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    A Survey of Crowdsourcing as a means of Collaboration and the Implications

    of Crowdsourcing for Interaction Design

    Yue Pan & Eli Blevis

    School of Informatics & ComputingIndiana University at Bloomington

    {panyue,eblevis}@indiana.edu

    ABSTRACT

    Crowdsourcing has emerged as a new learning and

    online collaborative paradigm, in which crowds of

    people can collaborate and complete a specific task. In

    this paper, we provide a survey of crowdsourcing as a

    means of collaboration in three different contexts,

    namely academic, enterprise, and social. The survey

    also includes a short inventory of how different factors

    contribute to the development of crowdsourcing. Finally,we develop and outline open questions, insights, as well

    as a research agenda for enhancing crowdsourcing

    development in the perspective of HCI.

    KEYWORDS: Crowdsourcing, HCI, interactive design,

    collaboration.

    1. INTRODUCTION

    Crowdsourcing is a new paradigm that relies on theintelligence of crowds of people to solve a specific

    problem or complete a tasksometimes with a

    monetary reward [10, 14, 16]. Jeff Howe invented the

    term crowdsourcing in 2006. The most recent

    definition of crowdsourcing he offers is:

    Crowdsourcing is the act of taking a job traditionally

    performed by a designated agent (usually an employee)

    and outsourcing it to an undefined, generally large

    group of people in the form of an open call. (Howe

    2011)

    Crowdsourcing has prompted models and applicationsfor problem solving and knowledge building in a wide

    range of domains, from science to enterprise to social

    networks. The development of crowdsourcing has been

    leveraged in a way that largely satisfies social demands

    for working with people in a larger geographic scope, as

    well as task demands for accomplishing human

    intelligence tasks (HIT). [12] Successful

    crowdsourcing applications, such as Amazons

    Mechanical Turk (AMT), Everything2, Wikipedia,

    Innocentive etc., serve as innovative learning and

    network collaboration paradigms.

    The role of interaction design and research in facilitating

    the development of online collaborative practices has

    not been fully explored so far. Of interest is the question

    of how can interaction design play the role of motivating

    and sustaining participation and collaboration indifferent contexts (academic, enterprise, social)? This

    paper provides a survey of crowdsourcing as a means of

    collaboration, especially related to interaction design,and proposes a research agenda of interaction design

    insights and methods of promoting applicability of

    crowdsourcing in different domains.

    This paper is divided into three parts. First, we review

    the literature about crowdsourcing in different contexts,

    namely academic, enterprise, and social. The second

    part of the paper describes crowdsourcing in more

    detailed dimensions, including role, behavior and media,

    and with different variables, including leadership,ownership, coordination and conflict, integration and

    attribution, mobile crowdsourcing, and ubiquitous

    crowdsourcing. In the last part, based on the literature

    review in the first and second sections, this paperconcludes by developing several open questions about

    crowdsourcing and puts forward several design insights

    and considerations, as well as a research agenda for

    further investigation and research in crowdsourcing

    development.

    2. CROWDSOURCING & INTERACTION

    DESIGN IN DIFFERENT CONTEXTS

    Crowdsourcing has become a very essential tool and is

    quite popular among various areas. In order to betterunderstand various motivations behind different groups

    of contributors, this paper provides a general review ofcrowdsourcing apropos of the HCI literature in three

    different contexts, namely academic, enterprise and

    social.

    978-1-61284-639-2/11/$26.00 2011 IEEE 397

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    2.1. Crowdsourcing for Enterprise

    Stewart et al. in [14] state that design principles can be

    used to influence two domains in crowdsourcing:enterprise (inside a firewall) and the public

    domain.They raise the notion of extrinsic motivationmonetary rewards that can draw a crowd without any

    number limitation. Stewart et al. employ a large

    crowdsourcing community across a wide range of

    influence at IBM with about 400,000 employees located

    in 160 countries. The value of Stewart et al.s work lies

    in three hypotheses and tests about motivating

    crowdsourcing, as well as two design principlestask

    decomposition and incentive model to motivate and

    sustain participation in enterprise level.

    In [10] Maja Vukovic talks about the usage of

    crowdsourcing in the software development domain at

    the enterprise level. She categorizes crowdsourcing

    platforms along two dimensions: crowdsourcedfunction and crowdsourcing mode. She also proposes

    22 required features for crowdsourcing and administers

    an assessment of the four most famous crowdsourcing

    systems illustrative of each feature, namely MTurk

    which illustrates features, such as Comprehensive

    model of the crowdsourcing request, and Automated

    provisioning of crowdsourced request deliverable etc.;

    Innocentive, which illustrates features, such as

    Crowdsourcing platforms, and Collaboration

    services etc.; iStockphoto, which illustrates features,such as Comprehensive model of the crowdsourcing

    request, and Registration facility etc. ; Threadless,

    which illustrates features, such as Registrationfacility, and Collaboration services etc. Finally, she

    proposes 7 research challenges which can be a good

    guidance for system developers and interaction

    designers to improve crowdsourcing systems. For

    instance, one of the research challenges is that

    Designing a mechanism for virtual team formation,

    incorporating not only skill-set, but also discovered

    social networks.[10]

    2.2. Crowdsourcing for Academic

    Regarding the application and impact of crowdsourcing

    in academic and science field, Buecheler et al. in their

    2010 paper [15] describe how crowdsourcing canbenefit the Research Value Chain and they provide a

    research agenda about the applicability of

    crowdsourcing in fundamental science based on

    Artificial Intelligent research. The research brings

    insights and methods for facilitating the processes of

    crowdsourcing in scientific and academic fields. It also

    supports the idea that non-scientists can supportscientific projects with high quality contributions. The

    same idea is also held by [3], which is targeted

    specifically at the academic purpose. He holds that data

    collected by volunteers (non-scientists) can be of great

    educational value in a larger geographic scale and over a

    longer period of time. These two papers hold the belief

    that the collaboration between professionals (scientists)

    and non-professionals (general public) deserves moreattention from academic and scientific field.

    In [13], Nov et al. introduce a term to represent internet-

    based crowdsourcing in the field of science, namely

    SciSource and they explore the motivations behind

    what drives people to make contributions to share

    resources voluntarily. Based on findings from two

    preliminary studies (SETI@home and CWOP), they list

    several prominent factors that serve as motivations for

    continuous crowdsourcing participation in academic and

    scientific related fields, including Enjoyment,

    Reputation, Values, Enhancement, andAffiliation to a team and tenure. Understanding

    different aspects of motivations that contribute toscientific crowdsourcing can be a first-class

    consideration for designing scientific projects.

    2.3. Crowdsourcing for Social Network

    Chung et al. [6] introduce the Stress OutSourced

    (SOS) system which is designed to enable people to

    relieve stress by sending each other therapeutic

    massages as an instance of the concept of

    crowdsourcing. They state: The SOS system consists of

    members wearing customizable signal modules for

    sending and responding to an anonymous SOS call, and

    wearable massage actuation modules to receive themassage strokes sent by others. Chung et al. discuss

    three innovative design concepts of the SOS system.

    Based on their prototype of the massage module, they

    describe a design framework which can be useful to help

    better understand and develop scalable social media and

    haptic networks with crowdsourcing. The prototype of

    the SOS system is achieved by wearable garments (such

    as sweater, shirt etc.) that can send and receive signals

    through an embedded or attachable signal module and

    a massage module.

    Huberman et al. [4] describe social networking as a

    construction of the interaction that people have with

    their friends, families and acquaintances. From datagathered from Twitter, they found that the degree of

    peoples contributions to crowdsourcing depends on the

    attention people receive from others. Based on this

    notion, they describe two types of networks, a very

    dense one made up of followers and followees and a

    sparser and simpler network of actual friends. This

    distinction can be part of the design and research agenda

    for design online collaboration network based on social

    aspects that we describe in the last section of this paper.

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    3. CROWDSOURCING IN DIFFERENT

    DIMENSIONS

    In this part, we examine crowdsourcing in more detailed

    dimensions but from a different angle. We list a set of

    factors that contribute to motivations and participationof volunteers at different levels. The set of factors can

    be classified into following categories: (i) role-oriented

    crowdsourcing with leadership and ownership, (ii)

    behavior-oriented crowdsourcing with attribution,

    coordination and conflict, and (iii) media-oriented

    crowdsourcing with mobile computing and ubiquitous

    computing.

    3.1. Role-oriented CrowdsourcingLeadership & Crowdsourcing

    Crowdsourcing requires communication and

    cooperation from people who are geographically-distributed [7] and who have diverse backgrounds. At

    the same time, Kittur and Kraut [2] argue that it can be

    very ineffective for peer-to-peer communication if

    there are too many people involved in a free and open

    environment. They also conducted research whichsuggests that it is highly beneficial to have people who

    can set direction and provide a structure to which others

    can contribute. Under this circumstance, high-quality

    leadership is quite essential and necessary to guarantee

    successful crowdsourcing participation and online

    collaboration at different levels. Based on empirical

    qualitative studies of three online communities, Luther

    and Bruckman introduce two major challenges that

    online collaboration leaders face in the entertainmentdomain. [7] They identify four themes, namely

    originality, completion, subjectivity and

    ownership, which can be used to guide us onimproving design to deal with these challenges that are

    faced by online collaboration leaders.

    Based on [8], Luther also explores the role of leadership

    in online collaboration in the context of movie-making.

    In [8], he offers concrete design and research principles

    and insights about the potential and limitations of online

    creative collaboration.

    3.2. Ownership & Crowdsourcing

    Regarding existing features of Wikipedia, Thom-

    Santelli et al. [5] raises a notion of territoriality, namely

    the expression of ownership towards an object.This

    can be valuable regarding a successful hierarchical style

    of collaboration, and present design implications for

    supporting expressive territory behaviors such asmarking, control, and defense. These design

    insights and implicationscan be used for later research

    on how to maintain online collaborative system in a

    healthy and productive way, as well as providing

    support and encouragement to further user experience

    design of collaborative systems.

    3.3. Behavior-oriented Crowdsourcing

    Integration & Attribution withinCrowdsourcing

    In [9], Luther et al. hold based on their research that

    recognizing integration and attribution of online

    reputations in a proper way can contribute to motivating

    creative online collaborations, as an instance of

    collaborations that are possibly in the sense of

    crowdsourcing. Based on a qualitative study (involving

    17 experienced animators) on Newgroundsthe largest

    Flash animation portal on the Web, this paper also

    provides novel insights on promoting online creative

    collaboration by identifying frustrations with existing

    practices and systems, as well as proposing design

    considerations for alleviating them. Especially, threedesign insights, namely cr-editing, collaborative

    authoring, and community value can be crucial

    guidelines for better understanding and designing for

    online creative practices that prompt collaboration.

    3.4. Coordination & Conflict within

    Crowdsourcing

    Kittur and Kraut in their [2] emphasize the importance

    of coordination by distinguishing (i) explicit

    coordination, which is based on direct

    communication and verbal planning and (ii) implicit

    coordination,which is workshop structure, unspokenexpectations and shared mental models of the task to be

    accomplished. They adopt different research

    methodologies (such as cross-sectional analysis and

    longitudinal approach) to examine different factors that

    contribute to the quality of crowdsourcing, including the

    number of contributors and the differing

    coordination techniques.Their findings can be helpful

    in providing a better understanding on what kind of role

    that coordination plays in improving crowdsourcing

    quality.

    Recognizing a phenomenon with Wikipedia that the

    rate of creation of new articles and content isdecreasing, while levels of maintenance and indirect

    work are increasing, Kittur et al. [1] build a

    characterization model and a user conflict model to

    investigate motivations and conflict at the local article

    level. Their models have been testified by adopting

    several scientific methods, such as human-labeled

    controversy tags and history flow visualization etc.

    as well as by conducting an online survey of 28 articles.

    The scientific methods, conflict models, visualization

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    tools and techniques that they used to investigate and

    predict conflict and coordination costs are very intuitive

    and can be applied to analyze and generalize

    crowdsourcing systems in a larger scale.

    3.5. Media-oriented Crowdsourcing

    Mobile Crowdsourcing

    Mobile computing has potential implications forcrowdsourcing. Mobile computing can facilitate the

    development and expansion of crowdsourcing by

    enabling mobile users to work on crowdsourcing tasks

    with their mobile devices. In [16], Yan and his

    colleagues investigate existing crowdsourcing services

    and develop a mobile application mCrowd based on

    sensor-rich mobile devices which allow users to post

    sensing tasks, such as posting text or image tagging

    queries. The idea and design of the mCrowd

    application can serve as a good demonstration of the

    ways in which mobile technology can facilitate the

    development of crowdsourcing in a sustainable way.

    Considering crowdsourcing applications using mobiletechnology, another good example is Txteagle by

    Nathan Eagle [12]. Txteagle is a very typical mobile

    application using mobile computing technology in the

    crowdsourcing domain that enables people from

    developing countries to conduct real-time, peer-to-

    peer financial transactions. In their paper, they

    describe four interaction scenarios that demonstrate how

    Txteagle facilitates financial earnings in rural settings.

    For example, in one user scenario a home-maker in

    Butare Rwanda was unable to afford a phone herself.

    But now, she gets paid by completing txteagletransaction tasks for a village phone operator, and

    eventually she will be able to buy her own cell phone.

    Txteagle can be a good design insight and implication

    on applying mobile technology and crowdsourcing in

    providing financial sources to people at remote and

    impoverished areas of the world.

    3.6. Ubiquitous Crowdsourcing

    Vukovic et al. in their Ubicomp 10 workshop paper[11]describe several important aspects of ubiquitous

    crowdsourcing, including the interaction model,

    crowdsourcing applications enabled by ubiquitous

    computing systems, andprotocol between ubiquitous

    computing and crowds. They raise three critical

    challenges about crowdsourcing and ubiquitous

    computing, from the perspective of (i) creating

    interaction model and protocol, (ii) facing challenges of

    ensuring crowdsourcing quality, and (iii) developing

    crowdsourcing application within ubiquitous computing

    domain. All of these three challenges serve as novel

    insights for HCI and interaction design and they also

    contribute to part of our research agenda described in

    the last section of the paper.

    4. RESEARCH AGENDA

    In this section of the paper, we propose several open

    questions that interaction designers may face apropos ofHCI and interaction design in crowdsourcing, and

    develop insights that own directly to our secondary

    research in the previous sections. More specifically, the

    design insights include a summary of crowdsourcing

    values in different context (academic, enterprise, and

    social), the assessment of different variables on

    crowdsourcing, as well as the motivation model, all ofwhich can lead to concepts and principles for interaction

    design.

    4.1. Design Problems

    We provide the following inventory of open research

    questions based on our literature review of

    crowdsourcing within HCI and interaction domain.

    1.

    What are the factors spurring creative online

    collaboration in different contexts (academic,

    enterprise, social) as well as targeted at different

    dimensions (role, behavior, and media)?

    2.

    What are the challenges that interaction design is

    facing according to improving and maintaining

    development of crowdsourcing?

    3.

    What are human-computer interaction designer and

    researcher roles in motivating, enhancing and

    sustaining motivations and participation in

    crowdsourcing?

    4.

    Are there ways in which HCI design can improve

    creative collaborative crowdsourcing?

    5.

    What values are advanced by crowdsourcing systems

    in promoting social values, such as diversity, social

    awareness, respect, sustainability etc.?

    4.2. Insight Based on Surveys

    This part of the paper describes crowdsourcing values in

    different contexts, roles of different variables in

    crowdsourcing, as well as the motivation model that arederived from the survey of crowdsourcing as a means of

    collaboration in the previous part.

    4.2.1. Crowdsourcing Values in Different Contexts

    Generally speaking, the role of crowdsourcing is tocollect intelligence from the crowd to complete a

    specific task. With the purpose of better understanding

    the contribution of crowdsourcing, we derive

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    crowdsourcing values separately in the three contexts of

    academic, enterprise, and social that we identified in the

    previous part, which is displayed in Table 1.

    4.2.2. Crowdsourcing in Different DimensionsIn the previous section, we identify a list of factors that

    contribute to crowdsourcing from three differentdimensions, including role, behavior and media. In

    Table 2, we describe the role that each factor may play

    in crowdsourcing. Each variable according to different

    dimension can contribute to crowdsourcing from

    different perspectives. More specifically, some variables

    may act as intrinsic factors to motivate and direct

    collaborators, such as to motivate ones personal values,

    enhance ones reputations, etc.; some variables may

    influence the quality and development of crowdsourcing

    in a more direct way, such as affecting the cost and

    development process of crowdsourcing; some variables

    may contribute from the perspective of technology and

    communication media.

    It is useful to be familiar with each factor and its

    respective roles as part of any design process involving

    crowdsourcing. Keeping these factors in mind can shape

    the design of crowdsourcing applications with more

    specific targets and objectives.

    4.2.3. Motivation Model

    Considering the values people have that prompt them to

    participate in crowdsourcing, we created the IncentiveModel shown as Table 3 that presents an inventory of

    motivating factors from different aspects.

    4.3. Research Agenda Based on Insights

    Crowdsourcing as a means of collaboration is a very

    promising model of interactivity that can be applied in

    different disciplines. At the same time, it also prompts

    wide-ranging research challenges along the contexts of

    academic, enterprise, and social. What follows is the setof challenges that interaction design and HCI may face

    when designing and developing crowdsourcing

    applications:

    1.

    Design interfaces that can attract and sustain a large

    Table 1.Crowdsourcing Value in Different Contexts

    Table 2:The Roles of Different Variables on Crowdsourcing

    Table 2.The Roles of Different Variables on Crowdsourcing

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    number of people to join in crowdsourcing.

    2.

    Design mechanisms that support efficient

    crowdsourcing formation as well as avoid conflict

    among collaborators.

    3.

    Design experience models that evaluate the quality

    of experience in crowdsourcing process. [10]

    4.

    Design a mechanism for balancing communication

    and independency within crowdsourcing. [15]

    5.

    Design in a way to increase the robustness of

    crowdsourcing in dealing with collaborations between

    unknown people within unknown situations and/orenvironments. [15]

    5. CONCLUSION

    We have surveyed several key articles about

    crowdsourcing as a means of collaboration and created

    three tables that serve as a classification scheme for thecontent of this survey.

    No matter if it is in the context of academic, enterprise,

    or social, the benefits of crowdsourcing merit research.

    The survey of crowdsourcing in this paper can be a first

    step in exploring crowdsourcing values and listingvarious factors that determine the development and

    expansion of crowdsourcing. How to address the

    research challenges enumerated above for developing

    further crowdsourcing services from HCI and design

    perspectives remains as future related work.

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