amsys 15(8): e2

Research Article

Mapping urban accessibility: gamifying the citizens’ experience

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  • @ARTICLE{10.4108/eai.1-12-2015.150711,
        author={Catia  Prandi and Valentina Nisi and Paola Salomoni and Nuno Jardim Nunes and Marco Roccetti},
        title={Mapping urban accessibility: gamifying the citizens’ experience},
        journal={EAI Endorsed Transactions on Ambient Systems},
        volume={2},
        number={8},
        publisher={EAI},
        journal_a={AMSYS},
        year={2015},
        month={12},
        keywords={urban accessibility, crowdsourcing, crowdsensing, gamification, pervasive game},
        doi={10.4108/eai.1-12-2015.150711}
    }
    
  • Catia Prandi
    Valentina Nisi
    Paola Salomoni
    Nuno Jardim Nunes
    Marco Roccetti
    Year: 2015
    Mapping urban accessibility: gamifying the citizens’ experience
    AMSYS
    EAI
    DOI: 10.4108/eai.1-12-2015.150711
Catia Prandi1,*, Valentina Nisi2, Paola Salomoni1, Nuno Jardim Nunes2, Marco Roccetti1
  • 1: Department of Computer Science and Engineering, University of Bologna, Bologna, Italy
  • 2: Madeira Interactive Technologies Institute, University of Madeira, Funchal, Madeira, Portugal
*Contact email: catia.prandi2@unibo.it

Abstract

In this paper we present the design process and some interesting field t rial r esults of two d ifferent game applications, designed and developed in order to extend and motivate the community of mPASS. mPASS is an urban accessibility mapping system that allows citizens to collect reliable data about barriers and facilities via crowdsourcing and crowdsensing and it uses these data to calculate accessible paths. On the one hand mPASS needs to collect a sufficiently dense, detailed and trustworthy amount of data. On the other hand, the community interested in obtaining accessible paths is not big enough to reach the critical mass of information needed by the system in order to provide effective services. To overcome this problem, we investigated gamification strategies in designing two mobile applications targeting young adults walkers, aimed to enlarge the data contributors community. The design process and field t rial results of both games are presented, highlighting the design decisions resulted from feedback sessions, focus groups and experience prototyping.