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Motivation by Design:
Technologies,
Experiences,
and Incentives
Andrea Wiggins
16 February, 2012
Citizen Cyberscience Summit
Personal Interests
• More than just motivation
• Motivations
• Intrinsic (altruism)
• Extrinsic (money)
• Personal Values (domain, science)
• Individual Goals (contributing)
http://www.flickr.com/photos/verbeeldingskr8/4875710270/
• Scientific and personal
interests must converge
by design
• Influences almost every
part of science and participation
• Promoting satisfaction & commitment
• Job design: autonomy, role expansion, etc.
• Incentives: material and symbolic rewards
Alignment of Interests
http://www.flickr.com/photos/freefoto/5982549938/
Which Came First?
• Science-first design
• Tech focuses on data entry
• Experiences focus on
simplified science
• Citizen-first design
• Tech focuses on ease of use
• Experience adapts existing leisure practices
• Self-rewarded & socially rewarded
http://www.flickr.com/photos/hammer51012/495218105/
Survey Says... (n=65)
• None:23%
• Public acknowledgement:
55%
• Volunteer appreciation
events: 31%
• Free equipment/supplies/
training: 26%
• Promo items: 18%
• Certificate: 12%
• Top contributor listings:
9%
• Personal performance
ratings: 8%
• Co-authorship: 8%
• Role advancement: 6%
• Editor/moderator
privileges: 2%
• Naming privileges: 2%
Data Entry is Dull
• Practically everyone hates data entry
• Major hurdle for participation
• Limits who participates
• More steps = lower return
• Usability is paramount
• Make it easy & worthwhile
http://www.flickr.com/photos/crownjewel82/2892965663/
Games People Play
• “Gamification” of science
• Games for data
collection &
processing
• Games people already play
• Pervasive and mobile participation
• Costs are always higher than expected
http://www.flickr.com/photos/jontintinjordan/2788526030/
Implications for Design
• Who will participate?
• Why will they
participate?
• How will they be
rewarded?
• How can experiences
be expanded?
http://www.flickr.com/photos/andymangold/4335799638/
Take-Aways
• Up-front in-depth
consideration of
audience and
alignment of interests
• Technologies make rewarding people
easier, and good design is not optional
• Design experiences to offer satisfying
opportunities for individual development,
social interaction, & deeper engagement
http://www.flickr.com/photos/skipnclick/2945026921/
Thanks!
• Case Study Projects: eBird,
Great Sunflower Project,
& Mountain Watch
• Collaborators: Kevin Crowston
and many others
• U.S. NSF Grants
09-43049 & 11-11107
http://citsci.syr.edu
http://www.andreawiggins.com

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Motivation by Design: Technologies, Experiences, and Incentives

  • 1. Motivation by Design: Technologies, Experiences, and Incentives Andrea Wiggins 16 February, 2012 Citizen Cyberscience Summit
  • 2. Personal Interests • More than just motivation • Motivations • Intrinsic (altruism) • Extrinsic (money) • Personal Values (domain, science) • Individual Goals (contributing) http://www.flickr.com/photos/verbeeldingskr8/4875710270/
  • 3. • Scientific and personal interests must converge by design • Influences almost every part of science and participation • Promoting satisfaction & commitment • Job design: autonomy, role expansion, etc. • Incentives: material and symbolic rewards Alignment of Interests http://www.flickr.com/photos/freefoto/5982549938/
  • 4. Which Came First? • Science-first design • Tech focuses on data entry • Experiences focus on simplified science • Citizen-first design • Tech focuses on ease of use • Experience adapts existing leisure practices • Self-rewarded & socially rewarded http://www.flickr.com/photos/hammer51012/495218105/
  • 5. Survey Says... (n=65) • None:23% • Public acknowledgement: 55% • Volunteer appreciation events: 31% • Free equipment/supplies/ training: 26% • Promo items: 18% • Certificate: 12% • Top contributor listings: 9% • Personal performance ratings: 8% • Co-authorship: 8% • Role advancement: 6% • Editor/moderator privileges: 2% • Naming privileges: 2%
  • 6. Data Entry is Dull • Practically everyone hates data entry • Major hurdle for participation • Limits who participates • More steps = lower return • Usability is paramount • Make it easy & worthwhile http://www.flickr.com/photos/crownjewel82/2892965663/
  • 7. Games People Play • “Gamification” of science • Games for data collection & processing • Games people already play • Pervasive and mobile participation • Costs are always higher than expected http://www.flickr.com/photos/jontintinjordan/2788526030/
  • 8. Implications for Design • Who will participate? • Why will they participate? • How will they be rewarded? • How can experiences be expanded? http://www.flickr.com/photos/andymangold/4335799638/
  • 9. Take-Aways • Up-front in-depth consideration of audience and alignment of interests • Technologies make rewarding people easier, and good design is not optional • Design experiences to offer satisfying opportunities for individual development, social interaction, & deeper engagement http://www.flickr.com/photos/skipnclick/2945026921/
  • 10. Thanks! • Case Study Projects: eBird, Great Sunflower Project, & Mountain Watch • Collaborators: Kevin Crowston and many others • U.S. NSF Grants 09-43049 & 11-11107 http://citsci.syr.edu http://www.andreawiggins.com