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	<title>Tim Howgego &#187; Collaboration</title>
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	<description>Thoughts, Ideas, Analysis</description>
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		<title>Social Reconstruction of Public Transportation Information</title>
		<link>http://timhowgego.com/social-reconstruction-of-public-transportation-information.html</link>
		<comments>http://timhowgego.com/social-reconstruction-of-public-transportation-information.html#comments</comments>
		<pubDate>Wed, 09 Jul 2008 00:31:50 +0000</pubDate>
		<dc:creator>Tim Howgego</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Bus]]></category>
		<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Information Management]]></category>
		<category><![CDATA[Journey Planner]]></category>
		<category><![CDATA[Public Transport]]></category>
		<category><![CDATA[Rail]]></category>
		<category><![CDATA[Web 2.0]]></category>
		<category><![CDATA[government]]></category>
		<category><![CDATA[micro-blogging]]></category>

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		<description><![CDATA[The UK&#8217;s local public transport data is effectively a closed dataset. The situation in the US seems similar: In spite of the benefits only a handful of agencies have released raw data freely (such as BART and TriMet on the west coast of America).
That hasn&#8217;t stopped &#8220;screen-scraping&#8221; of data or simply typing in paper timetables [...]]]></description>
			<content:encoded><![CDATA[<p>The <abbr title="United Kingdom">UK</abbr>&#8217;s <a href="http://timhowgego.com/introduction-to-uk-local-public-transport-data.html" title="Introduction to UK Local Public Transport Data">local public transport data</a> is effectively a closed dataset. The situation in the <abbr title="United States">US</abbr> seems similar: In spite of <a href="http://headwayblog.com/2008/02/21/trimet-data-sharing-talk/" title="External link: Headway: Landmark talk on data sharing by TriMet's Tim McHugh.">the benefits</a> only a <a href="http://code.google.com/p/googletransitdatafeed/wiki/PublicFeeds" title="External link: Google Transit - PublicFeeds.">handful of agencies</a> have released raw data freely (such as <a href="http://bart.gov/schedules/developers/" title="External link: BART for Developers.">BART</a> and <a href="http://developer.trimet.org/" title="External link: TriMet Developer Resources.">TriMet</a> on the west coast of America).</p>
<p>That hasn&#8217;t stopped &#8220;screen-scraping&#8221; of data or simply typing in paper timetables (from <a href="http://urbanmapping.com/" title="External link: Urban Mapping.">Urban Mapping</a> to <a href="http://headwayblog.com/wiki/index.php?title=Category:Third-Party_Sites" title="External link: Headway Wiki - Third-Party Sites.">many listed here</a>). Unfortunately, the legal basis for scraping is complex, which creates significant risks for anyone building a business. For example, earlier this year, airline <a href="http://www.ryanair.com/" title="External link: Ryanair.">Ryanair</a> requested the removal of all their data from <a href="http://www.skyscanner.net/" title="External link: Skyscanner.">Skyscanner</a>, a flight price comparison site that gathers data by scraping airlines&#8217; websites. How many airlines would need to object to <em>their</em> data being scraped before a &#8220;price comparison&#8221; service becomes unusable?</p>
<p>User-generated mapping content is evolving, often to circumvent <a href="http://www.freeourdata.org.uk/" title="External link: Free Our Data.">restrictive distribution of national mapping</a>. Services include <a href="http://www.openstreetmap.org/" title="External link: OpenStreetMap.">OpenStreetMap</a> and the <a href="http://google-latlong.blogspot.com/2008/06/making-your-mark-on-world.html" title="External link: Lat Long Blog - Making your mark on the world.">recently announced</a> Google <a href="http://www.google.com/mapmaker" title="External link: Google Map Maker.">Map Maker</a>.</p>
<p>Micro-blogging, primarily through <a href="http://twitter.com/" title="External link: Twitter.">Twitter</a>, has started to show the potential of individual travellers to report information about their journeys: <a href="http://open.zenjiweb.com/" title="External link: Zenji Open Projects.">Ron Whitman</a>&#8217;s <a href="http://www.commuterfeed.com/" title="External link: Commuter Feed.">Commuter Feed</a> is a good example. <a href="http://tommorris.org/" title="External link: Tom Morris.">Tom Morris</a> has also experimented with London Twitter feeds.</p>
<p>This article outlines why the &#8220;social web&#8221;/tech-entrepreneur sector may wish to stop trying to use official sources of data, and instead apply the <em>technology</em> it understands best: People. <span id="more-56"></span></p>
<h3>The Big Picture</h3>
<p>I will use the example of UK local bus data to summarise the strategic issues for data providers. I can only presume the issues are similar elsewhere (comments welcome).</p>
<p>Explaining exactly who the data providers are is one of the many problems of trying to extract and use the data. I would provide more detail, but the topic is somewhat sensitive. The most critical point in the chain that constructs and distributes the data are local authorities &#8211; sub-regional public bodies, typically those responsible for large cities, conurbations or counties. They process the data, but are not under any statutory requirement to do so (no national government legislation requires it).</p>
<p>There are a number of issues for the existing data providers:</p>
<ol class="numberlist">
<li><strong>Mindset of centralised control</strong>: Most operators, public authorities, and other agencies, still have a mindset of centralised control of information, delivered to users via the method the agency believes is appropriate. This is heavily driven by the belief that only the agency can be accountable or impartial, and that incorrect information supplied by an uncontrolled third party is likely to damage the image of local transport service and generally reflect badly on the agency.</li>
<li><strong>Mindset of local</strong>: Most agencies are locally focused, locally orientated. It seems logical for them to commission a fully-functioning website or piece of information delivery software that is specific to their city, because their target market is local. There&#8217;s a lack of global perspective: An agency will typically commission a system that is specific to their city, even when 95% of the features would work for any city, and 90% are already in existing global products.</li>
<li><strong>Not appreciating trends in delivery channels</strong>: There is still an attitude of &#8220;we&#8217;ll provide a website&#8221;, without a comprehension that the number of channels for delivery of information is exploding far faster than any one agency can hope to construct bespoke user interfaces to cater for. Mobile devices, integration into social software. There would probably a market for a &#8220;WiFi-enabled&#8221; alarm clock that would ring later if your morning train had been delayed: We simply can&#8217;t define the limits for how this information might be used.</li>
<li><strong>Not appreciating trends in cost</strong>: Even large, well-funded agencies are starting to fall behind the technology. The cost of systems (many millions of dollars invested year on year in some cases) is starting to hurt. Logically the global system should win out, because one city is very much like another: There is considerable scope for sharing systems costs.</li>
</ol>
<h3>What It Means</h3>
<p>Long term we are heading for global providers of information, that pool data from local sources. That will be forced by the cost of technology. This can be seen in technology costs driving things like agglomeration in the groceries sector (such as Walmart) over the last 30 years. Also in the move from customised mainframe computing, to shared operating systems and platforms (such as Windows). This will be worse, because the number of systems will be simultaneously exploding alongside the complexity of those systems.</p>
<p>As these issues become progressively better understood, data will become more centralised. Even in agencies where (in my opinion) uniqueness and absolute control are culturally in-breed, such as London Transport/<abbr title="Transport for London">TfL</abbr>, cost will eventually win the argument.</p>
<p>However, centralised data handling does not automatically make the data open. Quite the opposite.</p>
<h3>Contracted Provision</h3>
<p>Currently, effective control of data is with local government. Many individuals within local government will naturally attempt to block any change that might leverage power away from them and their organisation. &#8220;Job protection&#8221; is an over-simplification, but helps explain the underlying position. But by contracting data handling and presentation to a third-party contractor, local government would gain the technological &#8220;economies of scale&#8221; (assuming the contractor won many contracts from different authorities) and notionally maintain control.</p>
<p>Use of third-party contractors is already common within the local government sector, particularly for Information Technology.</p>
<p>An example can be seen in <a href="http://edinburgh.cdmf.info/cdmf-webserver/edinburghMap.jsp" title="External link: Edinburgh Traffic Map.">Edinburgh City Council&#8217;s Traffic Map</a>. In spite of how it appears, the information isn&#8217;t powered directly by Edinburgh City Council or Google. Instead it is part of <a href="http://www.mottmac.com/" title="External link: Mott MacDonald.">Mott MacDonald</a>&#8217;s Common Data Management Facility, providing services under contract to many different local authorities.</p>
<p>In the UK public transport arena, <a href="http://www.trapezesoftware.com/" title="External link: Trapeze.">Trapeze</a> is a good example of the gradual agglomeration of data handling within a few large businesses, where historically many small software providers could be found.</p>
<p>The example above provides key driver information, and is somewhat useful, but is it the best outcome? I suspect not. Contracts tend to be priced highly, because local government clients are high risk: Their political control means that they can change their strategic direction and requirements unexpectedly. At best, customer feedback loops through local authorities are slow and politicised. At worst the design of the system will reflect the arbitrary views of a self-proclaimed expert (such as myself). Even if <em>you</em> think it is perfect, there is no scope for choice or creativity. <a href="http://timhowgego.com/implications-of-google-transit-in-the-uk.html#choice" title="Implications of Google Transit in the UK: Choice.">Choice is good and need not be expensive</a>.</p>
<h3>Social Provision</h3>
<p>Instead of using official data, why not let users reconstruct it? User-generated content is cheaper to create than information from professionally staffed sources: Since very many contributors do so little <em>work</em>, no individual expects payment. User-generated content can be just as accurate too, although this is not automatic: For example, a strong community will subject everything to peer review, weeding out poor information and contributors.</p>
<p>This is not an entirely theoretical position. There is a largely untapped human resource, just waiting to help.</p>
<p>The transport enthusiasts (transit fans, &#8220;spotters&#8221;) already collate and produce some extremely high quality information about certain technical aspects of operations and services. For example, sites such as <a href="http://www.londonbusroutes.net/" title="External link: LondonBusRoutes.net.">LondonBusRoutes.net</a> contain detail on the bus route timing and vehicle allocation (type and number of buses), which transpires to be difficult to extract from official sources. While it may be argued that these sites simply repackage official information, their very existence is a testament to the strength of underlying community.</p>
<p>Casual observation of people delayed on trains or in traffic suggests they derive some comfort from picking up their mobile (cell) phone and telling someone about it. Something they can <em>do</em>, in a scenario they otherwise have no control over. Their desire to communicate the same information to drivers or users 10 miles behind them (who might be able to re-plan their route, should they know) is untested. But the potential is intriguing.</p>
<p>Nobody has entirely worked out how to use these people; yet.</p>
<h3>Battle Lines</h3>
<p>If the social web/tech-entrepreneur sector chooses to <em>fight</em> the &#8220;status quo&#8221; head on, it does so against large multi-national <abbr title="Information Technology">IT</abbr> providers who support clients with historically entrenched positions. Not a contest that favours the underdog.</p>
<p>If the tech&#8217; &#8220;upstarts&#8221; can find a way to use this human resource effectively, they will ultimately provide a more cost-effective solution than the traditional &#8220;government <abbr title="Information technology">IT</abbr>&#8221; sector can offer. Integrate that user-generated information into the wider consumer internet, and the machinery of government simply won&#8217;t be able to justify its historic position of pouring millions into systems it controls. The &#8220;social web&#8221;/tech-entrepreneur sector <em>wins</em>.</p>
<p>The upstarts do not need perfect source data, if the implementation of results is considered to be better by users. The early <a href="http://www.internet.xephos.com/">Xephos</a> vs <a href="http://www.transportdirect.info/" title="External link: TransportDirect.">TransportDirect</a> comparisons provide some evidence. The success or failure of the social web/tech-entrepreneur sector is ultimately dependant on whether they can provide better information than official sources, using the resources and skills they have available to them.</p>
<p><em>Disclaimer: The contents of this article reflect my own personal analysis of the situation. This does not directly reflect advice to, or views of, government or anyone else involved in the handling and provision of public transportation data.</em></p>
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		<title>Virtual Worlds, Serious Work, and Collaboration for DKP</title>
		<link>http://timhowgego.com/virtual-worlds-serious-work-and-collaboration-for-dkp.html</link>
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		<pubDate>Mon, 10 Mar 2008 23:17:21 +0000</pubDate>
		<dc:creator>Tim Howgego</dc:creator>
				<category><![CDATA[Collaboration]]></category>
		<category><![CDATA[Currency]]></category>
		<category><![CDATA[Media X]]></category>
		<category><![CDATA[Organizational Behaviour]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

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		<description><![CDATA[Byron Reeves (Stanford University) spoke to the Media X conference about how experiences from virtual worlds could be transferred into working life. This article summarises his talk, and contains personal analysis of the potential for using DKP (Dragon Kill Point) systems to measure contribution to collaborative activity.
Playing Puzzle Pirates at Work
Take a dull job such [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.stanford.edu/~reeves/" title="External link: Byron Reeves' profile.">Byron Reeves</a> (Stanford University) spoke to the <a href="http://mediax.stanford.edu/" title="External link: Media X.">Media X</a> conference about how experiences from virtual worlds could be transferred into working life. This article summarises his talk, and contains personal analysis of the potential for using DKP (Dragon Kill Point) systems to measure contribution to collaborative activity.</p>
<h3>Playing Puzzle Pirates at Work</h3>
<p>Take a dull job such as that of a call centre worker. Now take the online game, <a href="http://www.puzzlepirates.com/" title="External link: Puzzle Pirates.">Puzzle Pirates</a>. Strip out the puzzling part, and add in the <em>dull</em> job. What do we get?</p>
<ul>
<li>Metrics about the performance of yourself and others &#8211; highly detailed feedback loops that are largely missing from most regular jobs.</li>
<li>Through these metrics, a way to identify issues with team performance, giving&#8230;</li>
<li>An easy way to notice and resolve human issues within the team.</li>
<li>A way to make money that relates directly to performance within the game.</li>
</ul>
<h3>Why Might This Work?</h3>
<p>Some possible reasons:</p>
<ol class="numberlist">
<li>Worlds are popular. People like playing them! Reeves was unusual among academics in acknowledging the huge popularity of teen-orientated worlds like <a href="http://www.habbo.com/" title="External link: Habbo Hotel.">Habbo Hotel</a>, and down-playing <em>relatively</em> unpopular titles like Second Life.</li>
<li>A new &#8220;gamer generation&#8221; is emerging. Even without the online component of games, these features aspects of competition, failure, risk and feedback. It is reasonable that this generation will come to expect to work using collaboration tools with features that match.</li>
<li>Well understood <a href="http://www.raphkoster.com/" title="External link: Raph Koster wasn't specifically cited, but his work provides such a recipe.">recipe</a> for creating a great game.</li>
<li>Emotional involvement. Byron Reeves showed how heart rate increased by the value of 10 [presumably beats per minute] when playing with another human-controlled avatar, rather than a computer-controlled agent. This implies a performance gain when human collaboration is present.</li>
<li>Technology: Worlds are easier to build, and &#8220;better&#8221;.</li>
<li>Painful long-standing problems in enterprises might be solved. For example, large proportions of workers are &#8220;out of the office&#8221;; have limited employee feedback; do fundamentally dull work; and require emotional contact with other humans to innovate.</li>
</ol>
<h3>Dragon Kill Points as a Measure of Contribution</h3>
<p><a href="http://www.wowwiki.com/Dragon_Kill_Points" title="External link: Wowwiki - DKP.">Dragon Kill Points</a> (DKP) might be used as a way to value contributions to collaborative environments such as wikis. DKP is a way of resolving how to share finite loot among a group &#8211; originally from killing dragons in Everquest, now from any encounter that requires a group to complete.</p>
<p>The application of DKP to other collaborative environments was not fully developed. So let me try.</p>
<p>Loot is the primary reward from most collaborative activity in an game such as World of Warcraft (probably where DKP is currently most used). At the most advanced stages of the game a hostile creature might require 10 or 25 people to kill, yet only yield 2 or 3 items of loot. An equitable method of distributing loot is critical to long-term motivation of players.</p>
<p>Pragmatic random distribution of loot is one method: Players those avatars would benefit from the loot are invited to roll a virtual 100-sided dice, and the highest score wins the loot. The process is not entirely without social mediation. For example, one player might <em>pass</em> (forfeit their <em>roll</em>) to allow another to win loot that the first player knows they particularly need. Likewise <em>rolling</em> on loot that the rest of the group perceive the player doesn&#8217;t really need is likely to cause a social backlash. Pragmatic random distribution of loot is easy to administer and well suited to small groups comprising players that might not regularly play together.</p>
<p>However, pragmatic random distribution does not account for long-term contributions: One player might attend one session, gain a rare loot, and stop contributing to further sessions. Meanwhile another player might attend multiple sessions and gain nothing.</p>
<p>DKP is an alternative method. It creates a tally of points based on contribution to group activity. Loot is then distributed based on the volume of points a player has banked (and is prepared to spend) from earlier contributions. DKP is generally used where:</p>
<ul>
<li>Groups are composed of many people, typically 10 or more.</li>
<li>Groups are formed out of a limited set of people that often play together.</li>
<li>A low volume of loot is generated relative to the time commitment required to generate it.</li>
<li>Groups routinely split play sessions between activities which generate different amounts of loot. For example, learning/practice (&#8220;progression&#8221;) vs gathering loot from already familiar activities (&#8220;farming&#8221;).</li>
</ul>
<p>If DKP sounds simple, it isn&#8217;t: A DKP system is a complex construct, with different ways to measure contribution and balance the flow of loot to players. Agreeing that balance is a highly social activity, and failure to get the balance right can break-up long-established groups.</p>
<p>Group stress (&#8220;drama&#8221;) caused by the requirement for a complex DKP system <em>may</em> be one of the reasons for the growing importance of tokens in World of Warcraft. Group activity yields tokens, rather than loot. The tokens can still be traded for loot within the game. However tokenization removes some of the requirement for groups to balance the value of different items of loot.</p>
<h3>DKP as a Currency</h3>
<p><a href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=958945" title="External link: Dragon Kill Points: A Summary Whitepaper.">Edward Castronova and Joshua Fairfield</a> have already mused on some of the economic aspects of DKP. But there are some interesting tangents that have not obviously been explored.</p>
<p>DKP is a meta-currency where the value of the currency is based on the values players place on one another&#8217;s contribution. Oddly this makes DKP far more like a modern physical-world currency than the formal in-game currencies created and balanced by game designers. Most modern currencies are valued on nothing more than trust &#8211; even if most users of currency never realise.</p>
<p>DKP systems effectively create many different currencies, each balanced and exchanged between a tiny number of people. The economy this creates is so devoid of complex economic mechanisms, and so obviously balanced by social interaction, that it might be mistaken for barter; but it isn&#8217;t.</p>
<h3>Applying DKP Elsewhere</h3>
<p>The value of DKP is in the ability of a group to allocate their own collective set of values to the results of collaborative activity. The value of the currency is a reflection on the group itself.</p>
<p>Applying DKP to a wiki-type collaborative environment is problematic: Contributions are not equally balanced within the group &#8211; the classic <a href="http://www.useit.com/alertbox/participation_inequality.html" title="External link: Useit - Participation Inequality.">1%-9%-90% pattern</a>, where most contribute nothing, and few contribute a lot. While DKP might seem an ideal way to resolve this imbalance, and give the 1% the credit they deserve, we must remember that the DKP system&#8217;s balance is a social construct: The system will naturally be primarily designed by the 1%, and so will be biased to reflect their needs or perceptions of value. So DKP resolves nothing.</p>
<p>Administering DKP tends to be complex and time-consuming. DKP is not just technically complex (which might be eased through better software tools): Its value-system is an ever-changing function of the group itself.</p>
<p>That all assumes DKP will always be established through negotiation between those involved. We could theorise that eventually standard approaches will develop, that later generations of players will come to recognise and accept a standard approach. But standardisation would merely create another traditional currency system. Such a currency would be less arbitrary than some formal in-game currencies, since its value would genuinely reflect the work of players, and would not have to be carefully balanced by those designing the world.</p>
<p>It is not clear that DKP can be applied to any collaborative situation. However it may form a currency that better reflects players&#8217; effort than one designed by those operating the virtual world. Consequently it does have a lot of potential for further development.</p>
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