7,185 research outputs found

    When situativity meets objectivity in peer-production of knowledge:the case of the WikiRate platform

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    PurposeThe purpose of this paper is to further the debate on Knowledge Artefacts (KAs), by presenting the design of WikiRate, a Collective Awareness platform whose goal is to support a wider public contributing to the generation of knowledge on environmental, social and governance (ESG) performance of companies.Design/methodology/approachThe material presented in the paper comes from the first-hand experience of the authors as part of the WikiRate design team. This material is reflexively discussed using concepts from the field of science and technology studies.FindingsUsing the concept of the “funnel of interest”, the authors discuss how the design of a KA like WikiRate relies on the designers’ capacity to translate general statements into particular design solutions. The authors also show how this funnelling helps understanding the interplay between situativity and objectivity in a KA. The authors show how WikiRate is a peer-production platform based on situativity, which requires a robust level of objectivity for producing reliable knowledge about the ESG performance of companies.Originality/valueThis paper furthers the debate on KAs. It presents a relevant design example and offers in the discussion a set of design and community building recommendations to practitioners

    Crowdsourcing as a way to access external knowledge for innovation

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    This paper focuses on “crowdsourcing” as a significant trend in the new paradigm of open innovation (Chesbrough 2006; Chesbrough & Appleyard 2007). Crowdsourcing conveys the idea of opening the R&D processes to “the crowd” through a web 2.0 infrastructure. Based on two cases studies of crowdsourcing webstartups (Wilogo and CrowdSpirit), the paper aims to build a framework to characterize and interpret the tension between value creation by a community and value capture by a private economic actor. Contributing to the discussions on “hybrid organizational forms” in organizational studies (Bruce & Jordan 2007), the analysis examines how theses new models combine various forms of relationships and exchanges (market or non market). It describes how crowdsourcing conveys new patterns of control, incentives and co-ordination mechanisms.communautĂ© ; crowdsourcing ; innovation ; formes organisationnelles hybrides ; plateforme ; web 2.0

    User Roles in Virtual Community of Crowdsourcing for Innovation: A Case Study of Xiaomi MIUI in China

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    Crowdsourcing innovation, as a new innovation pattern, helps companies reduce the risks and costs of innovation, which has received widespread attention and practical application. What is critical for improving crowdsourcing innovation performance is to understand the heterogeneity of participating users deeply, guide and motivate users to participate actively. Based on the typical characteristics of crowdsourcing innovation communities, this paper proposes a model integrating social network analysis (SNA) & K-means clustering algorithm to identify participants’ roles and conducting empirical research with Xiaomi MIUI community. The result indicates that users can be divided into nine categories: active user, positive user, negative user, bystander, creative contributor, faithful supporter, tourist, and new participant. In order to provide decision support for enterprises to govern crowdsourcing innovation virtual community effectively and improve innovation performance, this paper analyses the behavioural characteristics of each user role from two dimensions: interaction behaviour and contribution behaviour

    Network Structure and User Roles of a Crowdsourcing Community – The Context of Social Innovations for a Development Project

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    The principles of crowdsourcing are increasingly applied in social contexts like development projects. In this study we explore a crowdsourcing community, which aims to enhance conditions in low income communities. We investigate the network structures of the community and detect behavioral pattern and user roles based on participation behavior for this specific context. Overall, the observed community shows a high level of collaboration and reciprocal dialogue. On the individual level we located four different user roles distinct in their interaction and contribution behavior. So called “collaborators” are considered as unique user role in an online community within a social context. We contribute to the theory of crowdsourcing by illustrating that context and purpose of crowdsourcing initiatives may influence the behavioral pattern of users. Further we add insights to the junctures between crowdsourcing and social innovation in the context of open development

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Crime applications and social machines: crowdsourcing sensitive data

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    The authors explore some issues with the United Kingdom (U.K.) crime reporting and recording systems which currently produce Open Crime Data. The availability of Open Crime Data seems to create a potential data ecosystem which would encourage crowdsourcing, or the creation of social machines, in order to counter some of these issues. While such solutions are enticing, we suggest that in fact the theoretical solution brings to light fairly compelling problems, which highlight some limitations of crowdsourcing as a means of addressing Berners-Lee’s “social constraint.” The authors present a thought experiment – a Gendankenexperiment - in order to explore the implications, both good and bad, of a social machine in such a sensitive space and suggest a Web Science perspective to pick apart the ramifications of this thought experiment as a theoretical approach to the characterisation of social machine

    Prosuming, or when customers turn collaborators: coordination and motivation of customer contribution

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    This article investigates the phenomenon of increasing integration of customers and users into the organizational creation of value, focusing primarily on the dissolving boundaries between production and consumption. Concepts such as "prosuming", the "working customer", "produsing" and "interactive value creation" have been used to describe this phenomenon. Within the framework of a research project at the Goethe-University Frankfurt/Main, this debate was investigated theoretically as well as empirically in three case studies. The research question is as follows: Why do customers participate in "new types of prosuming" or "interactive value creation" and how are these processes coordinated by the firms? The results show a considerable range of motives and forms of coordination: The customers’ primary motives to voluntarily assume tasks and activities were both intrinsic and extrinsic in nature. The organizational models identified range from strategies of rationalization to prosuming as a basic business model to the collaborative and interactive value creation between the company and the web-community

    Exploring Barriers and Opportunities in Adopting Crowdsourcing Based New Product Development in Manufacturing SMEs

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    Crowdsourcing is an innovative business practice of obtaining needed services, ideas, or content or even funds by soliciting contributions from a large group of people (the ‘Crowd’). The potential benefits of utilizing crowdsourcing in product design are well-documented, but little research exists on what are the barriers and opportunities in adopting crowdsourcing in new product development (NPD) of manufacturing SMEs. In order to answer the above questions, a Proof of Market study is carried out on crowdsourcing-based product design under an Innovate UK funded Smart project, which aims at identifying the needs, challenges and future development opportunities associated with adopting crowdsourcing strategies for NPD. The research findings from this study are reported here and can be used to guide future development of crowdsourcing-based collaborative design methods and tools and provide some practical references for industry to adopt this new and emerging collaborative design method in their business

    Internal Crowdsourcing in Companies

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    This open access book examines the implications of internal crowdsourcing (IC) in companies. Presenting an employee-oriented, cross-sector reference model for good IC practice, it discusses the core theoretical foundations, and offers guidelines for process-management and blueprints for the implementation of IC. Furthermore, it examines solutions for employee training and competence development based on crowdsourcing. As such, the book will appeal to scholars of management science, work studies, organizational and participation research and to readers interested in inclusive approaches for cooperative change management and the IT implications for IC platforms
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