Академический Документы
Профессиональный Документы
Культура Документы
1. INTRODUCTION
Crowdsourcing is a new paradigm that relies on the
intelligence of crowds of people to solve a specific
problem or complete a tasksometimes with a
monetary reward [10, 14, 16]. Jeff Howe invented the
term crowdsourcing in 2006. The most recent
definition
of
crowdsourcing
he
offers
is:
Crowdsourcing is the act of taking a job traditionally
performed by a designated agent (usually an employee)
and outsourcing it to an undefined, generally large
group of people in the form of an open call. (Howe
2011)
Crowdsourcing has prompted models and applications
for problem solving and knowledge building in a wide
range of domains, from science to enterprise to social
networks. The development of crowdsourcing has been
leveraged in a way that largely satisfies social demands
for working with people in a larger geographic scope, as
well as task demands for accomplishing human
intelligence
tasks
(HIT).
[12]
Successful
crowdsourcing applications, such as Amazons
397
398
3. CROWDSOURCING IN DIFFERENT
DIMENSIONS
In this part, we examine crowdsourcing in more detailed
dimensions but from a different angle. We list a set of
factors that contribute to motivations and participation
of volunteers at different levels. The set of factors can
be classified into following categories: (i) role-oriented
crowdsourcing with leadership and ownership, (ii)
behavior-oriented crowdsourcing with attribution,
coordination and conflict, and (iii) media-oriented
crowdsourcing with mobile computing and ubiquitous
computing.
Crowdsourcing
requires
communication
and
cooperation from people who are geographicallydistributed [7] and who have diverse backgrounds. At
the same time, Kittur and Kraut [2] argue that it can be
very ineffective for peer-to-peer communication if
there are too many people involved in a free and open
environment. They also conducted research which
suggests that it is highly beneficial to have people who
can set direction and provide a structure to which others
can contribute. Under this circumstance, high-quality
leadership is quite essential and necessary to guarantee
successful crowdsourcing participation and online
collaboration at different levels. Based on empirical
qualitative studies of three online communities, Luther
and Bruckman introduce two major challenges that
online collaboration leaders face in the entertainment
domain. [7] They identify four themes, namely
originality, completion, subjectivity and
ownership, which can be used to guide us on
improving design to deal with these challenges that are
faced by online collaboration leaders.
Based on [8], Luther also explores the role of leadership
in online collaboration in the context of movie-making.
In [8], he offers concrete design and research principles
and insights about the potential and limitations of online
creative collaboration.
Attribution
within
3.4.
Coordination
Crowdsourcing
&
Conflict
within
399
4. RESEARCH AGENDA
In this section of the paper, we propose several open
questions that interaction designers may face apropos of
HCI and interaction design in crowdsourcing, and
develop insights that own directly to our secondary
research in the previous sections. More specifically, the
design insights include a summary of crowdsourcing
values in different context (academic, enterprise, and
social), the assessment of different variables on
crowdsourcing, as well as the motivation model, all of
which can lead to concepts and principles for interaction
design.
400
401
5. CONCLUSION
We have surveyed several key articles about
crowdsourcing as a means of collaboration and created
three tables that serve as a classification scheme for the
content of this survey.
REFERENCE
402
403