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SUMMARY:EESS talk on "Decision making: a serious game!"
DTSTART:20190507T121500
DTEND:20190507T130000
DTSTAMP:20260509T100812Z
UID:6674b001feebc8ae8fe0d2c849412224cd4b5b27aa2505ccacc3c0ea
CATEGORIES:Conferences - Seminars
DESCRIPTION:Dr Alice Aubert\, SNSF Ambizione fellow in the Cluster of Deci
 sion Analysis\, Dept Environmental Social Sciences\, EAWAG\n\nreceived in 
 2018 a 4-year SNSF Ambizione grant for an interdisciplinary project on cit
 izen involvement in complex decision-making\, in particular for wastewater
  infrastructure. The focus is on gamification and behavioural operational 
 research. Initially trained as an environmental scientist\, she carries ou
 t the research at Eawag – the Swiss Federal Institute of Aquatic Science
  and Technology.\nAbstract:\nRecently\, many call for public participation
  to support environmental decision-making. Methods enabling structured and
  transparent decision-making when facing complex problems need to evolve. 
 Environmental Multi-Criteria Decision Analysis (MCDA) is such a decision-m
 aking method. Urban wastewater management (UWM) is a good example of a com
 plex decision that would benefit from citizens’ participation. The reaso
 n is that UWM relies on public investments\, and alternative UWM options c
 an induce changes in the daily life of end-users. Knowing the preferences 
 of stakeholders and ideally of many end-users would facilitate decision-ma
 king.\nSo far\, applications of environmental MCDA mostly fit the delibera
 tive democracy framework\, where selected stakeholders are included in dec
 ision-making. However\, one could use environmental MCDA in a participator
 y democracy framework\, involving many citizens\, as well. However\, this 
 raises the following question: How to elicit reliable preferences from man
 y citizens?\nGamification and serious games are nowadays pervasive. Increa
 singly more people use them to communicate about the complexity of the rea
 l world with simplified models. Gamification and serious games trigger psy
 chological factors\, which in turn have behavioural impacts\, such as enha
 ncing participation\, and learning. However\, scientifically rigorous eval
 uations of their actual benefits and possible drawbacks are scarce.\nDurin
 g the talk\, I will discuss the gamification of environmental MCDA for onl
 ine preference elicitation\, based on experimental results. The first prot
 otype tested with students produced encouraging results. The online-gamifi
 ed preference elicitation tool helped participants to learn about UWM\, an
 d to construct preferences. The prototype requires improvements\, and comp
 lementary experimental testing.
LOCATION:GR C0 01 https://plan.epfl.ch/?room=GRC001
STATUS:CONFIRMED
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