Ever had subjects who did not really care about filling out their surveys? Which ruined your target group research?
Our new solution: gamify the experience - have the tool nudge the subject when behavioural data suggests not enough engagement on his part.
In this talk we present an enhanced survey tool that gamifies the process of answering questionnaires, and that intervenes when the behavioural data suggests the respondent’s answers may be less than reliable. The tool combines well-established game mechanics with reliability identification techniques from psychiatric research – where it is paramount to identify respondents who are not faithfully filling out their diagnostic surveys – and with research in the field of online reviews, where they use behavioural data as a means to distinguish between fake and real reviews.