INCREASING USER ENGAGEMENT IN ICT-BASED SOCIAL INNOVATION PROJECTS Nikolaos Kampanos Master Thesis Master of Science in Business Informatics Department of Information and Computing Sciences Faculty of Sciences Utrecht University This Master Thesis submitted in partial fulfilment of the requirements for the degree of Master of Sciences in Business Informatics Author Nikolaos Kampanos 4299124 Utrecht University [email protected] First Supervisor Second Supervisor dr. Sergio España Cubillo Information and Computing Sciences Utrecht University [email protected] dr. R.L. Slinger Jansen Information and Computing Sciences Utrecht University [email protected] Department of Information and Computing Sciences Faculty of Science Utrecht University 1 I would like to dedicate this thesis to my grandmother Paraskevi Tselentis who gave me the opportunity to pursue my Master's degree, as I wanted to. 2 3 Executive Summary Social Innovation is a domain of innovation that has become very popular over the last decade. All over the world, social challenges like the growth of population, climate change, migration, unemployment and diversity need an innovative social solution. Lack of User Engagement has been identified by the authors as one of the problems that social innovation projects face. The author of this thesis did a systematic literature review in order to explore the current knowledge on the severity of the user engagement problem as well as on the ways to measure and increase user engagement on those projects. On top of that, a survey-based research has been designed and conducted in order to see how the situation in projects in the real world is and which of the ways from the literature are used and what the successfulness of them. The findings of the research conducted proved to be of particular interest. From the social innovation projects that participated in the research more than 71% stated that they face from a moderate to a serious user engagement problem. The literature review has yielded 12 and 24 distinct ways to measure and increase user engagement, respectively. But according to the results of the survey, such ways are far from widely known and applied; around half of the ways were not used by 40% of the projects or more. Ways to measure user engagement using online behavior metrics and self-reported engagement were more popular than ways measuring the cognitive engagement. Gamification elements as ways to increase user engagement, which are popular in the scientific literature, were on average the least popular ways used to increase user engagement. A repository containing these methods has been created. An automated tool has been designed and implemented to assist the social innovation project owners to deepen their knowledge of the ways to increase user engagement and to assist them to select the bestfitted ways to increase user engagement on their projects. 4 5 Table of Contents Executive Summary ............................................................................................................... 4 List of Tables ......................................................................................................................... 8 List of Figures ........................................................................................................................ 9 Chapter 1 Introduction ..................................................................................................... 11 1.1. Social Innovation ................................................................................................. 11 1.2. User Engagement................................................................................................. 13 Chapter 2 Research Methodology .................................................................................... 15 Chapter 3 Conceptual Framework .................................................................................... 18 Chapter 4 Literature Research Protocol ............................................................................ 21 4.1. Research Questions Specification ......................................................................... 22 4.2. Source Selection .................................................................................................. 22 4.3. Primary Studies Identification .............................................................................. 22 4.4. Primary Studies Selection..................................................................................... 24 Chapter 5 Results of the Literature Review ....................................................................... 26 5.1. Citizen Science Projects ........................................................................................ 26 5.2. Behavioral Change Projects .................................................................................. 27 5.3. User Engagement Model and its attributes .......................................................... 28 5.4. Extracted ways to Measure and Increase User Engagement ................................. 30 5.4.1. Measure User Engagement .......................................................................... 31 5.4.2. Increasing User Engagement ........................................................................ 34 Chapter 6 Survey .............................................................................................................. 39 6.1. Survey Object ...................................................................................................... 39 6.2. Survey Planning ................................................................................................... 40 6.3. Survey Designing.................................................................................................. 40 6.4. Selecting Participants ........................................................................................... 40 6.4.1. The “Old School” Way .................................................................................. 40 6.4.2. The inbound marketing way ......................................................................... 41 6.5. Chapter 7 Data Analysis ....................................................................................................... 41 Implementation of the user engagement method repository ........................... 50 7.1. Technology and design......................................................................................... 50 7.2. Online Repository ................................................................................................ 53 Chapter 8 Treatment Validation ....................................................................................... 54 Chapter 9 Discussion ........................................................................................................ 56 9.1. Main Conclusions ................................................................................................. 56 6 9.2. Research Limitations ............................................................................................ 58 9.3. Future Work ........................................................................................................ 60 Chapter 10 References ................................................................................................... 62 Chapter 11 Appendix...................................................................................................... 67 11.1. Ways to Increase User Engagement: Characteristics ......................................... 67 11.2. Ways to Measure User Engagement: Characteristics ........................................ 67 11.3. Survey .............................................................................................................. 68 11.4. Email template ................................................................................................. 74 11.5. Reminder email ................................................................................................ 75 11.6. Reminder email for those that have clicked the survey link .............................. 75 11.7. Treatment Validation Survey ............................................................................ 76 7 List of Tables Table 1: Volunteer User Profiles .......................................................................................... 26 Table 2: Definitions of the attributes of engagement........................................................... 29 Table 3: Ways to Increase/Measure User Engagement Characteristics ................................ 31 Table 4: Comparison Mailchimp to Personal Email .............................................................. 41 Table 5: Social Innovation Project Categorization ................................................................ 45 Table 6: Online Repository: Use Level Record ...................................................................... 53 8 List of Figures Figure 1: Research Method visualization using PDD ............................................................. 17 Figure 2: Archimate Basic Concepts ..................................................................................... 18 Figure 3: Generic Conceptual Framework ............................................................................ 19 Figure 4: Social Innovation ICT Projects Conceptual Framework .......................................... 20 Figure 5: Systematic Literature Review visualization using PDD ........................................... 21 Figure 6: Primary Studies Identification Visualization using PDD .......................................... 23 Figure 7: Knowledge Domains ............................................................................................. 24 Figure 8: Primary Studies Selection visualization using PDD ................................................. 25 Figure 9: Fog Behaviour Model ............................................................................................ 27 Figure 10: Activation and Continuation Phase in Behavioral Change Projects....................... 28 Figure 11: User Engagement Model..................................................................................... 29 Figure 12: Conduct a Survey Method visualization ............................................................... 39 Figure 13: Project's Participants .......................................................................................... 42 Figure 14: Project's Location................................................................................................ 42 Figure 15: Project's Maturity Level and Maturity Level Definitions....................................... 42 Figure 16: Problem Severity ................................................................................................ 43 Figure 17: Ways to Measure User Engagement ................................................................... 43 Figure 18: Ways to Increase User Engagement .................................................................... 44 Figure 19: Project Categorization......................................................................................... 45 Figure 20: Crowdfunding: How successful are these ways to Increase User Engagement ..... 46 Figure 21: Community Tool: How successful are these ways to Increase User Engagement . 47 Figure 22: Civic Engagement: How successful are these ways to Increase User Engagement 47 Figure 23: Social Mapping: How successful are these ways to Increase User Engagement ... 48 Figure 24: Sharing Economy: How successful are these ways to Increase User Engagement 48 Figure 25: Automated System Model .................................................................................. 50 Figure 26: Automated System - Beta Version ....................................................................... 51 Figure 27: Automated System: Sorting tool ......................................................................... 52 Figure 28: Treatment Validation Questionnaire ................................................................... 54 9 10 Chapter 1 Introduction The main research objective of this MSc. Thesis is to provide a comprehensive report on the problems related to user engagement in social innovation ICT projects and additionally, propose an automated system to assist the project owners to select the best-fitted methods or tools for their need. Chapter 1 elaborates on the domains of Social Innovation and User Engagement while in Chapters 2 and 3 the research methodology and the conceptual framework are presented. Chapters 4, 5 and 6 explain the research protocol and the results deducted from the literature review and the survey, respectively. The implementation of the proposed solution and its validation can be found in Chapters 8 and 9. Finally in Chapter 10 the discussion of this research is exhibited, entailing the main conclusions, limitations and stimuli for further scientific research. 1.1. Social Innovation Over the last years, Social Innovation has started to gain ground as a way to face social challenges. The first use of the term “Social Innovation” was used in scientific work in the 1960s, while there are also reports using the term on the 1970s. However, Social Innovation started to be studied seriously in the 1990s. There are many definitions available right now in the literature (Bunchball Inc., 2010; Mulgan, 2012; Phills, Deiglmeier, & Miller, 2008; Tushman, 1977). A combination of the following two definitions is going to be used as the definition of Social Innovation in this research. “Social Innovations are innovations that are social both in their ends and in their means. In other words: it covers new ideas (products, services, and models) that simultaneously meet socially recognized social needs (more effectively than alternatives) and create new social relationships or collaborations, that are both good for society and enhance society’s capacity to act” (Mulgan, 2012). According to Phills et al. (Phills et al., 2008) social innovation must not be related to the private value, but they should contribute to the distribution of financial and social value toward society as a whole. Therefore, according to these authors, social innovation is “a novel solution to a social problem that is more effective, efficient, sustainable, or just than existing solutions and for which the value created accrues primarily to society as a whole rather than private individuals”. The aforementioned definitions have been combined to provide a clearer and more concrete definition about the Social Innovation projects which the author of the thesis chose to elaborate on. The new definition should contain the elements of “social both in their ends and in their means” and the “solutions with the value created accrues primarily to society as a whole rather than private individuals”. The outcome of that combination is defining Social Innovation as: 11 “A social Innovation is a novel, more effective solution to a social problem that is social both in its ends and in its means, with the value created accruing primarily to society as a whole rather than private individuals” Potentially, every novel solution that solves a social problem can benefit in the end the society as a whole, as societies consist of individual citizens. Therefore, by improving individually the citizens of society, the society benefits, as well. However according to the previously mentioned definition, this is not the projects and innovations that this research is focusing on. An example of two projects solving the same social problem of assisting blind persons perform variant tasks are presented to make the distinction clearer. There is an innovative ICT project, named BlindSquare1 that helps blind persons identify objects using image recognition algorithms and GPS. This is a very innovative solution for a group of individuals – persons with limited vision ability - in society. Until that point everything is inlined with the definition. Moreover, if all the blinds are using it then it would be easier for that group of individuals to interact with the part of the society, adding a social layer to the app. However, this solution is not social in its ends and neither the created value accrues primarily to the society. Those two characteristics are missing for the specific project to be among the ones that this research is focused on. On the other hand, there is another ICT project called “bemyeyes”2 that connects blind persons with non-blinds ones through video chat helping them identify objects or assisting them with different tasks. This is a case of social innovation ICT project, social both in its ends and means. The outcome could be perceived individually for the blind persons completing their tasks, although the value for the society is more than that, creating communities of volunteerism, having interactions between the two parts of the society, increasing the awareness of the life and the capabilities of blind people Social Innovation can be applied to many different societal challenges. (Mulgan, Tucker, Ali, & Sanders, 2007) have proposed a list of them: - - - 1 2 Climate Change: demands new thinking on how to reorder cities, transport systems, energy and housing to dramatically reduce CO2 emissions. Technology has a decisive role to play—but so will social innovations that help to change the behavior of people. Growing diversity of countries and cities: demands innovative ways of organizing schooling, language training and housing to prevent segregation and conflict. Stark inequalities: have widened in many societies, such as the UK, the US and China, and tend to be associated with various other social problems, ranging from violence to mental illness. Rising incidence of long-term conditions: such as arthritis, depression, diabetes, cancer and heart disease (which are now chronic as well as acute), demanding novel social solutions as well as new models of medical support. http://blindsquare.com/ http://www.bemyeyes.org/ 12 - - 1.2. Rising life expectancy: which requires new ways of organizing pensions, care and mutual support, new models of housing and urban design (for 4- and 5–generation families and continually changing housing needs), and new methods for countering isolation. Behavioral problems and affluence: including obesity, bad diet and inactivity, as well as addictions to alcohol, drugs and gambling. Difficult transitions to adulthood: requiring new ways for teenagers to successfully navigate their way into more stable careers, relationships and lifestyles. Happiness: the mismatch between growing GDP, stagnant well-being, and declining real welfare according to some measures requires new ways of thinking about public policy and civic action. User Engagement Social Innovation as it was mentioned before has to be social in both of its ends. That makes most of the projects depending on the communities of users that are going to be created. A social community needs to have a minimum number of participants in order to foster a sense of belonging among the participants. Some ICT projects are depending their survival on the number of users that use the project on a regular basis (Lin, 2014). Most of the times the users are not limited to passive participation and active involvement is required on their part creating a sense of ownership of the project. In (Batey, Bull, & Decorme, 2013; Bruns, 2014) those users have been mentioned as “produsers” or “prosumers” as users that also produce content for the projects or consumers that also produce. There is also the case that there is a distinction between the ones who contribute to a project and the ones who benefit from that (e.g. the beemyeyes app or a project to assist refugees). In (Tarnawska & Ćwiklicki, 2012), those users are clustered to “Direct Consumers” and “Indirect Consumers”, and the ones that benefit are called “Beneficiaries”. In this research, the term “Beneficiaries” is also going to be used to describe the ones that benefit from a social project and the term “Contributors” for the ones that contribute to the project. The 1-9-90 rule from (Nielsen, 2006) states that in most communities 90% of the users only benefit from the community and never contribute, 9% contribute a little and only the 1% assist in a decent way. Based on that knowledge, for a project to survive and be viable in the long term, project owners have to find ways and methods to increase user engagement in their projects. “User Engagement is a quality of user experience that depends on the aesthetic appeal, novelty, and usability of the system, the ability of the user to attend and become involved in the experience. Engagement depends on the depth of participation the user is able to achieve with respect to each experiential attribute.” (O’Brien & Toms, 2008). According to (Butler, 2001), to participate in an online community, as those described above, the perceived benefits of using the system should be more than the costs of participation. Although most of the times, in social innovation projects there is no monetary reward or any other types of tangible rewards for the contributors, the perceived benefits are most of the times the feeling of doing something good, the belief to a cause, the sense of belonging to a 13 community, etc. There are different theories describing the factors that can motivate a person to participate in a social innovation project. The results from the literature review that has been conducted concerning those theories are presented in the following list. - Trust Theory(Rdings 2002) (Lin, 2014) Social Cognitive Theory (Kamal, Fels, McGrenere, & Nance, 2013; Lin, 2014) Commitment Theory (Lin, 2014) Social Network Theory (Lin, 2014) Social Influence Theory (Lin, 2014) Information System Success (Liaqat & Bhatti, 2015) Uses and Gratification Theory (Kamal et al., 2013) Human Computer Interaction (Tomayess & Pedro, 2014) Fluency Theory (Coursaris & Van Osch, 2016) Cognitive-Affective Model of Perceived User Satisfaction CAMPUS (Coursaris & van Osch, 2016) The energy consumption domain is one of most researched domains concerning user engagement and psychology of participation in ICT project targeting to decrease the consumption. Despite that research work, many related projects still face problems with engaging users (Goldbach & Gölz, 2015), which leaves room for much work to be done towards that direction. As social innovation is gaining more attention and as the theories of increasing user engagement start being researched more and more, then probably this decade may be the decade of engagement (MacDonald, 2013). 14 Chapter 2 Research Methodology Based on the above research objective the following research questions were formulated following the approach of (Wieringa, 2014), who recommends writing research questions as questions RQ1, RQ2, RQ4 and the technical research questions as actions RQ3. RQ1: How severe is the user engagement problem in Social Innovation ICT Projects? o RQ1.1: Are they any differences in the nature of the problems? RQ2: What existing methods are suitable to face the user engagement problem? RQ3: Create a repository containing the best practices or tools that have been collected and an automated system to assist the problem stakeholders to select the best-fitted practices or tools to solve their problem. RQ4: To what extent does the automated system serve its purposes of helping problem stakeholders select the best-fitted methods or tools for user engagement? To investigate the previously mentioned research questions, a research method has been created based on the design science cycle as defined by (Wieringa, 2014). The full cycle consists of five steps. 1. Problem investigation: Defines which phenomena must be improved and why. Based on this, goals are specified for the artifact to accomplish. 2. Treatment design: In this phase, the requirements are specified and it is investigated if the requirements contribute to the goals specified earlier. Furthermore, it is investigated which available treatments there are already and based on the gathered data, the artifact is designed. 3. Treatment validation: Here the artifact is validated for satisfying the requirements. Furthermore it is tested if any other effects, if any are observed in the validation, apply in the specific context of the validation. The simplest way to validate an artifact is by expert opinion. 4. Treatment implementation: It is defined here as the application of the treatment to the original problem context. 5. Implementation evaluation: The goal of the implementation evaluation is to evaluate the implemented treatment in the original problem context. This project did not involve all five steps mentioned above. From these steps, only the first three was part of this master thesis project. The last step will be continued in new follow-up projects. In more details the following tasks have been implemented. Investigation of current problems on user engagement (RQ1). A systematic literature review has been conducted to collect all the required data to build a solid scientific background for the research. Further analysis of the systematic literature review can be found in Chapter 4. 15 In addition to that, a survey and some oral interviews were be used, acquiring quantitative but also qualitative data concerning current problems on user engagement. Those surveys had as a basis the results of the previously mentioned literature review. An in-depth analysis of the survey can be found in Chapter 6. (Problem Investigation) Exploration of existing solutions and available methods to increase and measure user engagement (RQ2). Part of the previously mentioned systematic literature review was to identify existing solutions and methods to increase and measure user engagement. Based on those results, some additional questions was used in the survey that was mentioned before, targeting to collect best practices currently used in the real world. In section 6 an extensive description of the method and the construction of the survey can be found. (Treatment Design – Available Treatments) Development of the automated system (RQ3). All the collected ways and tools have been stored in a repository. The author developed an automated system which assists the problem stakeholders to select the best-fitted ways for their problem. (Treatment Design – Treatment Design) Performing a validation (RQ4). A validation of the benefits and the drawbacks of the automated tool has been implemented using a questionnaire. (Treatment Validation) A graphical representation of the aforementioned research methodology has been created using the Process-Deliverable Diagram (PDD) method (Van de Weerd & Brinkkemper, 2008) and it is presented in Figure 1. “A process-deliverable diagram (PDD) consists of two integrated diagrams. The left-hand side of the diagram is based on a UML activity diagram, and the right-hand side of the diagram is based on a UML class diagram. ” (Van De Weerd, Brinkkemper, Souer, & Versendaal, 2006) The three steps of the design science cycle have been depicted using the activity notation. Each one of them has different sub-activities, which produce the concepts that appear on the right part of the diagram. The relationships between the concepts are presented using connectors. 16 Figure 1: Research Method visualization using PDD 17 Chapter 3 Conceptual Framework In this chapter, the conceptual framework of this research is presented. This conceptual framework has been created based on the knowledge and experiences of the author on social innovation projects3 and it has been reviewed and validated by a group of experts, was consisting of some Greek social entrepreneurs, the directors of the Impact Hub 4 in Athens and in Hague and the people In charge of social innovation projects in two foundations for entrepreneurship in Greece. In order to create the conceptual framework of the current thesis, the basic principles of ArchiMate have been used. ArchiMate is an open and independent enterprise architecture modeling language to support the description, analysis and visualization of architecture within and across business domains in an unambiguous way. Motivational concepts are used to model the motivations, or reasons, that underlie the design or change of some enterprise architecture. It is essential to understand the factors influencing the motivational elements, which are often referred to as drivers. An assessment is defined as the outcome of the analysis of a driver. Assessments are associated with stakeholders, with the latter being either some individual human being or a group of human beings, such as a project team, enterprise, or society. The actual motivations are represented by goals, principles, requirements and constraints. Each goal represents a desired result. Principles and requirements represent desired statements of need that must be realized by a system. Constraints represent restrictions on the way in which a system is realized (Haren, 2012). The aforementioned concepts are presented in the following figure. Figure 2: Archimate Basic Concepts In Figure 3, the generic conceptual framework of a Social Innovation Project is presented. The figure begins with the stakeholders, that could be either one or more, who have their motivations – drivers – to change a current situation affecting the society. Therefore, their goal is to solve a social problem. To do so, they have to create a Social Innovation Project (S.I. project). This S.I. Project may or may not include a Social Innovation ICT Project (S.I. ICT project) aiming to support the project. In this thesis, only the S.I. Projects that include S.I. ICT projects are going to be researched. From now and on the S.I. ICT projects are going to be referred to as Projects. The specific concept of S.I. ICT projects – projects - is going to be the main part of interest for this research. A more detailed conceptual framework of it is presented in Figure 4. The author has participated in the one year honors program “Young Innovators League” offered from the university of Utrecht, where he worked in a social innovation project. 4 http://www.impacthub.net/ 3 18 Figure 3: Generic Conceptual Framework In Figure 4 the conceptual framework of an S.I. ICT project is presented. The S.I. Project Owner and Team are now stakeholders of the S.I. ICT project and their common driver is to have a successful project. In order to have a successful project, a good product by itself is not enough. A user growth strategy is also needed. "Just because you build a great product does not mean you'll just get users." By Dharmesh Shah So the initial driver of having a successful project is determined by both a good product and an efficient user-growth strategy. A drive for a good product is transformed to a goal of creating good IT infrastructure. This goal is divided to two separate sub-goals of building good IT infrastructure and effectively testing it. Those goals are going to be implemented by actors, being the S.I. ICT project team – from now and on Project Team – and the testing users. An effective growth strategy is divided into two sub-drives referring to the two aspects of user growth- user acquisition and user retention. When examining the aspect of user acquisition, a potential and a possible constraint is low acquisition rates. To overcome this problem a marketing team is assigned with the task to increase acquisition rates, by implementing different marketing strategies, namely commercial campaigns and earned or gained publicity being a few examples. As far as user retention is concerned, stakeholders aim to retain the users that have already acquired. In other words, they are trying to keep users’ satisfaction high. In this point the driver of some other stakeholders – externals ones – is unveiled. So the users of the project want to be more satisfied, and the same do the S.I. Project Owner and Team. To achieve that, three assessments and their corresponding goals are described. “User Engagement leads to Retention, which leads to Growth.” by Paul M. Boyce Increasing User Engagement, in particular, is the main target of this thesis and is going to be researched and analyzed more in further part of the thesis. 19 Figure 4: Social Innovation ICT Projects Conceptual Framework Increasing the beneficiary and contributor users are part of the Marketing Team’s tasks. Here, users, who are external stakeholders of the project, have been divided into two different concepts, Beneficiaries, and Contributors. The difference between those two concepts is based on the same concept which describes the difference between customer and consumer. “By definition, a customer is someone who buys services or goods from someone else while a consumer is someone that consumes a certain product or commodity” (Julita, 2011). Therefore, in an S.I. Project there are the Beneficiary users, who are the users that enjoy the main benefit from the specific project and the Contributor users, who contribute to the project so the Beneficiaries can indeed benefit. There is a motivation – engagement strategy to keep Contributors engaged, which is going to be analyzed more in depth later on. For example, let’s take an S.I. Project aiming to help blind persons to see. In this context, a S.I. ICT Project has been developed, where a blind person – the Beneficiary User – can hold their phone in front of his/her eyes and a non-blind user – the Contributor User – volunteering can describe through the phone what the blind person “sees.” 20 Chapter 4 Literature Research Protocol Part of the problem investigation and the treatment design of the design science cycle that have been described in Chapter 2 was to conduct a literature review. The approach proposed by (Kitchenham, 2004) for systematic literature reviews has been followed. A systematic review is a means of evaluating and interpreting all the available research that is relevant to a particular research question, topic area, or phenomenon of interest. It aims to present a fair evaluation of a research topic by using a trustworthy, rigorous, and auditable methodology. It involves several stages and activities, which are briefly explained below: Planning the review: the need for the review is identified, the research questions are specified and the review protocol is defined. Conducting the review: the primary studies are selected, the quality assessment used to include studies is defined, the data extraction and monitoring are performed and the data obtained is synthesized. An activity to test the reliability of the review protocol was added during this stage. Presenting the results: A review report is presented. The aforementioned activities are presented in the following PDD. Figure 5: Systematic Literature Review visualization using PDD 21 4.1. Research Questions Specification In order to examine the current problems in user engagement on social innovation IT projects, the existing ways on facing those challenges and criteria to measure the quality of the proposed solutions, the following research questions were formulated: RQ1: How severe is the user engagement problem in Social Innovation ICT Projects? o RQ1.1: Are they any differences in the nature of the problems? RQ2: What existing methods are suitable to face the user engagement problem? The intention of these research questions was to understand the size of the user engagement problem and to collect all the reported problems and solutions concerning user engagement on social innovation ICT projects. The result of the research was used as the base for the survey that has been conducted to social innovation ICT project participants to investigate how the situation in the real world is. 4.2. Source Selection Two types of search methods were used to select appropriate and representative papers. The first type, automatic searching, was based on the scientific paper database Scopus and Google Scholar. The second one, manual searching, was applied to verify the correctness of the automatic review and to carry out a more in-depth study exploring new trends and approaches that may not have been yet reported in published scientific work. To do that the following sources were used: 4.3. Reference lists from the primary studies and the reviewed articles. Journals, gray literature (i.e. technical reports, work in progress). The Internet. Primary Studies Identification The research questions were used as a basis for the creation of the search strings with which to identify primary studies. So the outcome was three search strings dividing the literature review into three knowledge domain sections: i) User Engagement in Social Innovation, ii) Ways to Increase User Engagement and iii) Ways to measure User Engagement. In order to finalize the previous search strings, different versions of the initial search strings have been tested containing various combinations of synonyms or order of the main words (social innovation, user engagement, measure user engagement, increase user engagement). The result was to identify more than 1500 pieces of scientific work as primary studies. As it was mentioned before three search strings were formulated, the full description of these search strings along with their primary results are the presented in the next paragraphs. The steps of the method which have been used in order to identify those primary studies are depicted in the following PDD. 22 Figure 6: Primary Studies Identification Visualization using PDD Search String A: "user engagement" AND ("social innovation" OR "social entrepreneurship" OR "social enterprises" OR "social projects") The search string consists of two parts: the first part links those works that describe user engagement, the second part limits down to user engagement on social innovation projects and synonyms of those. As a result, 486 primary studies have been identified. Search String B: ("increase user engagement" OR "increasing user engagement" OR "boost user engagement" OR "user engagement strategies") AND ("social innovation" OR "social entrepreneurship" OR "social enterprises" OR "social projects") This search string consists of keywords focusing on increasing user engagement and narrows down on social innovation projects. However, the outcome was only 37 papers, so a new string was tested without having the restriction of the social innovation. 23 Another reason for selecting the second version was that the author would like to extract additional ways of increasing user engagement which haven’t been associated with social innovation projects yet. When the following search string is finally being used gives an outcome of 864 primary studies. ("increase user engagement" OR "increasing user engagement" OR "boost user engagement" OR "user engagement strategies”) Search String C: "measuring User engagement." Using the same way of thinking as before the search string to explore the ways to measure user engagement has been constructed. This search string is consisted by keywords focusing on measuring user engagement. The specific string is going to be used as it is without merging with the “social innovation” keywords because it refers to general measuring ways. The outcome of this search was 402 pieces of scientific work. In the following figure, a representation of the different knowledge domains and their relations are presented. User Engagement Knowledge Domain ~ 1.8m results String A Social Innovation String C Measuring Methods ICT Projects String B Increasing Methods Figure 7: Knowledge Domains 4.4. Primary Studies Selection Having a pool of more than 1500 pieces of scientific work, made the selection of the ones that were actually going to be used in the research a mandatory task. The first step in that direction was to create an initial filter by screening the keywords and the abstract of each one of them. An additional step was to filter the projects according to the inclusion and exclusion criteria. The final step was to remove any duplicate results. The selection procedure is visualized in Figure 8. The main inclusion criterion is that the projects mentioned in the papers should be ICT projects. On the other side, books, poster publications, and papers not written in English have been excluded. 24 Figure 8: Primary Studies Selection visualization using PDD As a result of the selection process, 102 papers were used in the research. The rate of acceptance is about 6% to 7%, however as it was mentioned before the main inclusion criterion is that the projects mentioned in the papers were ICT or simplified IT projects. ICT or IT could not stand alone in the keywords that which were used for the string selection because they are acronyms and would probably create "confusion" to the search engine prompting it to included results with the “it” subject or part of any word containing the letters “it” or “ict”. 25 Chapter 5 Results of the Literature Review The first and most important finding of the systematic literature review that has been conducted is the lack of the literature on the subject of User engagement in Social Innovation projects. Of course, both scientific domains have started recently enjoying proper attention from the scientific community. Although there are a lot of familiar elements in other types of projects which the user engagement element have been researched with decent results. In the next subsections, some of those kinds of projects are presented. 5.1. Citizen Science Projects A citizen science project is a Project, most of the times of ICT nature that recruit ordinary citizens to execute human computations tasks. Citizen Science in simple words is a partnership between scientists and common people willing to contribute voluntarily to a greater scientific cause (Ponciano & Brasileiro, 2014). Thus, there are a lot of similarities with the social innovations projects, where the individuals in co-operation with other stakeholders are willing to contribute voluntarily to a project to solve a social problem, with the value created accruing the greater community primarily. NASA’s Clickworkers5 platform is an example of an ICT citizen science project, which enables ordinary people to contribute by marking craters in high-resolutions images of the surface of Mars (Bruns, 2014). Other similar projects are the Galaxy Zoo and The Milky Way Project, which have been operating for almost 2 years and have managed to involve more than a thousand of participants executing more than one billion executed tasks. That gave the opportunity to (Ponciano & Brasileiro, 2014) to identify two general categories of behavior and 5 more specific volunteer user profiles based on the contribution of the participants. In one hand, there are “real volunteers” having in their conscious to spend a certain amount of time to a cause. That behavior is called Volunteerism Behavior and includes more dedication and cognitive effort when they participate in the project. On the other hand is the Helping Activity Behavior where the contribution is made in a more sporadic way. Of course, the best way of behavior is the first one because most of the times they contribute the most to large projects (Ponciano & Brasileiro, 2014). In the following table, the characteristics of the five aforementioned volunteer user profiles are presented. Hardworking Spasmodic Persistent Lasting Moderate Activity Ratio High High Low Low Intermediate Variation in periodicity Low Moderate High High Intermediate Activity Duration Short Irregular Long Long Intermediate Participation Time Short Short Long Short Intermediate Table 1: Volunteer User Profiles 5 http://www.nasaclickworkers.com/ 26 As it has been presented there are different kinds of volunteer behavior from users within the content of a project. That means that if the project owners want to keep high engagement levels and make the most of each specific categories they have to adjust and personalize their engagement ways. More about the engagement ways is going to be presented in subsection 5.4.2. 5.2. Behavioral Change Projects One category of projects that the scientific community has researched a lot is the Behavioral Change Projects. Those projects are targeting to change the behavior of the user (den Ouden, 2012). The ones that we are going to present are dealing with environmental challenges (e.g. energy consumption, smart energy, energy saving) (Batey et al., 2013; Castri, De Luca, Lobsiger-Kägi, Moser, & Carabias, 2014; Geelen, Reinders, & Keyson, 2013; Goldbach & Gölz, 2015; PieterValkering, Erik Laes, Kris Kessels, 2014) or are related to with the health (chronic diseases, better lifestyle) (Baghaei et al., 2009; Miller, Cafazzo, & Seto, 2014; Paulo & Barreto, n.d.). As it was mentioned before, not all of those projects can be called social innovation projects no matter if they are dealing with environmental challenges or health challenges. Although the research on increasing user engagement that has been made on those projects, it can also be applied to social innovation projects. Fog (Fogg, 2009) proposed a framework for behavioral change based on 3 key elements: Motivation, Ability, Triggers. Therefore, in order to perform a target behavior, there are certain prerequisites; the user should be sufficiently motivated, have the ability to perform the behavior and should be triggered to perform the behavior. These three factors must occur at the same moment. Otherwise, the behavior may not happen. As it can be seen in Figure 9, each of the aforementioned prerequisites has certain sub-categories. Figure 9: Fog Behaviour Model; adopted from [Fog, 2009] 27 More specifically, the proper behavior trigger should be used for a certain behavior to be caused, depending on the core motivator and the simplicity factor. For examples, if the motivation is high, but the simplicity factor is low then a facilitator is the most common trigger. A facilitator could be a tutorial video, an interactive guide or a discount that could increase the simplicity factor. On the other hand, if the simplicity factor is high but the motivation is low then a spark should be used for an example a notification from the application. Lastly, if both the motivation and the simplicity factors are high, then a simple signal should be enough to make the user perform the activity, such as a regularly settled email notification. For example, there is an application where the citizens of a town report problems about their city. So the target behavior is that users report a problem through an application form. To increase the likeliness of performing the target behavior, there should be high motivation and the application should be simple enough. If the report is simple to be done and the motivation is high, then a simple trigger can be used to motivate the user to make the report. For example, in the case that the form is too complicated, then a facilitator can be used, giving instructions on how to do it. 5.3. User Engagement Model and its attributes Fog presented a behavior model identifying the factors that affect the user to perform a target behavior. However the goal of every project is the user to stay engaged with the project and ideally, the participant could stay involved with the project as a new habit for him/her. In (PieterValkering, Erik Laes, Kris Kessels, 2014) they presented a graph depicting the previous goal. They separated the user participation into two phases: the one is the activation phase where the user started to participate to the app and the second is the continuation phase where the user remains engaged and still participates in the project. To that point a transformation on his/her behavior might have happened. Figure 10: Activation and Continuation Phase in Behavioral Change Projects; adapted from [Valkering, 2014] In order to understand the attributes that keep the user engaged through the activation and continuation phase (Brien & Toms, 2010; Lalmas, O’Brien, & Yom-Tov, 2014; O’Brien & Toms, 2008) created and tested a user engagement model. The user engagement process can be analyzed in 4 stages: Point of engagement, the actual engagement, the point of disengagement and re-engagement. 28 Figure 11: User Engagement Model; adapted from [O’Brien, 2006] The point of engagement is where all starts; it is the point when the user is attracted to the project, which could be a result of the content or the design of the project. From that point and on, the system has to retain the user attention level high,so the user attains the specific goals of the project. This phase is called sustained engagement. Different kinds of attributes affect this procedure, attributes like aesthetics, affect, attention, challenge, control, feedback, interest, motivation, novelty, perceived time (Banhawi, Mohamad Ali, & Mohd Judi, 2012; Brien & Toms, 2010). In Table 2 the definitions of those attributes are presented. When the sustained engagement period ends, then disengagement follows. If the system had succeeded to create high user engagement, then the changes of reengagement are increased. If this cycle keeps having a stable period, then there are high chances of passing from the activation phase to the continuation and to the ultimate goal of changing the behavior of the user. Attributes Aesthetics Affect Attention Challenge Control Feedback Interest Motivation Novelty Perceived Time Definitions Visual beauty or the study of natural and pleasing (or aesthetic) computer-based environments (Jennings, 2000). “The emotional investment a user makes in order to be immersed in an environment and sustain their involvement in the environment” (Jennings, 2000). The concentration of mental activity; concentrating on one stimulus only and ignoring all others. The amount of effort experienced by the participant in performing an online task. How “in charge” users feel about their experience with the technology. “Information that is sent back to the user about what action has been done or what result has been accomplished” (Stone, Jarrett, Woodroffe, & Shailey, 2005). The “feeling that accompanies or causes special attention to an object or class of objects” Elements that bring about focus or a desire to proceed with an activity (Jennings, 2000) Variety of sudden and unexpected changes (visual or auditory) that cause excitement and joy or alarm (Aboulafia & Bannon, 2004) Users’ perception of estimated time spent on task. Table 2: Definitions of the attributes of engagement 29 5.4. Extracted ways to Measure and Increase User Engagement One of the objectives of the conducted literature review was to be able to answer the second research question: RQ2: What existing methods are suitable to face the user engagement problem? Although the research on ways to increase user engagement seems enough to answer the second research question, this is not the truth. It is obvious from the scientific side, at least, that something cannot be increased if the state before and after the implementation of the treatment is unknown. So this research answered this question by focusing in two directions, the ways to measure and the ways to increase user engagement in a social innovation ICT project. As a result, 12 ways to measure user engagement and 24 ways to increase user engagement were revealed from the literature. A list containing all these ways can be found in the next paragraph and a further analysis of each way can be found in sections 5.4.1 and 5.4.2. Ways to Measure User Engagement 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Interviews Think aloud Questionnaires Mouse Tracking Eye Tracking Psychophysiological Measures Absence Time Click Through Rate Click Depth Return Rate Conversion Rate Average Reading Time / Dwell Time Ways to Increase User Engagement 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. Engage boundary spanners of the targeted communities Involve users in creating the online communities Engage users on the media platform they are already using Provide analytics to the users Maximize control on the ICT project for the user Provide Monetary Rewards / Discounts Give responsibilities to the users Set Goals and Achievements Use Reminders Give Feedback Award Badges Award Points Use Rankings and Leaderboards Give In-App Awards and Prizes Use Challenges and Contests Use Levels 30 17. 18. 19. 20. 21. 22. 23. 24. Use virtual goods Social Comparison Use the Social Networks Use Up-votes Use Likes Increase users’ reputation by their contribution Communication among end-users Use a combination of low and high tech platforms The aforementioned ways have been researched using the following criteria: - Type [Method, Technique, Guideline] Supporting Tool [ None, Module/Plugin, Standalone Software] Level of Validation [ Not at all, Ad-hoc, Case study, Experiment] As it can be seen in Table 3, most of the ways to measure user engagement were techniques, did not have any supporting tool and were validated using case studies. On the other hand, the ways to increase user engagement were guidelines, with no supporting tool and with no level of validation. A per way analysis of the characteristics can be found in appendices 12.1, 12.2 . Inclusion Criteria Type Supporting Tool Level of Validation Method Technique Guideline None Module/Plugin Standalone Software Not at all Ad-hoc Case study Experiment Ways to Measure User Engagement 20% 67% 13% 100% 0% 0% 20% 0% 73% 7% Ways to Increase User Engagement 24% 0% 76% 98% 2% 0% 35% 31% 24% 10% Table 3: Ways to Increase/Measure User Engagement Characteristics 5.4.1. Measure User Engagement As it was mentioned before, a user engagement model able to measure user engagement before and after the implementation of them, is crucial in order to understand the success of the ways to increase user engagement. In that direction three researchers - Munia Lalmas, Heather O’Brien and Elad Yom-Tov - have done a lot of work over the last years with many publications (Brien & Toms, 2010; Dupret & Lalmas, 2013; Lalmas et al., 2014; Lehmann, Lalmas, Yom-Tov, & Dupret, 2012; O’Brien & Toms, 2008). The approaches to measure user engagement can be divided into three main groups: self-reported engagement, cognitive engagement, and online behavior metrics (Lehmann et al., 2012). 5.4.1.1. Self-Reported Engagement This type of method is commonly used in social sciences where individuals express their attitude, feelings, and beliefs about a subject (Lalmas et al., 2014). The advantages of using this method are: 31 - Flexibility in appliance a variety of settings Convenience in administration Ability to proceed with a statistical analysis of the received data Ability to examine larger populations Some ways that are used for that are: Interviews Can be used in a structured or unstructured way, interviewing one person or more as a group. Think aloud Is a way to capture the experience that user has a while or right after he had interacted with the system we want to measure. It is a way to have a closer view of how they feel with specific parts of the system. Questionnaires It can be used either as quantitative measuring instruments or as qualitative, every option has a trade-off between quantity and quality. (Jacques, 1996) has proposed a 13-items questionnaire, (Webster & Ho, 1997) has altered it by adding 2 items and (Brien & Toms, 2010) have proposed the User Engagement Scale, a questionnaire including 31-items. However the results depend on user subjectivity and that is something that could cause bias. 5.4.1.2. Cognitive Engagement This specific category measures engagement by observing and collecting data of the users during their participation in the project. The cognitive processes that take part during the participation can be measured using a variety of new ways that are analyzed further on in this section. The benefits of measuring user engagement with these ways are: - The received data are more objective Can be performed on the time the task is processed without interrupting the user. Can provide more in-depth information about how the user feels while he interacts with the system Some ways that are used are: Mouse Tracking Capturing the average number of clicks/slides/drags/mouse-overs on hotspots that reveal hidden (or embedded) information upon users’ interaction (Dupret & Lalmas, 2013; Oh, Bellur, & Sundar, 2015). Eye Tracking The process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head (Lalmas et al., 2014; Oh et al., 2015). Psychophysiological Measures (Heart Rate, Temperature Sensors, Electromyographic) This type of method is based on the state that every reaction of our body corresponds to a psychological process (e.g. when we get embarrassed, our cheeks get red and warm) (Lalmas et al., 2014). 32 Measuring cognitive engagement, although objective, is suitable for measuring only a small number of interaction episodes at close quarters. Also, the equipment some time could be expensive and until now comfort level at the time of measuring, is not as high as it is supposed to be. 5.4.1.3. Online Behavior Metrics The last category utilizes the collected metrics that are related to the online behavior of the users. Different kinds of measures like how much time the user stayed in the system or how many times the user used the system in order to compare with other data from other users and create some patterns. Patterns that can be used to create user profiles and personalize the system to their needs or to improve parts of the systems that may be problematic according to user’s data (e.g. high dropout ratio in a specific page or task). The advantages of using this method are: - Easy to implement and interpret Ability to compare many things with the same data Ability to collect data on a larger scale with low resources Some ways that are used are: Absence Time The absence time is simply the time elapsed between two sessions of a user. According to (Dupret & Lalmas, 2013) if users find a site interesting, engaging or useful, they will return to it sooner. Click Through Rate Number of clicks (e.g., on an ad) divided by the number of times it was shown (Lalmas et al., 2014; Oh et al., 2015). Click Depth Average number of contiguous pages viewed within a site (Lalmas et al., 2014). Return Rate Numbers of returns to the platform within a session (Lalmas et al., 2014). Conversion Rate (Mostly for e-commerce): fraction of sessions which end in the desired user action (e.g., purchase) (Lalmas et al., 2014). Average Reading Time, Dwell Time The average time that a user spent on a website per session or per user (Lalmas et al., 2014; Oh et al., 2015). Of course there is not right or wrong, depending on the size of the population that is going to be measured, the available resources in time, experience and money, a different method can be used. Measuring user engagement is something new and is still being in progress, although measuring before and after the implementation of any ways targeting to increase user engagement is mandatory. 33 5.4.2. Increasing User Engagement If this decade is the engagement decade [11], then sure the answer to the question “How to increase User Engagement” is a hot topic. From the literature review, 24 ways to increase user engagement have been revealed. All these ways are presented in this section, categorized in 6 groups. 5.4.2.1. Online Communities Trying to create online communities with a certain level of contribution and participation is challenging (Chang, Kaasinen, & Kaipainen, 2012; Nielsen, 2006; Niragira & Adeyeye, 2013) trying although to build online communities from already existing offline communities could be even more challenging because of the smaller amount of possible users (Chang et al., 2012). The following solutions have been proposed to the specific user engagement problem from different researchers: Engage boundary spanners of the targeted communities Boundary Spanners bridge the structural hole between two clusters conceptualized as being separated by a boundary of some sort (Tushman, 1977). In simpler words, a group of persons that can share and explain your innovation to a targeted community. Involve users in creating the online communities For example giving the ability to users to invite other users to the online community, create subgroups, naming the groups etc. (Lin, 2014). Engage users on the media platform they are already using Using a platform that already is used by the community that you are targeting, instead of trying to educate and convince the users to use a new one (Vila, 2014). For example a Facebook page, or messenger to report problems to the municipality. 5.4.2.2. Motivational factors Another category is the motivational factor, referring to the factors that motivate the users in a behavioral change project but could also be applied in social innovation projects. Provide analytics to the users The users are motivated when they receive insights about themselves or the cause they are called to participate (Goldbach & Gölz, 2015). Analytics can increase user engagement and loyalty more than anything else that you do. Users at all levels love to have information about them. Provide analytics to the users, referring to their usage of the app, giving the opportunity to discover things about themselves (Emerson, 2011). Maximize control on the ICT project for the user Give to the user the ability to control the platform, by having a profile page, control their privacy settings and customize parts of the interface (Goldbach & Gölz, 2015). Provide monetary rewards/discounts Any monetary reward can increase the motivation for the users (Farzan et al., 2008; Goldbach & Gölz, 2015). Although especially in social innovation projects, monetary awards are rarely given, an alternative to that could be virtual economic rewards or earning discounts as it was proposed from (Lee, Marks, Kern, & Jordan-cooley, 2013). 34 Give responsibilities to the users Giving responsibilities to the users can be strong motivational factors. Users start getting initiatives and they are trying to do their best (Goldbach & Gölz, 2015). In the case of a forum or a wiki, for example, it could be to appoint some users as moderators or administrators. In a community, they can approve new members.?? Set goals and achievements The users are motivated by goals, especially if they are clear, short-term goals that actually can be achieved (den Ouden, 2012; Farzan et al., 2008; Goldbach & Gölz, 2015; Kwon, Halavais, & Havener, 2015; Lin, 2014). Use Reminders Use reminders like emails, push notifications and SMS in order to call the user to action (Goldbach & Gölz, 2015). Messages are effective in encouraging users to stay engaged with the project (Goldbach & Gölz, 2015; López, Farzan, & Brusilovsky, 2012). Personalized messages requesting users to perform a particular kind of contribution that follows their current pattern of participation in the system can increase users’ engagement (López et al., 2012). Give Feedback Informing the users about the cause and the progress of the project so far (Goldbach & Gölz, 2015; PieterValkering, Erik Laes, Kris Kessels, 2014). Most people will voice their concerns when they feel comfortable and see real benefits (Lam, Chan, Whittle, & Binner, 2011). Highlight importance of user contribution for the community (Farzan et al., 2008). Sometimes the feedback should not stop to the usage of ICT methods like emails or in-app notifications; usage of written ?? information, such mail, leaflets or posters had assist to increase engagement (Goldbach & Gölz, 2015; Vila, 2014) there were also cases where a face to face approach has been used. 5.4.2.3. Gamification The Gamification term was coined in 2002, but it did not gain popularity until 2010. Since then, it has been with is the hottest word in marketing, education, work and any other project in need of increased user engagement. Gamification can improve the user experience and significantly increase both user engagement and user growth. So user engagement “Is the concept of applying the concept of gaming metaphors in non-game contexts to influence behavior, improve motivation and enhance user engagement” (Marczewski, 2013). Including the following strategies not only attract new users rapidly but also ensures that users do not abandon the project in the long term (Lin, 2014). The concept of Gamification includes the following game elements. Award badges Badges are ornaments or symbols users can earn for pre-defined favorable behaviors (Emmanuel, Scharf, & Szabadi, 2014; Hamari, 2013; Kumaresan, 2013; Kwon et al., 2015; Michal, 2015; Miller et al., 2014). Award points Reward the users with points for performing various tasks (Emmanuel et al., 2014; Michal, 2015; Miller et al., 2014; Rampoldi-Hnilo & Snyder, 2013). 35 Use rankings and leaderboards Represent the cumulative results of points collected, challenges won and badges earned (Emmanuel et al., 2014; Kwon et al., 2015; Michal, 2015; Miller et al., 2014; Rampoldi-Hnilo & Snyder, 2013). Give in-app awards and prizes Give to users awards and prizes that have to do with the gamification elements in the platform, e.g. unlock new levels, unlock customization for the interface, free elements etc. (Michal, 2015; Micheletti, 2016). Use challenges and contests Challenges are tasks that need to be fulfilled in the time given in order to receive a reward – a badge or a predefined amount of points (Michal, 2015; Miller et al., 2014; Rampoldi-Hnilo & Snyder, 2013). Use Levels Levels are often defined as point thresholds, so that users can automatically level up based on their participation, or use levels to indicate status and control access to content on the site. For example levels are different classes in frequent-flyer programs, colored belts in martial arts, job titles in industry: an indication that you’ve reached a milestone, a level of accomplishment in a community and should be afforded a certain amount of respect and status (Bunchball Inc., 2010; Rampoldi-Hnilo & Snyder, 2013). Use virtual goods Virtual goods are non-physical, intangible objects that are purchased for use in online communities or online games. Users purchase virtual goods like clothing, weapons or decorations to create an identity for their virtual self while comparing and “showing off” with their friends (Bunchball Inc., 2010; Lee et al., 2013; Rampoldi-Hnilo & Snyder, 2013). An extended analysis of the aforementioned game elements can be found in (Michal, 2015). According to (Rampoldi-Hnilo & Snyder, 2013) there are five principles that will make gamification mechanics more successful in an ICT project. - Selection of one motivational factor Inclusion of analytics Simplifying the project Incorporation of collaboration and social elements Leverage of mobile device capabilities as part of the gamification strategy. Some researchers seem to be skeptical about the gamification concept. They believe that gamification instead of contributing to the ICT project that could distract the users from the goal of the project. They believe that the users will passionate with the game side of the project and not the actual cause and will try to cheat the system, in order to succeed in their goals and missions. Also, there is a chance that when the user completes all the missions or reaches all the available levels could quit the project (Cramer, Ahmet, Rost, & Holmquist, 2011; Fitz-Walter, Tjondronegoro, & Wyeth, 2011; Michal, 2015). 36 5.4.2.4. Social Layer The concept of adding a social layer to the ICT projects is also another trend that seems to work well for user engagement (Baghaei et al., 2009; Chang et al., 2012; Lin, 2014; Miller et al., 2014; PieterValkering, Erik Laes, Kris Kessels, 2014). A person will be more motivated to perform a target behavior if he or she can use a system to observe others performing the behavior (Oinas-Kukkonen & Harjumaa, 2008). Social Comparison Comparing user behavior with their friends (Baghaei et al., 2009; Oinas-Kukkonen & Harjumaa, 2008; PieterValkering, Erik Laes, Kris Kessels, 2014). Use of the Social Networks The usage of social networks can be described as a social contagion, due to our understanding of social norms being variable on the behavior of friends and others that influence our choices, often on a subconscious level (Batey et al., 2013; Christakis, 2008; Miller et al., 2014). Use up-votes They are generated by the quality of what the user creates, shares or expresses, and they are awarded by other users (Lee et al., 2013). Use likes They are generated by the quality of what the user creates, shares or expresses, and they are awarded by other users (Lee et al., 2013). Communication among end-users Development of ways that stimulate communication among end users. It could be, for instance, equipped with a discussion or messaging functionality (Geelen et al., 2013). Increase reputation by their contribution At a basic level many social networking sites employ reputation-based incentives by displaying the number of connections and friends a user has (Farzan et al., 2008). 5.4.2.5. Non-ICT Strategies towards User Engagement Except for the methods, techniques, and solutions that can be applied to the ICT project in order to increase user engagement, (Vila, 2014) propose some non-ICT strategies that can be followed from the project’s stakeholders to keep the engagement high between the project and the cause and the users. Indicatively, such strategies included: - Laying a foundation for user-centered design; Embedding a community organizer into the community of target users; Inclusion of key stakeholders from the beginning; Organizing regular events for target users – even if just a small handful will show up; Linking active participants into a network of volunteers; When conducting digital outreach, leverage existing relationships. 37 5.4.2.6. Overcoming Technology Barriers Closing the section of the ways to increase user engagement it has to be mentioned that especially in social innovation where the problem itself or the solution may include persons with low relation with IT, the project stakeholders should combine low and high-tech platforms to promote engagement among the users. Use a combination of low and high tech platforms A nice example from Maputo in Mozambique, where the project stakeholders used a wall in a train station to draw the interface of the project containing the content that they wanted to deliver. They have left empty space and chalk so the users could interact without having their own devices or without know how to use one (Vila, 2014). The systematic literature review that has been conducted to reply to the second research question, revealed 12 and 24 ways to measure and increase user engagement respectively. As a first observation, there is a big variation of ways to increase and measure user engagement available in the literature. A second observation is that, at least on the papers that have been analyzed in this research, most of these ways were validated in the best case with a case study. That observation enforces our primary willing to create a survey in order to investigate which of these ways are known or used in the real world from real social innovation ICT projects and how successful are they. In the next chapter the design of this survey is further analyzed. 38 Chapter 6 Survey As it was described in the research method, a survey has been conducted in order to examine which of the previously described user engagement ways are used in the real world from social innovation projects and how successful are they. In the next figure, the method of conducting a survey that was used in this research, based in (Pfleeger & Kitchenham, 2001), is presented using the PDD technique. Figure 12: Conduct a Survey Method visualization 6.1. Survey Object The basic objects that are going to be searched are the demographics of the social projects, the existence and the severity of the user engagement problem and the ways used to increase and measure user engagement. 39 6.2. Survey Planning The duration of the survey was one month. The population that was researched consisted of every social innovation ICT progress that could be found, no matter if they have stopped their activity or not. The projects that are not working anymore can provide some insights of the reasons that forced them to stop working, in the best scenario for this research’s hypothesis would be the low user engagement. 6.3. Survey Designing The survey is divided into three main parts, surveying demographics, maturity level and last but not least, user engagement problem and ways to measure and increase it. As soon as the first version was ready, it was sent to experts from the social innovation domain, persons from the academia and some social innovation project owners to been reviewed. All the remarks have been taken into consideration and as a result the final version was ready. The final version of the survey can be found in the appendix 12.3 and online at this link.6 The survey has been designed using the form tool offered for free by Google. 6.4. Selecting Participants In order to find and invite social innovation projects to participate in the survey, a twodimensional approach has been followed, with the dimensions further analyzed in the following subsections. 6.4.1. The “Old School” Way The “old school” way (Lieberman, 2012), entails two phases, the first one is about the ways to find all these projects and the second one is about the selling techniques that were used to convince them to participate. The “First Phase” An online research through the "Google" search engine has been conducted using the terms “social innovation”, “social enterprise”, “social project” and other relative terms. The results that occurred were investigated to retrieve projects that matched with the definition of social innovation projects. The projects have also been retrieved from the website of organizations that incubate that kind of projects or from websites of social innovation competitions, from the sections of past participants. Personal communication with the organizers of those competitions and the managers of the incubators has also been made in order to network more projects. An online directory has been created containing all those projects with their contact information. The first phase gave a result of 220 projects. The “Second Phase” During the second phase two ways were used to reach the selected projects from the first phase. The first way was to send mass emails to 50 projects using the service of Mailchimp 7 and the second was to send the same email to another 68 projects through my university email one by one. That was a way to check which of the two ways was the most efficient. The results pointed out with big difference that the second way is much more efficient. 6 7 www.goo.gl/forms/2LjX4Cj5eC2rZcOQ2 http://mailchimp.com/ 40 In Table 4 a comparison between the two ways is demonstrated. The comparison is made using the data from Mailchimp control panel and a third party add-on for Gmail named Bananatag8. Population Open Rate Click Rate (click the link to the survey) Conversion Rate (fill out the survey) Mailchimp (mass emailing) 50 40% 10% 2% Personal Email (one by one) 55 64% 31% 9% Table 4: Comparison Mailchimp to Personal Email The way of sending personal emails one by one was selected for the rest of the projects. Although the conversion rate was almost five times greater than using Mailchimp was not enough. To increase the conversion rate, reminder emails were sent two days after the initial email had been sent. Using the insights from the click rate data a different email was sent to the project that had previously clicked once on the link to the survey but hadn’t filled out the survey. All three emails can be found in the appendices. The most effective tool though, was the telephone calls. After the initial and the reminder emails had been sent, followed up phone calls were employed, having as result to increase the number of filled out surveys by 70%. 6.4.2. The inbound marketing way Inbound marketing ways (Lieberman, 2012), were used in order to attract and convince social innovation projects to participate in this research and fill out the survey. A website has been created as well as a Facebook page but with no significant results. The numbers of visitors and followers were low and none of the answers of the survey came from these two channels. In addition to those pages, tweets from the author’s personal account have been made targeting social innovation events and relative persons. Moreover Linkedin posts on social innovation groups were posted and the Linkedin InMail option was used to send the survey to social innovation project founders. Two answers to the survey were collected with that way. The lesson learned by trying to use inbound marketing is that just using the existing tools are not enough effective. Fresh and targeted content has to be posted and a lot of time and effort has to be dedicated for decent results to be achieved. Having a timeframe of one month is not enough especially if it is one-man job. 6.5. Data Analysis The sample was 220 social innovation projects from all over the world. A number of 44 replies were collected, however only the 39 of them were used in this research. 5 replies have been excluded because either the survey was not filled out properly or because the project did not comply with the definition of social innovation as it was defined in chapter 1. Projects from 15 different countries participated in the research and the majority of them could be characterized as micro-companies, having less than 10 employees - or more 8 https://www.bananatag.com/ 41 precisely- less than 10 project participants. The term project participants is used because sometimes there is no legal entity behind the project, therefore the parts involved are not legally employed also no actual employees. Figure 13: Project's Size Figure 14: Project's Location Diversity was found not only on the location base of each project but also on the maturity level of them. In Figure 15 the description of each maturity level, as it is defined by (Murray, Caulier-Grice, & Mulgan, 2010), and the number of projects that belong on that level are presented. The majority of the projects had already an implemented and sustainable innovation and they were looking for scaling or trying new things on the way they already are working. That give an extra validation point to our research, meaning that the projects that participated had already a clear vision about what is working with their projects. Figure 15: Project's Maturity Level and Maturity Level Definitions In response to the first research question concerning the severity of the user engagement problem, 71% of the projects stated that they face user engagement problems from a moderate to a serious extent. Only 4 projects stated that they do not suffer at all from lack of user engagement and 7 projects stated that for them it is a minor problem. Below are presented some statements from the participants about the user engagement problem. - “Our main problem is LOW PARTICIPATION or retention.” 42 - “Number of users determines amount of content (circle process), amount of content is important to engage users.” “We always want a higher retention.” “"Low participation, building a community takes time. No picture uploads or reviews after experience." Figure 16: Problem Severity The literature review has yielded 12 and 24 distinct ways to measure and increase user engagement, respectively. But according to the results of the survey, such ways are far from widely known and applied; around half of the ways were not used by 40% of the projects or more. Ways to measure user engagement using online behavior metrics and self-reported engagement were more popular than ways measuring the cognitive engagement. Gamification ways, which are popular in the scientific literature, were on average the least popular ways used to increase user engagement. The motivational factors and the social layer were the categories with the most popular and successful ways. More details of each way can be found in Figure 17 and Figure 18. Figure 17: Ways to Measure User Engagement 43 In those diagrams the participants of the survey had to state if they knew the way to increase or measure user engagement and if they used it how successful it is (Not at all – Very). So on the left side of the Figure, the ways to increase or measure user engagement are displayed and on the right side there are bars with maximum value the number of the projects that participated in the survey (in this research this number is 39). So in these bars the number of participants that do not know the way are displayed with grey color, the ones that know the way but they not use it are displayed with blue, and the rest are the ones that use the way and they differentiated with the colors – red, orange, light green, dark green – according with how successful they found the way. Figure 18: Ways to Increase User Engagement One other outcome of this survey is a categorization of the social innovation projects as a result of the observation that many of the projects that participate in this research are having some common characteristics. A similar categorization has been made by (Kacprowicz & Borowiecka, 2014) targeting only e-volunteering projects. E-volunteering and Social Innovation as domains are presenting a lot of similarities as both have heavy interaction with users that contribute to the project in a volunteer base. In this research the categories that have been defined by Kacprowicz was used along with some new ones defined by this research. In Table 5 the aforementioned categories with their definitions are presented. In Figure 19 the project’s distribution among these categories is depicted. 44 Figure 19: Project Categorization Categories Crowdfunding Community Tool Civic Engagement Social Mapping Sharing Economy Do good Things Crowdsourcing Microvolunteer Call for Action E-petitions Knowledge Gathering Marketplace Time Bank Description The practice of funding a project or venture by raising many small amounts of money from a large number of people, typically via the Internet (“Crowdfunding,” n.d.). From the crowdfunding category only the projects that serve a social purpose are included in this research. A community-based communication tool to strengthen offline & online communities. Individual and collective actions designed to identify and address issues of public concern. It can include efforts to directly address an issue, work with others in a community to solve a problem or interact with the institutions of representative democracy (“Civic Engagement,” n.d.). Social Mapping means creating maps showing some issue. For example: Local community – when you point places worth visit, Local government – when show places that need renovation, Excluded groups – when you create a map of places accessible and nonaccessible for the disabled (Kacprowicz & Borowiecka, 2014). Sharing platforms, particularly non-profits that are operating to provide a public benefit. Like sharing one’s home or car, going into strangers’ homes to do work, or eating food prepared by unknown cooks (Schor, 2014). Applications that trigger the users to do good deeds. Is an exchange of knowledge and experiences, process of creating something new as well as a problem solving distributed to a large, scattered group of people (Kacprowicz & Borowiecka, 2014). Simple e-volunteering tasks that be done in short period of time – from 15 minutes to 3 hours (Kacprowicz & Borowiecka, 2014). Is a call to a database of users to perform an offline social action. For example the cleaning of a beach or participation to a blood donation Is an online version of petitions. Again this research focus only on petitions with a social purpose. The knowledge gathering type is about creating sources of common knowledge, free encyclopedias, etc. (Kacprowicz & Borowiecka, 2014) Applications that offer a service either for free or part of the money collected goes to a social cause. For example free tours in the cities. Doing good things or volunteering work and get as return time coins that can be used in other services. Table 5: Social Innovation Project Categorization 45 Based on that categorization, a further and more personalized analysis can be made in some of the categories that contain more than 3 results. In this case only the success of the way is going to be presented and not if the specific way is known to the participated projects or not. The number of the participating projects is not that big to have solid results, although some preliminary observations can be made. Crowdfunding In this category almost all the introduced ways have been used by the participants at least once. Although not all of them have been positively graded, the majority of the gamification elements like award points, award prizes, the use challenges and contests were characterized as not very or not at all useful. On the other hand ways from the online community category were highly graded. Figure 20: Crowdfunding: How successful are these ways to Increase User Engagement? Community Tool On the projects of the community tool category had more clear results with bare use of gamification elements and high preference on ways belonging to the online communities and social layer categories. All these ways had also better grade comparing with the other project categories. 46 Figure 21: Community Tool: How successful are these ways to Increase User Engagement? Civic Engagement On the civic engagement project category, ways from the motivational factor and the online communities’ category were the most used and the best rated by the social innovation projects belonging in this category. Some attempts to use gamification elements have been made but the number of projects that have tried it is not that enough to make a solid observation. Figure 22: Civic Engagement: How successful are these ways to Increase User Engagement? 47 Social Mapping Ways from the General and Social layer categories were used from the majority of the social mapping projects scoring also high grades. Figure 23: Social Mapping: How successful are these ways to Increase User Engagement? Sharing Economy Projects from the category of Sharing Economy, did not showed any particular preferences in some of the categories. Although giving feedback, usage of reminders and goals and achievements are ways that have been rated highly. Figure 24: Sharing Economy: How successful are these ways to Increase User Engagement? 48 The rest of the categories does not have enough participants to make some conclusions. For that reason they are not depicted with graphs as the previous ones. That is one of the main limitations of this research and part of the future work that is proposed in section 9.3. By conducting this survey, a lot of insight from the real world were collected. The extracted ways from the literature review has been evaluated and rated by the social innovation projects that participated. All these data have been collected and used as a base for the treatment design that is presented in the next chapter. 49 Chapter 7 Implementation of the user engagement method repository As it was mentioned in Chapter 2, one of the objectives of this research is the creation of an automated system that will assist the social innovation project owners to select the bestfitted ways for their projects. To achieve that, a systematic literature review has been conducted having resulting in24 ways to increase user engagement, which have been analyzed in subchapter 5.4.2. These ways were evaluated using a survey by 39 social innovation projects as it was presented in the previous chapter. Based on these survey results, an automated system was build. 7.1. Technology and design The automated system 9 is a part of the existing website10 that was used to promote this research. It was created using PHP for the connection with the database, HTML and CSS for the formations of the results and MySQL for the database. In Figure 25, a high-level model of the architecture of the system is presented. Figure 25: Automated System Model The user makes a request to the system asking for personalized results. The system is using the data from the user request to filter the results and provide a personalized and bestfitted solution to the user. The user has the option to filter the general results with the type 9 http://boostingsocialinnovation.com/results.php http://boostingsocialinnovation.com 10 50 of category as they have been presented in the Table 5. The user can also sort the results according to the evaluation from the users, how popular are to the users (if it is widely known or not) and if they are used. All the previous are calculated in percentages to make comparisons easier. The functions used for the calculations are presented below. 𝑝𝑜𝑝𝑢𝑙𝑎𝑟𝑖𝑡𝑦 = 𝑟𝑜𝑢𝑛𝑑 𝑢𝑠𝑒𝑑 = 𝑟𝑜𝑢𝑛𝑑 𝑟𝑎𝑡𝑒 = 𝑟𝑜𝑢𝑛𝑑 #𝑝𝑎𝑟𝑡𝑖𝑐𝑖𝑝𝑎𝑛𝑡𝑠 − #𝑛𝑜𝑡𝑘𝑛𝑜𝑤𝑛 , 2 ∗ 100; #𝑝𝑎𝑟𝑡𝑖𝑐𝑖𝑝𝑎𝑛𝑡𝑠 #𝑝𝑎𝑟𝑡𝑖𝑐𝑖𝑝𝑎𝑛𝑡𝑠 − #𝑛𝑜𝑡𝑘𝑛𝑜𝑤𝑛 + #𝑘𝑛𝑜𝑤𝑛 , 2 ∗ 100; #𝑝𝑎𝑟𝑡𝑖𝑐𝑖𝑝𝑎𝑛𝑡𝑠 #𝑡𝑜𝑡𝑎𝑙𝑟𝑎𝑡𝑒 3 ∗ #𝑝𝑎𝑟𝑡𝑖𝑐𝑖𝑝𝑎𝑛𝑡𝑠 − #𝑛𝑜𝑡𝑘𝑛𝑜𝑤𝑛 + #𝑘𝑛𝑜𝑤𝑛 , 2 ∗ 100; The number of participants (#participants) represents how many projects were evaluated in a certain way. The general case (no filters applied) with the current data the number is equal to 39. The number of #notknown, #known is the summary of the corresponding replies. The number #totalrate is calculated by the following function. #𝑛 #𝑡𝑜𝑡𝑎𝑙𝑟𝑎𝑡𝑒 = 0 ∗ Not at All] + 1 ∗ 𝑁𝑜𝑡 𝑉𝑒𝑟𝑦] + 2 ∗ 𝑆𝑜𝑚𝑒𝑤ℎ𝑎𝑡] + 3 ∗ 𝑉𝑒𝑟𝑦] ; 𝑖=0 In Figure 26, a beta version of the automated tool is presented. Figure 26: Automated System - Beta Version A description of the tool and its functionalities is placed on the top of the tool right beneath the title of the page. 51 On the main panel, the ways to increase user engagement are presented having the following data: - Classification of the way Description and references A value in percentage depending on the sort of methods that have been applied. The way these percentages have been calculated have been explained before. Type of the way [Method, Technique, Guideline] Validation level [Ad-Hoc, Case Study, Experiment, None] Availability of supporting Tools [ Module, Standalone Software, N/A] On the left side, there is a filter panel, where the user can select to filter the results. By applying the filters, the values take into consideration the responses from the project that belong to the specific category. On the right corner just above the main panel there is a sorting tool, with which the user can sort the results based on their popularity (in what percentage of the participants the specific way was known), rating (what was the rating from the participants), and use (in what percentage the users were using the specific way) a bigger image of the sorting tool can be found in Figure 27. Figure 27: Automated System: Sorting tool 52 7.2. Online Repository In this section the online repository structure is explained using an example of one of the 24 ways to increase user engagement. The full version of this online repository is going to be implemented in a future research work. The literature review results are not sufficient and analytic enough -as mentioned before- for every way to have its own completes description. A future individual research specifically for each one of the 24 ways will be the ideal, resulting in more accurate information about each way, tools available in the market at the moment and the existence of models describing how to implement each way. Indicatively, the usage of "levels" as a way to increase user engagement has the following record in the online repository. Name of the Way Description Example Referred at Type Level of Validation Supporting Tool PDD Use Levels Levels are often defined as point thresholds, so that users can automatically level up based on their participation, or use levels to indicate status and control access to content on the site. For example levels are different classes in frequent-flyer programs, colored belts in martial arts, job titles in industry: an indication that you’ve reached a milestone, a level of accomplishment in a community. (Kumaresan, 2013) Guidelines None N/A Table 6: Online Repository: Use Level Record 53 Chapter 8 Treatment Validation The last part of this research was to validate the proposed treatment. In other words, the automated system that has been described in chapter 8, had to be tested with real users to ensure the treatment fulfilled its purpose. This would also be an answer to the 4th research question. RQ4: To what extent does the automated system serve its purposes of helping problem stakeholders select the best-fitted methods or tools to increase user engagement in their social innovation ICT projects? The validation of the system was made using a questionnaire that can be found at appendix 12.7 and online at this link11. In this validation, 5 social innovation projects out of the total 39 were asked to fill out the questionnaire. More specifically, they were asked to evaluate the tool rating the following sentences from “Strongly Agree” to “Strongly Disagree”: - The tool is clearly structured The tool is interesting The tool is relevant to my project The tool deepened my understanding of the subject matter The tool helped me to select the ways to increase user engagement for my project The presentation of the ways is made in a very personalized way I would recommend this tool to a friend who is working on a social innovation project Figure 28: Treatment Validation Questionnaire 11 https://goo.gl/forms/6kIjhPVq0NKGr6Pn2 54 The responses to the questionnaire show that the automated tool that has been created fulfills its purpose. In detail, four out of five stated that agree or strongly agree that the tool helped them to select the most proper ways to increase user engagement in their project. All the participants rated highly both the design and the functionality of the tool. Moreover, some of their positive comments were: - “It is easy to navigate and clear” “It was straight to the point, very clear about its purpose and very helpful” “Concise, good ranking, helped me think creatively and cut down on inefficient things” The only criterion that did not perform equally well in the evaluation process was the personalization, meaning the way that the results were showcased to the users, within one of the comments being: - “Would be better to have more details for each category, the sample size and the project participants” One more thing that the participants asked for, was to expand the research and add more information for each of the presented ways and include also some examples of use for these ways. That is something that was already taken into consideration during the design of the online repository but due to time restriction could not be implemented for this version of the tool. However, it is a highly prioritized goal for future implementation and it will be further described in the section 10.3. More specifically, one of the participants claimed that: - “It would be nice, if each way could be linked with the more detailed description and also if the three properties( Type, Validation, Supporting Tool) could also be linked/explained” 55 Chapter 9 Discussion This research is a first attempt to collect and evaluate all the ways to measure and increase user engagement on social innovation ICT projects that are currently known while valuable insights from the real world have been utilized to deepen the scientific knowledge in this relatively new domain. An automated tool has been designed and implemented to assist the social innovation project owners to select the best-fitted ways to measure and increase user engagement, based on the data we have collected from the survey. The validation of the tool showed that the proposed solution could help the social innovation stakeholders. A collection of the main conclusions of this research is presented in section 9.1. Of course not everything was easy and the author faced certain obstacles and limitations during this research, a more detailed analysis which can be found in section 9.2. In addition, although this research may have reached its end, I would like to believe that it would act as a trigger for further research in the field of user engagement in social innovation projects. My proposals for future work and further research are presented in section 9.3. 9.1. Main Conclusions The purpose of this research was to exhibit the multi-faceted problem of user engagement in social innovation ICT projects and additionally propose an automated system in assistance of the project owners. This system would assist them to select the best-fitted ways or tools for them depending on their specified need. To do so, four research questions were formulated and explored. In this section, the main conclusions of this research are presented. RQ1: How severe is the user engagement problem in Social Innovation ICT Projects? RQ1.1: Are they any differences in the nature of the problems? User engagement is a decisive factor in user retention, with the latter being one of the two factors responsible for user growth and project success (the other one is user acquisition). For social innovation projects in particular, user engagement is even more important because most of the times the users participate voluntarily without receiving any material compensation. User engagement is a crucial factor for the success of any project. 39 social innovation ICT projects from all around the world participated in the survey. The analysis of their results showed that more than 70% of the projects face user engagement problems from a moderate to a serious degree. User engagement problem is an existing problem for the Social Innovation ICT projects. 56 From the survey analysis, there was not enough qualitative data to extract differences in the nature of the problems. However some of the projects claimed that they faced the user engagement problem when the buzz from the media stopped after their initial launch. “When we first launched the project in August 2015, we received a lot of media attention. Since then the participation rate has somewhat decreased.” “The main problem is the low user retention. It started after the first month that the project launched. I think the main reason is because users need more tools in order to come back and stay on the website.” RQ2: What existing methods are suitable to face the user engagement problem? As it was mentioned before, to successfully face a problem, the state of the problem has to be measured first. Then, the best possible ways to face the problem have to be selected and applied accordingly, whereas the state of the problem has to be evaluated. The analysis of the survey proved that the majority of the social innovation projects does not measure properly user engagement, therefore making it difficult for the effectiveness of the suggested ways to be measured. The Social Innovation ICT projects are not properly measuring User Engagement. The systematic literature review that has been conducted revealed 12 ways to measure and 24 ways to increase user engagement. There are plenty of ways to measure and increase User Engagement in the literature. Although there are plenty of ways to measure and increase user engagement in the literature, most of them are not widely known in the real world. According to the conducted survey, about 50% of the ways were not used by 40% of the projects or more. In the real world, the aforementioned ways are far from widely known and applied. RQ3: Create a repository containing the best practices or tools that have been collected and an automated system to assist the problem stakeholders to select the best-fitted practices or tools to solve their problem. An online repository has been created, containing all the data that have been extracted from the systematic literature review. A better and more complete version has already been designed and it will be implemented in a future research project. An automated system has been designed and implemented having as its foundation the aforementioned repository. This automated system is going to work as a tool for the social innovation project stakeholders to select the best-fitted ways to increase user engagement in their social innovation ICT projects. 57 RQ4: To what extent does the automated system serve its purposes of helping problem stakeholders select the best-fitted methods or tools to increase user engagement in their social innovation ICT projects? The automated system has been validated by 5 social innovation projects showing that it fulfills its purpose. Some of the comments claiming that are: “Very thorough research, searchable and specific” “It is informative and well done. Thank you! You saved me time!” Of course there is space for improvement, something that it was also stated in the feedback from the validation process and it has also been taken into consideration for future work. Additional general conclusions that were revealed from this research are: The validation of the ways to increase user engagement that is currently made from the researchers should last longer in order to investigate the possible patterns from the engagement and re-engagement cycles. As it was mentioned in sections 5.2 and 5.3, user engagement is a factor that contributes towards a sustainable change of behavior. But in order for it to have a measurable effect, validation periods should be longer. The validation of the ways to increase user engagement should last longer Last but not least, there are some insights regarding the current validation processes and suggestions on how they could be improved. This is something that will enhance the accuracy of the results about the actual effectiveness of the ways to increase user engagement. Right now most of the case studies/experiments that have been used to validate these ways, at least on the scientific work that has been studied by this research, were using mockup or fake ICT platforms. This tactic could cause problems on the accurate estimation and evaluation of the user engagement ways under examination. In section 5.2 and 5.4 the existence of a good ICT platform, has been characterized vital for the part of triggering the user to perform an action as well as for sustainable user engagement. 9.2. The validation of the ways to Increase user engagement should be made in real projects. Research Limitations In this section the limitations of this research are going to be presented. This research was part of my Master's thesis and that by itself had some basic time-related limitations and others such as funding resources, research experience and language – geographical barriers. This research had to be organized, designed and conducted in the pre-defined period of 8 months. This time-frame was a challenge from the beginning, the goals of the research as well as the scope of it had to be determined based on that time-frame. Every action as they have been defined in section 2, had a cost in time so even if sometimes it was tempting to go further in the research or work more on the implementation of the solution in practice it was not possible. As a result of the limited time the following tasks could have been performed better: 58 The survey that has been conducted, it only stayed online and was promoted for a month. A longer period of time, could make it possible to attract a bigger number of projects to participate in the survey. That could be achieved either by just having more time to insist on the “old school way”, that was described in section 7.4.1, either by having the time to work with the inbound marketing strategies as they have been described in section 7.4.2. The validation of the automated system has been conducted only via a survey. Again a longer period of time would improve the participation ratio. Moreover further validation using interviews and even better the physical presence of the author with the questioned subjects during the testing, so that a better evaluation of the responses and reactions could provide further insights The online repository has been constructed using only data from the general literature review. Due to the time limitation, the online repository has been constructed based only on the scientific work that has been collected from the systematic literature review as it was presented in section 4. Ideally a further research, maybe with a smaller literature review, on each one of the ways to increase user engagement that is now hosted in the online repository should have to be done. The resources to attract participants to the research were restricted. The resources to attract participants to the research were restricted to the usage of the network of impact hub and other incubators of social innovation, with most of them being in Europe and speaking English. The language barrier had an effect on finding and contacting projects based in East Europe, Asia and Latin America. Moreover the existence of funding could assist the promotion of the research through the advertising channels of Facebook and Linkedin. Lack of research experience The last thing from the list of limitations is my lack of experience in the field of the scientific research. That was my first big research, and of course there were moments of uncertainty and periods of learning that at least cost me only time-wise and not on the quality of the research. 59 9.3. Future Work Due to the novelty of this research domain, a lot of new directions for further exploration have been revealed. The most interesting of them are going to be presented in this section, as a call by the author to the scientific community to participate in the continuation of this research on social innovation and user engagement. Continuation of the survey in order to collect more data giving the opportunity for further analysis on the results. The survey should be continued in order for more data to be collected. This would certainly enhance the accuracy of the results and would enable further analysis of the data. That can be achieved by following a two-dimensional approach to all the data collected, making the most of the preliminary version of the automated tool that has already been created. The tool and this accompanying report could be distributed to the organizations that work on the domain of social innovation as insights for the field, asking them in return to encourage the projects they work with to fill out the questionnaire. Secondly a more aggressive strategy on the approach of social innovation ICT projects using the inbound marketing ways as it has been described in section 6.4.2 using the automated system as bait. For both cases, a new function can be used in the automated system to encourage the projects that have not participated in the survey to do so. That can be achieved by displaying only the first 5 results of the tool and if the user wants to access all of them, they will have to fill out the survey. In-depth research of the collected ways collecting more information to complete the online repository and improve the functionality of the automated tool. As it was mentioned in section 7.2 and 0, further research on each one of the ways to increase user engagement would improve dramatically the already existing knowledge acquired by this research. A literature review for each one of the ways would be the ideal way to collect the most accurate data to complete the online repository. Having all these data would enable the automated tool to provide more information to the users, by providing a page with all the extra information for each one of the ways for increasing user engagement. Implementing the automated tool by applying the proposed ways to some real projects, having the ability to measure the user engagement before and after the implementation. 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Ways to Increase User Engagement: Characteristics Type Supporting Tool Level of Validation Papers ids Method Technique Guideline None Module Standalone Ad-hoc Case Study Experiment None Engage boundary spanners of the targeted communities Involve users in creating the onlines communities Engage users on the media platform they are already using Provide analytics to the users Maximize control on the ICT project for the user Provide Monetary Rewards / Discounts Give responsibilities to the users Set Goals and Achievements Use Reminders Give Feedback Award Badges Award Points Use Rankings and Leaderboards Give In-App Awards and Prizes Use Challenges and Contests Use of Levels Usage of virtual goods Social Comparison Use the Social Networks Use Up-votes Use Likes Increase user's reputation by their contribution Enable Communication among end-users Use a combination of low and high tech platforms 5 37 1 1 1 1 1 1 35 1 1 50, 54 2 2 1 54, 18 2 2 2 48 1 1 54 1 1 1 54, 52, 18 54, 43 61, 54, 35, 1 104, 78, 52, 44, 40 104, 44, 40, 49 104, 44, 40, 49, 52 3 2 3 2 2 1 4 4 1 4 4 1 3 4 2 1 4 5 2 1 1 2 3 1 2 1 2 1 1 1 44 104, 44, 49 49 49, 48 42, 61, 115 20, 104 48 48 1 1 2 1 2 3 1 1 1 1 2 1 1 1 1 1 1 2 1 2 1 1 1 1 1 1 2 1 2 1 1 2 1 1 1 1 88 1 1 1 13 1 1 1 35 1 1 1 11.2. Ways to Measure User Engagement: Characteristics Type Supporting Tool Level of Validation Papers ids Method Technique Guideline None Module Standalone Ad-hoc Case Study Experiment None Interviews Think aloud Questionnaires Mouse Tracking Eye Tracking Psychophysiological Measures Absence Time Click Through Rate Click Depth Return Rate Conversion Rate Average Reading Time / Dwell Time 69 69 69, 68 74,81 69 1 1 69 1 1 1 2 1 1 1 1 2 1 1 1 1 2 1 1 1 1 1 1 2 69 74 74, 69 69 69 69 2 2 1 1 1 2 2 1 1 1 1 1 1 1 67 11.3. Survey 68 69 70 71 72 73 11.4. Email template 74 11.5. Reminder email 11.6. Reminder email for those that have clicked the survey link 75 11.7. Treatment Validation Survey 76
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