1,120 research outputs found

    ConvoCons: a tool for building affinity among distributed team members

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    In this paper we present the result of a user interface designed to increase social affinity between two remote collaborators working on design tasks. The results suggest that the tool is successful in creating an overall affinity that is 14.6% higher than the control group without adding a significant difference in task completion time. Affinity is measured with a framework with demonstrated inter-rater reliability using codes assigned to specific conversational patterns and video recorded interactions. This research approach provides a platform for future work codifying affinity and trust among larger numbers of remote collaborators

    Information, Development and Social Change Programs in Information Schools

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    The objective of this report from School of Information masters students is to explore opportunity spaces for dynamic research networks and agendas focused on information, development, and social change. Research networks will include faculty, master's and doctoral students across information schools who will generate new paradigms for meeting social challenges through information science, new design methods for community inquiry, and evaluation methods to measure the effectiveness of these initiatives in affecting social change through mechanisms such as efficiency of resource utilization. Development in the context of this report refers to economic, social, and infrastructure capacity building initiatives in both emerging and developed economies.http://deepblue.lib.umich.edu/bitstream/2027.42/91307/1/2009-McLauglinPuckett-ISI_Report_Final.dochttp://deepblue.lib.umich.edu/bitstream/2027.42/91307/2/2009-McLauglinPuckett-ISI_Report_Final.pd

    Self-Organizing Teams in Online Work Settings

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    As the volume and complexity of distributed online work increases, the collaboration among people who have never worked together in the past is becoming increasingly necessary. Recent research has proposed algorithms to maximize the performance of such teams by grouping workers according to a set of predefined decision criteria. This approach micro-manages workers, who have no say in the team formation process. Depriving users of control over who they will work with stifles creativity, causes psychological discomfort and results in less-than-optimal collaboration results. In this work, we propose an alternative model, called Self-Organizing Teams (SOTs), which relies on the crowd of online workers itself to organize into effective teams. Supported but not guided by an algorithm, SOTs are a new human-centered computational structure, which enables participants to control, correct and guide the output of their collaboration as a collective. Experimental results, comparing SOTs to two benchmarks that do not offer user agency over the collaboration, reveal that participants in the SOTs condition produce results of higher quality and report higher teamwork satisfaction. We also find that, similarly to machine learning-based self-organization, human SOTs exhibit emergent collective properties, including the presence of an objective function and the tendency to form more distinct clusters of compatible teammates

    Designing Cooperative Gamification: Conceptualization and Prototypical Implementation

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    Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, gamification approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification for gamification features and insights about the design of cooperative gamification. Using the example of an innovation community of a German engineering company, we present the design of a cooperative gamification approach and results from a first experimental evaluation. The findings indicate that the developed gamification approach has positive effects on perceived enjoyment and the intention towards knowledge sharing in the considered innovation community. Besides our conceptual contribution , our findings suggest that cooperative gamification may be beneficial for cooperative working environments and represents a promising field for future research
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