16 research outputs found

    Teenage Communication in the Instant Messaging Era

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    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

    Wikipedia Edit-a-thons and Editor Experience: Lessons from a Participatory Observation

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    Participation of New Editors After Times of Shock on Wikipedia

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    User participation is vital to the success of collaborative crowdsourcing platforms such as Wikipedia. Previously user participation has been studied during “normal times”. However, less is known about participation following shocks that draw attention to an article. Such events can be recruiting opportunities due to increased attention; but can also pose a threat to the quality and control of the article and drive away newcomers. We study the collaborative dynamics of Wikipedia articles after times corresponding to shocks generated by drastic increases in attention as indicated by data from Google trends.We find that participation following such events is indeed different from participation during normal times–both newcomers and incumbents participate at higher rates during shocks. We also identify collaboration dynamics that mediate the effects of shocks on continued participation after the shock. The impact of shocks on participation is mediated by the amount of negative feedback given to newcomers in the form of reverted edits and the amount of coordination editors engage in through edits of the article’s talk page.National Science Foundation Grant No. IIS-1617820Peer Reviewedhttps://deepblue.lib.umich.edu/bitstream/2027.42/148429/1/Zhang et al. 2019.pdfhttps://deepblue.lib.umich.edu/bitstream/2027.42/148429/4/3253-Article Text-6302-1-10-20190531.pdfDescription of Zhang et al. 2019.pdf : Preprint versionDescription of 3253-Article Text-6302-1-10-20190531.pdf : Final Versio

    An Interpretive Phenomenological Analysis Inquiry into Facebook Newcomer Motivations for Participatory Activities

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    This qualitative study provided insight into the phenomenon of newcomers in social networking, in particular, to understand what role specific Facebook features play in motivating content sharing and contribution among newcomers. Research indicated that the first several months or years of social networking site (SNS) membership are the most crucial in terms of indicating long-term participation and commitment to the SNS. Long-term participation is specifically manifested through interactions with peers who are members of the same website and through interactivity such as content sharing and contribution. A number of quantitative studies have focused on motivations for user contribution in social networking sites, but inconsistent findings demonstrated the need for a qualitative approach to understand the user experience more clearly. The purpose of the study was to understand how users are motivated to engage in Facebook from their perspective as newcomers and to distill the significance of social media interface features as an enabler of community sharing. Insight into this phenomenon further demonstrates how specific actions on Facebook such as tagging, posting on profiles, and chatting help foster a sense of belonging and socialization among the sample group. The phenomenon is studied through interviews with a distinct group of Facebook members - women who are aged 40 and older in the Science, Engineering, and Technology (SET) industry who are also newcomers to Facebook. The lived experiences of these respondents were explored through open-ended questions, related to their own use of the said social networking site. Semi-structured interviews allowed respondents to be candid and comprehensive in their answers. Five themes developed related to the motivations for Facebook use from the lived experiences of the women interviewed. The themes were (a) social connection, (b) visual artifact sharing, (c) shared identity, (d) social investigation and (e) education. These themes were consistent with findings of other studies, but the personal accounts of these women revealed how they perceived use of various Facebook features improved the quality and depth of their interpersonal relationships. The findings of this study have implications for designers, developers, and users of computer-mediated communications and technologies. By understanding the value of various features to users of all ages, communications inhibitors such as distance and culture can be overcome with effective design and innovation

    Leveraging Recommender Systems to Reduce Content Gaps on Peer Production Platforms

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    Peer production platforms like Wikipedia commonly suffer from content gaps. Prior research suggests recommender systems can help solve this problem, by guiding editors towards underrepresented topics. However, it remains unclear whether this approach would result in less relevant recommendations, leading to reduced overall engagement with recommended items. To answer this question, we first conducted offline analyses (Study 1) on SuggestBot, a task-routing recommender system for Wikipedia, then did a three-month controlled experiment (Study 2). Our results show that presenting users with articles from underrepresented topics increased the proportion of work done on those articles without significantly reducing overall recommendation uptake. We discuss the implications of our results, including how ignoring the article discovery process can artificially narrow recommendations. We draw parallels between this phenomenon and the common issue of "filter bubbles" to show how any platform that employs recommender systems is susceptible to it.Comment: To appear at the 18th International AAAI Conference on Web and Social Media (ICWSM 2024

    Characterizing Online Vandalism: A Rational Choice Perspective

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    What factors influence the decision to vandalize? Although the harm is clear, the benefit to the vandal is less clear. In many cases, the thing being damaged may itself be something the vandal uses or enjoys. Vandalism holds communicative value: perhaps to the vandal themselves, to some audience at whom the vandalism is aimed, and to the general public. Viewing vandals as rational community participants despite their antinormative behavior offers the possibility of engaging with or countering their choices in novel ways. Rational choice theory (RCT) as applied in value expectancy theory (VET) offers a strategy for characterizing behaviors in a framework of rational choices, and begins with the supposition that subject to some weighting of personal preferences and constraints, individuals maximize their own utility by committing acts of vandalism. This study applies the framework of RCT and VET to gain insight into vandals' preferences and constraints. Using a mixed-methods analysis of Wikipedia, I combine social computing and criminological perspectives on vandalism to propose an ontology of vandalism for online content communities. I use this ontology to categorize 141 instances of vandalism and find that the character of vandalistic acts varies by vandals' relative identifiability, policy history with Wikipedia, and the effort required to vandalize

    Ethnographically-informed distributed participatory design framework for sociotechnical change : co-designing a collaborative training tool to support real-time collaborative writing

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    Although Wikipedia’s immense success is partially due to its support of the asynchronous collaboration model, researchers argue that the bureaucratic rules and technical infrastructure enabling it feed into Wikipedia’s content bias. Attempts to introduce different collaboration models have so far failed, but the fact that they have occurred persistently over time suggests that at least part of the Wikipedia community favours incorporating features such as real-time collaborative editing. My research is founded on the argument that the advantageous aspects of the asynchronous model should be preserved, although the existing model needs to be complemented by real-time collaboration in settings such as Wikipedia training events. This thesis describes a Participatory Design process resulting in a prototype called WikiSync, a system that introduces real-time collaboration for the Wikipedia community using a responsible design approach that is respectful of Wikipedia’s rich social structure and history. Furthermore, my research has produced an adaptive methodology for co-designing sociotechnical solutions in a geographically distributed community. After an in-depth observation of online Wikipedia training and the existing community innovation processes, my participatory design sessions have helped create a mutual learning environment for co-designing WikiSync in tandem with the community, while addressing a wide range of their concerns about real-time collaboration. I also consulted the broader Wikipedia community using an online social ideation and voting tool to evaluate the desirability and applicability of the solution. Finally, the resulting ethnographically-informed distributed Participatory Design framework provides an innovation process for involving a diverse, widely distributed online community in co-designing sociotechnical solutions
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