Motivation by Design: Technologies, Experiences, and Incentives

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Motivation by Design: Technologies, Experiences, and Incentives Andrea Wiggins 16 February, 2012 Citizen Cyberscience Summit

description

Invited presentation at Citizen Cyberscience Summit 2012 on the topic of designing citizen science technologies and experiences to motivate contribution.

Transcript of Motivation by Design: Technologies, Experiences, and Incentives

Page 1: Motivation by Design: Technologies, Experiences, and Incentives

Motivation by Design:Technologies, Experiences,

and IncentivesAndrea Wiggins

16 February, 2012Citizen Cyberscience Summit

Page 2: Motivation by Design: Technologies, Experiences, and Incentives

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/

Page 3: Motivation by Design: Technologies, Experiences, and Incentives

• 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/

Page 4: Motivation by Design: Technologies, Experiences, and Incentives

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 rewardedhttp://www.flickr.com/photos/hammer51012/495218105/

Page 5: Motivation by Design: Technologies, Experiences, and Incentives

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%

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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 & worthwhilehttp://www.flickr.com/photos/crownjewel82/2892965663/

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Games People Play

• “Gamification” of science

• Games for data collection & processing

• Games people already play

• Pervasive and mobile participation

• Costs are always higher than expectedhttp://www.flickr.com/photos/jontintinjordan/2788526030/

Page 8: Motivation by Design: Technologies, Experiences, and Incentives

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/

Page 9: Motivation by Design: Technologies, Experiences, and Incentives

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/

Page 10: Motivation by Design: Technologies, Experiences, and Incentives

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