology acceptance model 3 and a research agenda on interventions. Decision sciences, 39(2):273–315.
Published
2021-07-18
ZAHN, Jean; DA SILVA, Mônica; MOURÃO, Erica; GRACIOLI NETO, Carlos; GRILO, Erick Simas; VITERBO, José; BERNARDINI, Flávia Cristina. Ajuda aí, Sinop!: a crowdsourcing tool with gamification applied to smart cities. In: LATIN AMERICAN SYMPOSIUM ON DIGITAL GOVERNMENT (LASDIGOV), 9. , 2021, Evento Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 191-202. ISSN 2763-8723. DOI: https://doi.org/10.5753/wcge.2021.15988.

Most read articles by the same author(s)

<< < 1 2 3 > >>