Stefaan Verhulst
Paper by David Le Blanc: “This paper briefly takes stock of two decades of e-participation initiatives based on a limited review of the academic literature. The purpose of the paper is to complement the results of the e-government Survey 2020/ As such, the emphasis is on aspects that the e-government survey (based on analysis of e-government portals and on quantitative indicators) does not capture directly. Among those are the challenges faced by e-participation initiatives and key areas of attention for governments.
The paper maps the field of e-participation and related activities, as well as its relationships with other governance concepts. Areas of recent development in terms of e-participation applications are briefly reviewed. The paper selectively highlights conclusions from the literature on different participation tools, as well as a list of key problematic areas for policy makers. The paper concludes that while e-participation platforms using new technologies have spread rapidly in developed countries in the first decade of the 2000s and in developing countries during the last 10 years, it is not clear that their multiplication has translated into broader or deeper citizen participation. Beyond reasons related to technology access and digital skills, factors such as lack of understanding of citizens’ motivations to participate and the reluctance of public institutions to genuinely share agenda-setting and decision-making power seem to play an important role in the observed limited progress….(More)’
Essay by Meg King and Aaron Shull: “Policy makers around the world are leaning on historical analogies to try to predict how artificial intelligence, or AI — which, ironically, is itself a prediction technology — will develop. They are searching for clues to inform and create appropriate policies to help foster innovation while addressing possible security risks. Much in the way that electrical power completely changed our world more than a century ago — transforming every industry from transportation to health care to manufacturing — AI’s power could effect similar, if not even greater, disruption.
Whether it is the “next electricity” or not, one fact all can agree on is that AI is not a thing in itself. Most authors contributing to this essay series focus on the concept that AI is a general-purpose technology — or GPT — that will enable many applications across a variety of sectors. While AI applications are expected to have a significantly positive impact on our lives, those same applications will also likely be abused or manipulated by bad actors. Setting rules at both the national and the international level — in careful consultation with industry — will be crucial for ensuring that AI offers new capabilities and efficiencies safely.
Situating this discussion, though, requires a look back, in order to determine where we may be going. While AI is not new — Marvin Minsky developed what is widely believed to be the first neural network learning machine in the early 1950s — its scale, scope, speed of adoption and potential use cases today highlight a number of new challenges. There are now many ominous signs pointing to extreme danger should AI be deployed in an unchecked manner, particularly in military applications, as well as worrying trends in the commercial context related to potential discrimination, undermining of privacy, and upended traditional employment structures and economic models….(More)”
Paper by Elizabether Seger and Mark Briers: “The current COVID-19 pandemic and the accompanying ‘infodemic’ clearly illustrate that access to reliable information is crucial to coordinating a timely crisis response in democratic societies. Inaccurate information and the muzzling of important information sources have degraded trust in health authorities and slowed public response to the crisis. Misinformation about ineffective cures, the origins and malicious spread of COVID-19, unverified treatment discoveries, and the efficacy of face coverings have increased the difficulty of coordinating a unified public response during the crisis.
In a recent report, researchers at the Cambridge Centre for the Study of Existential Risk (CSER) in collaboration with The Alan Turing Institute and the Defence Science and Technology Laboratory (Dstl) workshopped an array of hypothetical crisis scenarios to investigate social and technological factors that interfere with well-informed decision-making and timely collective action in democratic societies.
Crisis scenarios
Crisis scenarios are useful tools for appraising threats and vulnerabilities to systems of information production, dissemination, and evaluation. Factors influencing how robust a society is to such threats and vulnerabilities are not always obvious when life is relatively tranquil but are often highlighted under the stress of a crisis.
CSER and Dstl workshop organisers, together with workshop participants (a diverse group of professionals interested in topics related to [mis/dis]information, information technology, and crisis response), co-developed and explored six hypothetical crisis scenarios and complex challenges:
- Global health crisis
- Character assassination
- State fake news campaign
- Economic collapse
- Xenophobic ethnic cleansing
- Epistemic babble, where the ability for the general population to tell the difference between truth and fiction (presented as truth) is lost
We analysed each scenario to identify various interest groups and actors, to pinpoint vulnerabilities in systems of information production and exchange, and to visualise how the system might be interfered with. We also considered interventions that could help bolster the society against threats to informed decision-making.
The systems map below is an example from workshop scenario 1: Global health crisis. The map shows how adversarial actors (red) and groups working to mitigate the crisis (blue) interact, impact each other’s actions, and influence the general public and other interest groups (green) such as those affected by the health crisis.
Systems maps help visualise vulnerabilities in both red and blue actor systems, which, in turn, helps identify areas where intervention (yellow) is possible to help mitigate the crisis….(More)“

Book by Brian W. Kernighan: “Numbers are often intimidating, confusing, and even deliberately deceptive—especially when they are really big. The media loves to report on millions, billions, and trillions, but frequently makes basic mistakes or presents such numbers in misleading ways. And misunderstanding numbers can have serious consequences, since they can deceive us in many of our most important decisions, including how to vote, what to buy, and whether to make a financial investment. In this short, accessible, enlightening, and entertaining book, leading computer scientist Brian Kernighan teaches anyone—even diehard math-phobes—how to demystify the numbers that assault us every day.
With examples drawn from a rich variety of sources, including journalism, advertising, and politics, Kernighan demonstrates how numbers can mislead and misrepresent. In chapters covering big numbers, units, dimensions, and more, he lays bare everything from deceptive graphs to speciously precise numbers. And he shows how anyone—using a few basic ideas and lots of shortcuts—can easily learn to recognize common mistakes, determine whether numbers are credible, and make their own sensible estimates when needed.
Giving you the simple tools you need to avoid being fooled by dubious numbers, Millions, Billions, Zillions is an essential survival guide for a world drowning in big—and often bad—data….(More)”.
Essay by Sanjay Pinto & Beth Gutelius: “When stay-at-home orders swept across the United States in response to the coronavirus outbreak this past spring, workers’ rights advocates accustomed to in-person meetings had to adjust quickly—and many did. In April, thousands of supporters joined a digital workers’ town hall to learn about the issues facing Nashville’s low-wage workers amid COVID-19, compounded by a series of tornadoes that had recently hit the Tennessee capitol’s region. In May, Taco Bell workers in Michigan created an online petition with support from the Emergency Workplace Organizing Committee, a group formed in the early months of the pandemic. That effort won them hazard pay and increased paid sick leave, among other benefits.
In response to the pandemic, workers both employed and unemployed have used digital platforms and tools to magnify their voices and meet their needs. They have launched online petition campaigns to demand safer workplaces. Worker centers, unions, and other economic justice groups are broadcasting Facebook and Instagram live events to share information about programs that support workers, offering online training to navigate state unemployment insurance systems, and sending out text blasts asking workers to take direct action.
Digital platforms have also helped workers share information about the problems they’re confronting, mobilize different forms of support and mutual aid, and make demands of employers and policy makers. Such engagement occurs not only within the channels created by established worker justice organizations, including unions and worker centers, but also among informal networks of workers who have common concerns. In some cases, digital tools are mediating relationships between workers and employers to address needs that have intensified during the pandemic. Online platforms are connecting people to steadier work, for example, and enabling employers to pay in to benefits funds for workers who have been shut out of government-sponsored and regulated systems.
These uses of digital tools are not new. Mainstream social media platforms, despite serious drawbacks discussed below, have played an important role in a variety of social movements. For example, activists used Facebook and Twitter to coordinate protests during the Arab Spring uprisings in the early 2010s. In the worker justice arena, online engagement using social media platforms that mobilize and organize workers, like Facebook and customized platforms like Coworker, has contributed to impressive actions and campaigns, including teacher strikes in the United States, strikes of Ryanair workers in Europe, and successful efforts to challenge unfair workplace policies in nonunion settings around the world. In many ways, COVID-19 has amplified and accelerated the digital efforts that have already been in motion. In a time of social distancing, people have increasingly relied upon digital tools to support collective action across different sectors, just as they have for a broad spectrum of other social interactions.
However, digital engagement will never replace analog or in-person forms of connection, as we have seen in the recent protests drawing attention to the epidemic of police violence against Black Americans. Nor will tools designed to directly address specific challenges confronting low-wage workers single-handedly transform the broader set of conditions that have produced rising inequality; ongoing expansion of the low-wage economy; and entrenched marginalization based on identity markers like race, gender, and citizenship status. Just as we need to challenge the idea that technological change will inevitably lead to mass unemployment, we also need to resist seeing new technology as supplying a set of easy fixes that secure a just and equitable future of work.
In this article, we examine how worker-centered digital tools and approaches to digital engagement might fit within a larger set of strategies for shifting power in the economy and ensuring that all people have access to “decent work” that provides fair income, social protections, and the freedom to organize, among other measures. How can online organizing foster connection and collective action—even direct action—for workers separated by geography and working across different sectors? For those lacking information about their labor rights and the behavior of unscrupulous and abusive employers, how can digital channels offer a lifeline? How can digital tools help pave the way for “high-road” forms of employment that pay fairly and invest in workers, particularly in areas where prevailing policies and norms translate into chronic precarity?…(More)”.
Paper by Redeemer Dornudo Yao Krah and Gerard Mertens: “The study is a systematic literature review that assembles scientific knowledge in local government transparency in the twenty-first Century. The study finds a remarkable growth in research on local government transparency in the first nineteen years, particularly in Europe and North America. Social, economic, political, and institutional factors are found to account for this trend. In vogue among local governments is the use of information technology to enhance transparency. The pressure to become transparent largely comes from the passage of Freedom of Information Laws and open data initiatives of governments….(More)”.
Paper by Heike Schweitzer and Robert Welker: “The paper strives to systematise the debate on access to data from a competition policy angle. At the outset, two general policy approaches to access to data are distinguished: a “private control of data” approach versus an “open access” approach. We argue that, when it comes to private sector data, the “private control of data” approach is preferable. According to this approach, the “whether” and “how” of data access should generally be left to the market. However, public intervention can be justified by significant market failures. We discuss the presence of such market failures and the policy responses, including, in particular, competition policy responses, with a view to three different data access scenarios: access to data by co-generators of usage data (Scenario 1); requests for access to bundled or aggregated usage data by third parties vis-à-vis a service or product provider who controls such datasets, with the goal to enter complementary markets (Scenario 2); requests by firms to access the large usage data troves of the Big Tech online platforms for innovative purposes (Scenario 3). On this basis we develop recommendations for data access policies….(More)”.
Paper by Chris Culnane, Benjamin I. P. Rubinstein, and David Watts: “Adopted by government agencies in Australia, New Zealand, and the UK as policy instrument or as embodied into legislation, the ‘Five Safes’ framework aims to manage risks of releasing data derived from personal information. Despite its popularity, the Five Safes has undergone little legal or technical critical analysis. We argue that the Fives Safes is fundamentally flawed: from being disconnected from existing legal protections and appropriation of notions of safety without providing any means to prefer strong technical measures, to viewing disclosure risk as static through time and not requiring repeat assessment. The Five Safes provides little confidence that resulting data sharing is performed using ‘safety’ best practice or for purposes in service of public interest….(More)”.
Sara Frueh at the National Academies: “While video games often give us a way to explore other worlds, they can also help us learn more about our own — including how to navigate a pandemic. That was the premise underlying “Jamming the Curve,” a competition that enlisted over 400 independent video game developers around the world to develop concepts for games that reflect the real-world dynamics of COVID-19.
“Games can help connect our individual actions to larger-scale impact … and help translate data into engaging stories,” said Rick Thomas, associate program officer of LabX, a program of the National Academy of Sciences that supports creative approaches to public engagement.
Working with partners IndieCade and Georgia Tech, LabX brought Jamming the Curve to life over two weeks in September.
The “game jam” generated over 50 game concepts that drop players into a wide array of roles — from a subway rider trying to minimize the spread of infection among passengers, to a grocery store cashier trying to help customers while avoiding COVID-19, to a fox ninja tasked with dispensing masks to other forest creatures.
The five winning game concepts (see below) were announced at an award ceremony in late October, where each winning team was given a $1,000 prize and the chance to compete for a $20,000 grant to develop their game further.
The power of games
“Sometimes public health concepts can be a little dry,” said Carla Alvarado, a public health expert and program officer at the National Academies who served as a judge for the competition, during the awards ceremony. “Games package that information — it’s bite-sized, it’s digestible, and it’s palatable.”
And because games engage the senses and involve movement, they help people remember what they learn, she said. “That type of learning — experiential learning — helps retain a lot of the concepts.”
The idea of doing a game jam around COVID-19 began when Janet Murray of Georgia Tech reached out to Stephanie Barish and her colleagues at IndieCade about games’ potential to help express the complicated data around the disease. “Not everybody really knows how to look at that all of that information, and games are so wonderful at reaching people in ways that people understand,” Barish said.
Rick Thomas and the LabX team heard about the idea for Jamming the Curve and saw how they could contribute. The program had experience organizing other game projects around role-playing and storytelling — along with access to a range of scientists and public health experts through the National Academies’ networks.
“Given the high stakes of the topic around COVID-19 and the amount of misinformation around the pandemic, we really needed to make sure that we were doing this right when it came to creating these games,” said Thomas. LabX helped to recruit public health professionals involved in the COVID-19 response, as well as experts in science communication and risk perception, to serve as mentors to the game developers.
Play the Winning Games!
Trailers and some playable prototypes for the five winning game concepts can be found online:
- Everyday Hero, in which players work to stop the spread of COVID-19 through measures such as social distancing and mask use
- PandeManager, which gives players the job of a town’s mayor who must slow the spread of disease among citizens
- Lab Hero, in which users play a first responder who is working hard to find a vaccine while following proper health protocols
- Cat Colony Crisis, in which a ship of space-faring cats must deal with a mysterious disease outbreak
- Outbreak in Space, which challenges players to save friends and family from a spreading epidemic in an alien world
All of the games submitted to Jamming the Curve can be found at itch.io.
The games needed to be fun as well as scientifically accurate — and so IndieCade, Georgia Tech, and Seattle Indies recruited gaming experts who could advise participants on how to make their creations engaging and easy to understand….(More)“.
A report by SDSN TReNDS and DataReady Limited on behalf of Contracts4DataCollaboration: “Building upon issues discussed in the C4DC report, “Laying the Foundation for Effective Partnerships: An Examination of Data Sharing Agreements,” this brief examines the potential of sunset clauses or sunset provisions to be a legally binding, enforceable, and accountable way of ensuring COVID-19 related data sharing agreements are wound down responsibly at the end of the pandemic. The brief is divided into four substantive parts: Part I introduces sunset clauses as legislative tools, highlighting a number of examples of how they have been used in both COVID-19 related and other contexts; Part II discusses sunset provisions in the context of data sharing agreements and attempts to explain the complex interrelationship between data ownership, intellectual property, and sunset provisions; Part III identifies some key issues policymakers should consider when assessing the utility and viability of sunset provisions within their data sharing agreements and arrangements; and Part IV highlights the value of a memorandum of understanding (MoU) as a viable vehicle for sunset provisions in contexts where data sharing agreements are either non-existent or not regularly used….(More)“.(Contracts 4 Data Collaboration Framework).