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The crowd machine

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The crowd machine

  1. 1. THE CROWD MACHINE Elena Simperl e.simperl@soton.ac.uk
  2. 2. CROWDSOURCING: PROBLEM SOLVING VIA OPEN CALLS 2 "the act of a company or institution taking a function once performed by employees and outsourcing it to an undefined (and generally large) network of people in the form of an open call. This can take the form of peer-production (when the job is performed collaboratively), but is also often undertaken by sole individuals. The crucial prerequisite is the use of the open call format and the large network of potential laborers.“ [Howe, 2006]
  3. 3. TYPOLOGY OF CROWDSOURCING Macrotasks Microtasks Challenges Self- organized crowds Crowdfunding 3 Source:[Prpić, Shukla, Kietzmann and McCarthy 2015]
  4. 4. SOCIAL MACHINES: PEOPLE DO THE CREATIVE WORK AND MACHINES DO THE ADMINISTRATION "Real life is and must be full of all kinds of social constraint – the very processes from which society arises. Computers can help if we use them to create abstract social machines on the Web: processes in which the people do the creative work and the machine does the administration […] The stage is set for an evolutionary growth of new social engines. [Tim Berners-Lee, Weaving the Web, 1999 ]
  5. 5. Are social machines just crowdsourcing?
  6. 6. CROWDSOURCING & SOCIALITY
  7. 7. CROWDSOURCING CREATIVE TASKS
  8. 8. CROWDSOURCING & ETHICS [Difallah et al, 2015]
  9. 9. CROWDSOURCING RESEARCH TASK DESIGN TASK ASSIGNMENT QUALITY ASSURANCE INCENTIVES ENGINEERING WORKFLOW DESIGN AND EXECUTION CROWD TRAINING SELF-ORGANIZING CROWDS COLLABORATIVE CROWDSOURCING REAL-TIME DELIVERY EXTENSIONS TO TECHNOLOGIES PROGRAMMING LANGUAGES
  10. 10. GAMIFYING PAID MICROTASKS Improving paid microtasks through gamification and adaptive furtherance incentives O Feyisetan, E Simperl, M Van Kleek, N Shadbolt WWW 2015, 333-343 11
  11. 11. OVERVIEW Make paid microtasks more cost-effective though gamification* *use of game elements and mechanics in a non-game context 12 [Source: http://www.hideandseek.net/wp- content/uploads/2010/10/gamification_badges.jpg]
  12. 12. PLATFORM Image labelling tasks published on microtask platform Free-text labels, varying numbers of labels per image, taboo words 1st setting: ‘standard’ tasks, including basic spam control 2nd setting: same requirements and rewards, but contributors were asked to carry out the task in Wordsmith 13
  13. 13. RESULTS BETTER, CHEAPER, BUT FEWER WORKERS 14 Metric CrowdFlower Wordsmith Total workers 600 423 Total keywords 1,200 41,206 Unique keywords 111 5,708 Avg. agreement 5.72% 37.7% Mean images/person 1 32 Max images/person 1 200
  14. 14. RESULTS (NO INCENTIVES) COMPARABLE QUALITY, HIGHER UNIT COSTS, FEWER DROPOUTS 15 Metric CrowdFlower Wordsmith Total workers 600 514 Total keywords 13,200 35,890 Unique keywords 1,323 4,091 Avg. agreement 6.32% 10.9% Mean images/person 11 27 Max images/person 1 351
  15. 15. RESULTS (WITH INCENTIVES) Increased participation  People come back (20 times) and play longer (43 hours vs. 3 hours without incentives) Targeted incentives work  77% players stayed vs. 27% in the randomised condition  19% more labels compared to no incentives condition 16
  16. 16. CONCLUSIONS & FUTURE WORK MAIN FINDINGS Task design matters as much as payment Gamification achieves high accuracy for lower costs and improved engagement Top contributors appreciate social features, but their main motivation is still task-driven NEXT STEPS The effect of individual gamification elements The effect of task autonomy (allowing people to skip tasks) Best ways to retain contributors The effect of referrals Application of SAPS to GWAPs and financially motivated crowds 17

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