80 research outputs found
Donor Retention in Online Crowdfunding Communities: A Case Study of DonorsChoose.org
Online crowdfunding platforms like DonorsChoose.org and Kickstarter allow
specific projects to get funded by targeted contributions from a large number
of people. Critical for the success of crowdfunding communities is recruitment
and continued engagement of donors. With donor attrition rates above 70%, a
significant challenge for online crowdfunding platforms as well as traditional
offline non-profit organizations is the problem of donor retention.
We present a large-scale study of millions of donors and donations on
DonorsChoose.org, a crowdfunding platform for education projects. Studying an
online crowdfunding platform allows for an unprecedented detailed view of how
people direct their donations. We explore various factors impacting donor
retention which allows us to identify different groups of donors and quantify
their propensity to return for subsequent donations. We find that donors are
more likely to return if they had a positive interaction with the receiver of
the donation. We also show that this includes appropriate and timely
recognition of their support as well as detailed communication of their impact.
Finally, we discuss how our findings could inform steps to improve donor
retention in crowdfunding communities and non-profit organizations.Comment: preprint version of WWW 2015 pape
Modeling Interdependent and Periodic Real-World Action Sequences
Mobile health applications, including those that track activities such as
exercise, sleep, and diet, are becoming widely used. Accurately predicting
human actions is essential for targeted recommendations that could improve our
health and for personalization of these applications. However, making such
predictions is extremely difficult due to the complexities of human behavior,
which consists of a large number of potential actions that vary over time,
depend on each other, and are periodic. Previous work has not jointly modeled
these dynamics and has largely focused on item consumption patterns instead of
broader types of behaviors such as eating, commuting or exercising. In this
work, we develop a novel statistical model for Time-varying, Interdependent,
and Periodic Action Sequences. Our approach is based on personalized,
multivariate temporal point processes that model time-varying action
propensities through a mixture of Gaussian intensities. Our model captures
short-term and long-term periodic interdependencies between actions through
Hawkes process-based self-excitations. We evaluate our approach on two activity
logging datasets comprising 12 million actions taken by 20 thousand users over
17 months. We demonstrate that our approach allows us to make successful
predictions of future user actions and their timing. Specifically, our model
improves predictions of actions, and their timing, over existing methods across
multiple datasets by up to 156%, and up to 37%, respectively. Performance
improvements are particularly large for relatively rare and periodic actions
such as walking and biking, improving over baselines by up to 256%. This
demonstrates that explicit modeling of dependencies and periodicities in
real-world behavior enables successful predictions of future actions, with
implications for modeling human behavior, app personalization, and targeting of
health interventions.Comment: Accepted at WWW 201
Modeling Individual Cyclic Variation in Human Behavior
Cycles are fundamental to human health and behavior. However, modeling cycles
in time series data is challenging because in most cases the cycles are not
labeled or directly observed and need to be inferred from multidimensional
measurements taken over time. Here, we present CyHMMs, a cyclic hidden Markov
model method for detecting and modeling cycles in a collection of
multidimensional heterogeneous time series data. In contrast to previous cycle
modeling methods, CyHMMs deal with a number of challenges encountered in
modeling real-world cycles: they can model multivariate data with discrete and
continuous dimensions; they explicitly model and are robust to missing data;
and they can share information across individuals to model variation both
within and between individual time series. Experiments on synthetic and
real-world health-tracking data demonstrate that CyHMMs infer cycle lengths
more accurately than existing methods, with 58% lower error on simulated data
and 63% lower error on real-world data compared to the best-performing
baseline. CyHMMs can also perform functions which baselines cannot: they can
model the progression of individual features/symptoms over the course of the
cycle, identify the most variable features, and cluster individual time series
into groups with distinct characteristics. Applying CyHMMs to two real-world
health-tracking datasets -- of menstrual cycle symptoms and physical activity
tracking data -- yields important insights including which symptoms to expect
at each point during the cycle. We also find that people fall into several
groups with distinct cycle patterns, and that these groups differ along
dimensions not provided to the model. For example, by modeling missing data in
the menstrual cycles dataset, we are able to discover a medically relevant
group of birth control users even though information on birth control is not
given to the model.Comment: Accepted at WWW 201
Goal-setting And Achievement In Activity Tracking Apps: A Case Study Of MyFitnessPal
Activity tracking apps often make use of goals as one of their core
motivational tools. There are two critical components to this tool: setting a
goal, and subsequently achieving that goal. Despite its crucial role in how a
number of prominent self-tracking apps function, there has been relatively
little investigation of the goal-setting and achievement aspects of
self-tracking apps.
Here we explore this issue, investigating a particular goal setting and
achievement process that is extensive, recorded, and crucial for both the app
and its users' success: weight loss goals in MyFitnessPal. We present a
large-scale study of 1.4 million users and weight loss goals, allowing for an
unprecedented detailed view of how people set and achieve their goals. We find
that, even for difficult long-term goals, behavior within the first 7 days
predicts those who ultimately achieve their goals, that is, those who lose at
least as much weight as they set out to, and those who do not. For instance,
high amounts of early weight loss, which some researchers have classified as
unsustainable, leads to higher goal achievement rates. We also show that early
food intake, self-monitoring motivation, and attitude towards the goal are
important factors. We then show that we can use our findings to predict goal
achievement with an accuracy of 79% ROC AUC just 7 days after a goal is set.
Finally, we discuss how our findings could inform steps to improve goal
achievement in self-tracking apps
Analysis and Forecasting of Trending Topics in Online Media Streams
Among the vast information available on the web, social media streams capture
what people currently pay attention to and how they feel about certain topics.
Awareness of such trending topics plays a crucial role in multimedia systems
such as trend aware recommendation and automatic vocabulary selection for video
concept detection systems.
Correctly utilizing trending topics requires a better understanding of their
various characteristics in different social media streams. To this end, we
present the first comprehensive study across three major online and social
media streams, Twitter, Google, and Wikipedia, covering thousands of trending
topics during an observation period of an entire year. Our results indicate
that depending on one's requirements one does not necessarily have to turn to
Twitter for information about current events and that some media streams
strongly emphasize content of specific categories. As our second key
contribution, we further present a novel approach for the challenging task of
forecasting the life cycle of trending topics in the very moment they emerge.
Our fully automated approach is based on a nearest neighbor forecasting
technique exploiting our assumption that semantically similar topics exhibit
similar behavior.
We demonstrate on a large-scale dataset of Wikipedia page view statistics
that forecasts by the proposed approach are about 9-48k views closer to the
actual viewing statistics compared to baseline methods and achieve a mean
average percentage error of 45-19% for time periods of up to 14 days.Comment: ACM Multimedia 201
How to Ask for a Favor: A Case Study on the Success of Altruistic Requests
Requests are at the core of many social media systems such as question &
answer sites and online philanthropy communities. While the success of such
requests is critical to the success of the community, the factors that lead
community members to satisfy a request are largely unknown. Success of a
request depends on factors like who is asking, how they are asking, when are
they asking, and most critically what is being requested, ranging from small
favors to substantial monetary donations. We present a case study of altruistic
requests in an online community where all requests ask for the very same
contribution and do not offer anything tangible in return, allowing us to
disentangle what is requested from textual and social factors. Drawing from
social psychology literature, we extract high-level social features from text
that operationalize social relations between recipient and donor and
demonstrate that these extracted relations are predictive of success. More
specifically, we find that clearly communicating need through the narrative is
essential and that that linguistic indications of gratitude, evidentiality, and
generalized reciprocity, as well as high status of the asker further increase
the likelihood of success. Building on this understanding, we develop a model
that can predict the success of unseen requests, significantly improving over
several baselines. We link these findings to research in psychology on helping
behavior, providing a basis for further analysis of success in social media
systems.Comment: To appear at ICWSM 2014. 10pp, 3 fig. Data and other info available
at http://www.mpi-sws.org/~cristian/How_to_Ask_for_a_Favor.htm
I'll Be Back: On the Multiple Lives of Users of a Mobile Activity Tracking Application
Mobile health applications that track activities, such as exercise, sleep,
and diet, are becoming widely used. While these activity tracking applications
have the potential to improve our health, user engagement and retention are
critical factors for their success. However, long-term user engagement patterns
in real-world activity tracking applications are not yet well understood. Here
we study user engagement patterns within a mobile physical activity tracking
application consisting of 115 million logged activities taken by over a million
users over 31 months. Specifically, we show that over 75% of users return and
re-engage with the application after prolonged periods of inactivity, no matter
the duration of the inactivity. We find a surprising result that the
re-engagement usage patterns resemble those of the start of the initial
engagement period, rather than being a simple continuation of the end of the
initial engagement period. This evidence points to a conceptual model of
multiple lives of user engagement, extending the prevalent single life view of
user activity. We demonstrate that these multiple lives occur because the users
have a variety of different primary intents or goals for using the app. We find
evidence for users being more likely to stop using the app once they achieved
their primary intent or goal (e.g., weight loss). However, these users might
return once their original intent resurfaces (e.g., wanting to lose newly
gained weight). Based on insights developed in this work, including a marker of
improved primary intent performance, our prediction models achieve 71% ROC AUC.
Overall, our research has implications for modeling user re-engagement in
health activity tracking applications and has consequences for how
notifications, recommendations as well as gamification can be used to increase
engagement
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