907 research outputs found

    Encounters with Authority: Tactics and negotiations at the periphery of participatory platforms

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    Digital participatory platforms like Wikipedia are often celebrated as projects that allow anyone to contribute. Any user can sign up and start contributing immediately. Similarly, projects that engage volunteers in the production of scientific knowledge create easy points of entry to make contributions. These low barriers to entry are a hallmark feature in digital participatory labor, limiting the number of hoops a new volunteer has to jump through before they can feel like they are making a difference. Such low barriers to participation at the periphery, or edges of participatory platforms, have presented a problem for organizational scholars as they wonder how such projects can achieve consistent results when opportunities to train and socialize newcomers are constrained by a need for low barriers. As a result, scholarship has focused on answering the question of newcomer learning and socialization by examining how newcomers make sense of their new digital workspaces rather than focus on how institutional constraints are imposed. In this research, I draw on a growing body of scholarship that pushes against the perception of openness and low barriers on digital participatory platforms to unpack the constraints on participation that newcomers confront and, in particular, to show how such constraints resemble characteristics of institutionalized newcomer onboarding tactics. To approach this question, I conducted 18 months of participant observation and conducted 36 interviews with experts, newcomers, and project leaders from the crowdsourced citizen science platform Planet Hunters and the peer produced encyclopedia, Wikipedia. I analyzed my data using a grounded theory research design that is sensitized using the theoretical technology of Estrid Sørensen’s Forms of Presence as a way to pay attention to the sociomaterial configurations of newcomer practice, attending to the actors (both human and nonhuman) that play a part in the constraints and affordances of newcomer participation. By drawing on Sørensen’s Forms of Presence, the analytical focus on the newcomer experience shifts from looking at either top-down institutional tactics of organizations or bottom-up individual tactics of newcomers to thinking about the characteristics of relationships newcomers have with other members and platform features and the effects of these relationships as they relate to different opportunities for learning and participation. Focusing on the different ways that learning and participation are made available affords the exploration of how the authority of existing practices in particular settings are imposed on learners despite the presence of low barriers to participation. By paying attention to the sociomaterial configuration of newcomer participation, my findings unpack the tactics that newcomers encounter at the periphery, or edges of participatory platforms, as well as how they find their work being included or excluded from the platform. I use the findings to develop a taxonomy of encounters that describes how newcomers can participate in a self-guided experience as the existing literature describes, but also experience moments of guided and targeted encounters. What this taxonomy of encounters suggests is that the periphery of participatory platforms can be at once an open space for exploration and experimentation but also a well-managed space where, despite low barriers to initial participation, a newcomer must negotiate what I describe as the guardrails of participation that define the constraints and affordances that shape their experience

    Characterizing Novelty as a Motivator in Online Citizen Science

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    Citizen science projects rely on the voluntary contribution of nonscientists to take part in scientific research projects. Projects taking place exclusively over the Internet face significant challenges, chief among them is the attracting and keeping the critical mass of volunteers needed to conduct the work outlined by the science team. The extent to which platforms can design experiences that positively influence volunteers’ motivation can help address the contribution challenges. Consequently, project organizers need to develop strategies to attract new participants and keep existing ones. One strategy to encourage participation is implementing features, which re-enforce motives known to change people’s attitudes towards contributing positively. The literature in psychology noted that novelty is an attribute of objects and environments that occasion curiosity in humans leading to exploratory behaviors, e.g., prolonged engagement with the object or environment. This dissertation described the design, implementation, and evaluation of an experiment conducted in three online citizen science projects. Volunteers received novelty cues when they classified data objects that no other volunteer had previously seen. The hypothesis was that exposure to novelty cues while classifying data positively influences motivational attitudes leading to increased engagement in the classification task and increased retention. The experiments resulted in mixed results. In some projects, novelty cues were universally salient, and in other projects, novelty cues had no significant impact on volunteers’ contribution behaviors. The results, while mixed, are promising since differences in the observed behaviors arise because of individual personality differences and the unique attributes found in each project setting. This research contributes to empirically grounded studies on motivation in citizen science with analyses that produce new insights and questions into the functioning of novelty and its impact on volunteers’ behaviors

    Dificultades de los “recién llegados” a proyectos software en ejecución

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    No es poco frecuente que, en los proyectos software, sea necesario incorporar nuevos desarrolladores en una etapa avanzada de su ejecución. En estas circunstancias, estos “recién llegados” enfrentan varias dificultades y desafíos que les impiden comenzar rápidamente a contribuir, con sus conocimientos y experiencia previos, a la marcha del proyecto. Este artículo reporta los resultados de un estudio exploratorio-descriptivo dirigido a identificar las dificultades a las que se enfrentan los nuevos miembros del equipo de proyecto al unirse a un proyecto en ejecución, así como identificar las acciones que usualmente se adoptan para mitigar estos problemas y dificultades. El estudio revela que la escasa o nula documentación y la necesidad de conocer el producto en construcción son las principales dificultades, mientras que la asignación de un referente y la provisión de capacitación se mencionan como las principales acciones que las organizaciones suelen tomar para mitigar esos problemas.XIV Workshop de Ingeniería de Software (WIS).Red de Universidades con Carreras en Informática (RedUNCI

    Given Enough Eyeballs, All Crimes are Shallow – The Organizing of Citizen Collaboration to Solve an Online Detective Story

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    This paper theorizes about the organizing of online citizen collaboration. The setting is an Internet forum where people started their own investigations about a crime of animal cruelty. The concepts of commons-based peer production and generativity are utilized to analyse the complex organizing mechanisms of voluntaristic online collaboration in practice. Three general functions are introduced – operational, managerial, and noise – which are intertwined and together make up important basis for organizing generativity

    Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire

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    This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry learning and citizen science, combined with user experience studies involving more than 200 users. These have informed a concept that we have termed ‘citizen inquiry’, which engages members of the public alongside scientists in setting up, running, managing or contributing to citizen science projects with a main aim of learning about the scientific method through doing science by interaction with others. A design-based research (DBR) methodology was adopted for the iterative design and evaluation of citizen science tools. DBR was focused on the refinement of a central concept, ‘citizen inquiry’, by exploring how it can be instantiated in educational technologies and interventions. The empirical evaluation and iteration of technologies involved three design experiments with end users, user interviews, and insights from pedagogy and user experience experts. Evidence from the iterative development of nQuire led to the production of a set of interaction design principles that aim to guide the development of online, learning-centred, citizen science projects. Eight design guidelines are proposed: users as producers of knowledge, topics before tools, mobile affordances, scaffolds to the process of scientific inquiry, learning by doing as key message, being part of a community as key message, every visit brings a reward, and value users and their time

    How Early Participation Determines Long-Term Sustained Activity in GitHub Projects?

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    Although the open source model bears many advantages in software development, open source projects are always hard to sustain. Previous research on open source sustainability mainly focuses on projects that have already reached a certain level of maturity (e.g., with communities, releases, and downstream projects). However, limited attention is paid to the development of (sustainable) open source projects in their infancy, and we believe an understanding of early sustainability determinants is crucial for project initiators, incubators, newcomers, and users. In this paper, we aim to explore the relationship between early participation factors and long-term project sustainability. We leverage a novel methodology combining the Blumberg model of performance and machine learning to predict the sustainability of 290,255 GitHub projects. Specificially, we train an XGBoost model based on early participation (first three months of activity) in 290,255 GitHub projects and we interpret the model using LIME. We quantitatively show that early participants have a positive effect on project's future sustained activity if they have prior experience in OSS project incubation and demonstrate concentrated focus and steady commitment. Participation from non-code contributors and detailed contribution documentation also promote project's sustained activity. Compared with individual projects, building a community that consists of more experienced core developers and more active peripheral developers is important for organizational projects. This study provides unique insights into the incubation and recognition of sustainable open source projects, and our interpretable prediction approach can also offer guidance to open source project initiators and newcomers.Comment: The 31st ACM Joint European Software Engineering Conference and Symposium on the Foundations of Software Engineering (ESEC/FSE 2023

    Understanding and improving requirements discovery in open source software development: an initial exploration

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    In proprietary or closed source software (CSS) development, there is a formal requirements engineering (RE) phase for discovering the requirements for an application. The requirements engineering process in CSS development is comprised of many formal practices (e.g., elicitation/generation). With the advent of the Internet and web-based tools and technologies, a new and different form of software development has emerged – globally distributed, typically volunteer driven, open source software (OSS) development. OSS development largely occurs in an informal, ad hoc manner and often lacks the formal developmental practices and processes of CSS development. The goal of this research is to gain a better understanding of the current state of RE in OSS, to identify potential directions for improving RE in OSS, and to empirically investigate the potential of some specific RE practices to improve OSS development. In pursuit of the research goal, in the initial phase of this research a web-based survey of practicing OSS developers was conducted to explore the current state of RE in OSS. Results supported the claims about informality of RE in OSS. as well as pointed towards potential directions for improvement. In the second phase of the research, a web-based experiment was conducted to investigate the actual benefits from a particular CSS development requirements generation practice – requirements reuse (operationalized as the availability of a library of reusable requirements within OSS development environment) – for OSS development. Analysis of the experimental data revealed that that the experimental treatment (availability of a library of reusable requirements) had a significant effect on the size of requirements message, requirements quantity and requirements completeness after controlling for covariates, indicating usefulness of the reusable library. The final phase of the research focused on OSS issue gathering approaches, a source of requirements for OSS. In this phase, a qualitative study of OSS developers explored how an OSS issue gathering approach, enforcing classification (versus free-form OSS issue gathering), may contribute to the misclassification problem (erroneous classification of OSS issues), and what can be done at the issue gathering interface level to mitigate the misclassification problem. Insights from the analysis of data from the final phase of the research shed light on the desirable characteristics that OSS issue gathering interfaces should possess for mitigating misclassification
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