7 research outputs found

    Exploring the Process of Web-based Crowdsourcing Innovation

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    Since the concepts of customer innovation (2002) and “crowdsourcing”(2006) were introduced, researchers have focused their attention onthe phenomenon of crowdsourcing innovation. Relevant researchincludesthe crowd’s characteristics,the crowd’sapplicability in different phases of developing innovations,andinstrumental aspects of web-based crowdinnovation. However, there has been no research on how requestersleverage the crowdto effectivelygenerateinnovations, especially via informationsystems. In thisresearch, to explore the value of information systemsin leveraging crowdsourcing innovationunderdifferent conditions,I conductedand compared twocasestudies.After analyzing(I) aninnovative idea collection software and (II) a StarCraft –related crowdsourcing project,four stages in the web-based crowdsourcing campaign wereidentified: (1) identifying, (2) requesting, (3) evaluatingand(4)retainingthe crowd

    Sustaining Participant Involvement in Crowdsourcing Contests through Collaboration

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    With the advances in internet technologies and the emergence of crowdsourcing, organizations are now increasingly looking outside their boundaries for solving problems. Yet, the success of crowdsourcing processes depends on the sustained participation of crowdsourcing individuals. Previous studies have mainly focused on understanding individuals’ initial motivation for participation with few focusing on the factors that affect individuals’ sustained participation in crowdsourcing contests. None of these studies examined how collaboration affects individuals’ participation behavior in crowdsourcing contests. This study attempts to understand how individuals’ collaboration (in the form of comments and votes) affects their sustained participation in online problem solving contests. This study uses data from the Kaggle website that holds online data science competitions in which individuals submit their proposed solutions with the best solutions being rewarded. Our results show that individuals who receive more attention from other members tend to come back and maintain their participation in the platform

    A Process Model for Crowdsourcing: Insights from the Literature on Implementation

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    The purpose of the current study is to systematically review the crowdsourcing literature, extract the activities which have been cited, and synthesise these activities into a general process model. For this to happen, we reviewed the related literature on crowdsourcing methods as well as relevant case studies and extracted the activities which they referred to as part of crowdsourcing projects. The systematic review of the related literature and an in-depth analysis of the steps in those papers were followed by a synthesis of the extracted activities resulting in an eleven-phase process model. This process model covers all of the activities suggested by the literature. This paper then briefly discusses activities in each phase and concludes with a number of implications for both academics and practitioners

    A USER’S COGNITIVE WORKLOAD PERSPECTIVE IN NEGOTIATION SUPPORT SYSTEMS: AN EYE-TRACKING EXPERIMENT

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    Replying to several research calls, I report promising results from an initial experiment which com-pares different negotiation support system approaches concerning their potential to reduce a user’s cognitive workload. Using a novel laboratory-based non-intrusive objective measurement technique which derives the user’s cognitive workload from pupillary responses and eye-movements, I experi-mentally evaluated a standard, a chat-based, and an argumentation-based negotiation support system and found that a higher assistance level of negotiation support systems actually leads to a lower user’s cognitive workload. In more detail, I found that an argumentation-based system which fully automates the generation of the user’s arguments significantly decreases the user’s cognitive workload compared to a standard system. In addition I found that a negotiation support system implementing an additional chat function significantly causes higher cognitive workload for users compared to a standard system

    MYTH OR REALITY? CROWDSOURCING AS A COMPLEX PROBLEMSOLVING MODEL: EVIDENCE FROM SOFTWARE DEVELOPED BY THE CROWD AND PROFESSIONALS

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    Crowdsourcing is a problem-solving model. Conventional theory suggests that solving complex problems is a province of professionals, people with sufficient knowledge about the domain. Prior literature indicated that the crowd is also a great source for solving complex problems. However, there is a lack of experimental research to support that crowdsourcing is a useful model for complex problem-solving (CPS), especially in the software development context. The broad goal of this dissertation is to address this research gap and improve understanding of crowdsourcing as a viable and effective CPS model. This research proposed and tested a research model of perceived quality of software designed using two development approaches (crowdsourcing method and professional method). Perceived quality is measured in terms of pragmatic quality (PQL), hedonic quality stimulation (HQSL), and hedonic quality identification (HQIL). Adopting a quasiexperimental research design, the researcher utilized a two-phase process to investigate the research question. The first phase involved the design of a software prototype for a complex task by the crowd and IT professionals. The crowd used Topcoder, a popular crowdsourcing environment, to design a software prototype. In the second phase, the researcher compared software designs by the crowd to those designed by IT professionals based on the three perceived quality dimensions. The major finding of this research is that the development approach (crowdsourcing versus IT professionals) has a significant effect on all three dependent variables: HQIL, HQSL, and PQL. However, univariate results suggested that there is no significant difference in terms of the hedonic quality, which refers to the general human needs aspect of a product. This dissertation contributes to research by building on relevant research in the areas of CPS, user experience, and crowdsourcing. Furthermore, it fills an important gap in the understanding of the perceived quality of crowdsourced software compared to software developed by IT professionals
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