444 research outputs found

    A Process Model of Co-Creation as an Approach to Information Systems Development

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    This paper investigates the development of a digital game on a social media platform which involved primarily youths as co-creators. We applied a process model for crowdsourced development as a framework to understand information systems development (ISD) as co-creation in a not-for-profit environment. Using innovation theory we further discuss why co-creation fostered the co-creators to successfully carry out the investigated project. On this background, we provide lessons learned for practical use

    Proposed Methodology for Crowdsourcing and Agile Development

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    In this research work, devised a methodology for ‘crowdsourcing’ focused on incorporating these methods to Agile Development in software engineering. The whole SDLC model for crowdsourcing is developed and tried to be integrated with Agile. This is done in order to speed up the process of Agile Development as Agile is a Rapid Application Development (RAD) based software engineering methodology. The ‘workers’ of the crowdsourcing process are individually assigned the Roles of the Agile methods that function upon the Agile tasks and produce the deliverables. Keywords: Crowdsourcing, Requirement Elicitation, Tasks Hierarchy Diagram, Concurrent Task Mode

    The ontomedia project : ODR, relational justice, multimedia

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    More than ever, the Web is a space of social interaction. Recent trends reveal that Internet users spend more time interacting within online communities than in checking and replying to e-mail. Online communities and institutions create new spaces for interaction, but also open new avenues for the emergence of grievances, claims, and disputes. Consequently, online dispute resolution (ODR) procedures are core to these new online worlds. But can ODR mechanisms provide sufficient levels of reputation, trust ,and enforceability so as to become mainstream? This contribution introduces the new approaches to ODR with an emphasis on the Ontomedia Project, which is currently developing a web-based platform to facilitate online mediation in different domains

    A survey of the use of crowdsourcing in software engineering

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    The term 'crowdsourcing' was initially introduced in 2006 to describe an emerging distributed problem-solving model by online workers. Since then it has been widely studied and practiced to support software engineering. In this paper we provide a comprehensive survey of the use of crowdsourcing in software engineering, seeking to cover all literature on this topic. We first review the definitions of crowdsourcing and derive our definition of Crowdsourcing Software Engineering together with its taxonomy. Then we summarise industrial crowdsourcing practice in software engineering and corresponding case studies. We further analyse the software engineering domains, tasks and applications for crowdsourcing and the platforms and stakeholders involved in realising Crowdsourced Software Engineering solutions. We conclude by exposing trends, open issues and opportunities for future research on Crowdsourced Software Engineering

    Crowdsourcing in Software Development: A State-of-the-Art Analysis

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    As software development cycles become shorter and shorter, while software complexity increases and IT budgets stagnate, many companies are looking for new ways of acquiring and sourcing knowledge outside their boundaries. One promising solution to aggregate know-how and manage large distributed teams in software development is crowdsourcing. This paper analyzes the existing body of knowledge regarding crowdsourcing in software development. As a result, we propose a fundamental framework with five dimensions to structure the existing insights of crowdsourcing in the context of software development and to derive a research agenda to guide further research

    Components and Functions of Crowdsourcing Systems – A Systematic Literature Review

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    Many organizations are now starting to introduce crowdsourcing as a new model of business to outsource tasks, which are traditionally performed by a small group of people, to an undefined large workforce. While the utilization of crowdsourcing offers a lot of advantages, the development of the required system carries some risks, which are reduced by establishing a profound theoretical foundation. Thus, this article strives to gain a better understanding of what crowdsourcing systems are and what typical design aspects are considered in the development of such systems. In this paper, the author conducted a systematic literature review in the domain of crowdsourcing systems. As a result, 17 definitions of crowdsourcing systems were found and categorized into four perspectives: the organizational, the technical, the functional, and the human-centric. In the second part of the results, the author derived and presented components and functions that are implemented in a crowdsourcing system

    The Impact of Crowdsourcing on Organisational Practices:The Case of Crowdmapping

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    In this paper, we investigate the possible impact of crowdsourcing on organisational practices. We answer the research question of whether and to what extent the practices of crowdmapping impact humanitarian organisations. To answer this question, we examine a crowdmapping initiative during a natural disaster. The data collection is based on forty interviews with different actors including crowdmappers, humanitarian organisations, government specialists and technology providers. Concepts from structuration theory are applied to conceptualise and make sense of the data. The findings reveal the process of change that took place in the practices of a humanitarian organisation. They also show that these changes recursively impacted the practices of crowdmapping. We then argue that there is a duality of change between the micro-practices of crowdmapping and the macro-practices of a humanitarian organisation. The implications of the study on research and practice are then discussed

    Hanging with the right crowd: Matching crowdsourcing need to crowd characteristics.

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    “Crowdsourcing” is the use of large groups of individuals to perform tasks commonly performed by employees or designated agents. Many organizations are attempting to tap into the crowd’s productivity and knowledge, however, we know little about the strategic use of the crowd to meet specific organizational needs. Based on a review of literature, interviews with practitioners, and exploratory case studies, a framework matching organizational need to key characteristics of the crowd is presented. The theoretical contribution of this study is the development of a framework from which researchers can begin to further define key uses and characteristics associated with the phenomenon of crowdsourcing. Its contribution to practice is the development of preliminary guidelines for matching the right crowd to the right job

    Applying a Taxonomic Framework to understand Co-Creation as an Approach to Information Systems Development

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    Our paper investigates how co-creation as an information systems development (ISD) approach is performed. Our empirical practice study of co-creation for and with youths involved in developing a digital game on a social media platform in a not-for-profit environment contributes to broadening the perspective on ISD and co-creation research. We apply an established taxonomy of co-creation and demonstrate how the taxonomy can be used as a framework to understand what co-creation is, how, when and where it can be performed as an instance of ISD practice. As a result we demonstrate the value and the shortcomings of the taxonomy

    Service - Oriented Challenges for Design Science: Charting the “E”-volution

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    This article links service-dominant (S-D) logic and design science to advance service system design, which is characterized by the indeterminacy of the design problems and outcome measures. Although much progress has been made in IT and IS toward service-orientation, these developments are often adaptations of goods-dominant (G-D) logic, rather than a full transition to a service orientation. In this paper, the “e”-volution of systems design, transitioning from G-D logic to S-D logic, is described and the IS design challenges implied by S-D logic are identified. To devise new, service-oriented modeling, methods and evaluation measurements, S-D logic endorses a fundamental shift in design thinking for design science from “bounded rationality” for problem solving to “expandable rationality” for design for the unknown. Available at: https://aisel.aisnet.org/pajais/vol2/iss1/3
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