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1.
  • Balestrini, Mara, et al. (author)
  • Collaboration matters: capacity building, up-scaling, spreading, and sustainability in citizen-generated data projects
  • 2021
  • In: Humanities and Social Sciences Communications. - : Springer Science and Business Media LLC. - 2662-9992. ; 8
  • Journal article (peer-reviewed)abstract
    • Projects producing citizen-generating data (CGD) to provide evidence and to drive change have increased considerably in the last decade. Many of these initiatives build on multi-actor collaboration and are often supported by non-governmental organisations (NGOs), the public sector, businesses or community-based organisations. The joint efforts of these actors are often necessary to provide the resources and the support that citizens need to produce data. In return, organisations can harness the data to support their objectives. The recent growth (or up-scaling) of CGD projects has created opportunities, as well as challenges for capacity building and sustainability. These challenges can affect the continuity and effectiveness of these initiatives and, in turn, the quality and utility of collected data. This paper analyses two CGD projects to consider their social implications and the measures necessary to increase their capacity, up-scaling, spreading, and sustainability. The case studies on noise monitoring and invasive alien species describe, respectively, a bottom-up approach at city level and a top-down approach at the European level. Regardless of the approach, capacity building requires a process of infrastructuring that engages different actors, responds to matters of concern, assesses community capacities and needs, and develops a vision and action plan. Further, the appropriation and repurposing of technical systems is required to scale up and spread CGD projects. In this process, participants’ activities are shaped by technologies, while the meaning and effects of technologies are shaped through participants’ activities.
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2.
  • Beck, S., et al. (author)
  • Experimenting with Open Innovation in Science (OIS) practices: A novel approach to co-developing research proposals
  • 2021
  • In: CERN IdeaSquare Journal of Experimental Innovation. - 2413-9505. ; 5:2, s. 28-49
  • Journal article (peer-reviewed)abstract
    • Co-producing scientific research with those who are affected by it is an emerging phenomenon in contemporary science. This article summarizes and reflects on both the process and outcome of a novel experiment to co-develop scientific research proposals in the field of Open Innovation in Science (OIS), wherein scholars engaged in the study of open and collaborative practices collaborated with the “users” of their research, i.e., scientists who apply such practices in their own research. The resulting co-developed research proposals focus on scientific collaboration, open data, and knowledge sharing and are available as an appendix to this article.
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3.
  • Beck, S., et al. (author)
  • The Open Innovation in Science research field: a collaborative conceptualisation approach
  • 2022
  • In: Industry and Innovation. - : Informa UK Limited. - 1366-2716 .- 1469-8390. ; 29:2, s. 136-185
  • Journal article (peer-reviewed)abstract
    • Openness and collaboration in scientific research are attracting increasing attention from scholars and practitioners alike. However, a common understanding of these phenomena is hindered by disciplinary boundaries and disconnected research streams. We link dispersed knowledge on Open Innovation, Open Science, and related concepts such as Responsible Research and Innovation by proposing a unifying Open Innovation in Science (OIS) Research Framework. This framework captures the antecedents, contingencies, and consequences of open and collaborative practices along the entire process of generating and disseminating scientific insights and translating them into innovation. Moreover, it elucidates individual-, team-, organisation-, field-, and society-level factors shaping OIS practices. To conceptualise the framework, we employed a collaborative approach involving 47 scholars from multiple disciplines, highlighting both tensions and commonalities between existing approaches. The OIS Research Framework thus serves as a basis for future research, informs policy discussions, and provides guidance to scientists and practitioners.
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4.
  • Brovelli, M.A., et al. (author)
  • Citizen Science in Support of Digital Earth
  • 2020
  • In: Manual of Digital Earth. - Singapore : Springer Verlag.
  • Book chapter (peer-reviewed)abstract
    • Citizen science can be thought of as a tremendous catalyst for making Digital Earth a participation model of our world. This chapter presents a wide overview of the concept and practice of citizen science in terms of the technologies and social impact. Definitions of citizen science and various existing approaches to citizen involvement are described, from simple contributions to projects proposed by someone else to the design and planning of science as a bottom-up process. To illustrate these concepts, the relevant example of OpenStreetMap is described in detail, and other examples are mentioned and briefly discussed. Social innovation connected with citizen science is focused on to highlight different levels of direct citizen contributions to scientific research and indirect effects on academia, and studies driven by new questions that may support responsible research and innovation (RRI), governments and public administration in making better informed decisions. Despite its growth and success in relatively few years, citizen science has not fully overcome a number of persistent challenges related to quality, equity, inclusion, and governance. These themes and related complex facets are discussed in detail in the last section of the chapter.
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5.
  • Castell, Nuria, et al. (author)
  • Citizen Science for Environmental Governance in the Nordic Region
  • 2023
  • In: Fast Track to Vision 2030. - Oslo : NordForsk.
  • Other publication (other academic/artistic)abstract
    • Environmental citizen science can be a great tool for a green, competitive, and socially sustainable Nordic Region. It fosters collaboration between citizens, researchers, communities, and authorities to collectively tackle environmental challenges, and encourages participation in decision-making processes related to environmental policies and conservation efforts. To advocate its importance and significance, this policy brief proposes four recommendations for the Nordic Council of Ministers and describes how best to connect and integrate environmental citizen science in the Nordic Region so as to achieve three relevant objectives of the Council's Action Plan.
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6.
  • Craglia, Massimo, et al. (author)
  • Digitranscope: The governance of digitally-transformed society
  • 2021
  • Reports (other academic/artistic)abstract
    • This volume presents the key outcomes and research findings of the Digitranscope research project of the European Commission Joint Research Centre. The project set out to explore during the period 2017-2020 the challenges and opportunities that the digital transformation is posing to the governance of society. We focused our attention on the governance of data as a key aspect to understand and shape the governance of society. Data is a key resource in the digital economy, and control over the way it is generated, collected, aggregated, and value is extracted and distributed in society is crucial. We have explored the increasing awareness about the strategic importance of data and emerging governance models to distribute the value generated more equitably in society. These findings contribute to the new policy orientation in Europe on technological and data sovereignty and the sharing of data for the public interest. The digital transformation, the rise of artificial intelligence and the Internet of Things offer also new opportunities for new forms of policy design, implementation, and assessment providing more personalised support to those who need it and being more participative throughout the policy cycle. The use of digital twins, gaming, simulation, and synthetic data is just beginning but promises to change radically the relationships among all the stakeholders in governance of our society.
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7.
  • Díaz, C.M.C., et al. (author)
  • More than Data Gatherers: Exploring Player Experience in a Citizen Science Game
  • 2020
  • In: Quality and User Experience. - : Springer Science and Business Media LLC. - 2366-0147 .- 2366-0139. ; 5:1
  • Journal article (peer-reviewed)abstract
    • We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivations, and how could the game be improved. We analyzed the data using descriptive statistics and thematic analysis. Specifically, the thematic analysis helped to identify two cross-cutting themes amongst the players: (a) learning and (b) the opportunity to contribute to science. Results indicate that the opportunity to help science, along with game design, game elements, involvement of players with the scientific community, and players’ strategies influence the experience. Implications of the particular findings for the research on player experience on citizen science games and development of evaluation methods are discussed.
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8.
  • Ekman, Karin, 1971, et al. (author)
  • Agency and responsibility in smart air pollution monitoring.
  • 2023
  • In: Proceedings of the 8th International Conference on Smart and Sustainable Technologies (SpliTech), 21-23 June, 2023. Split-Bol, Croatia.. - : IEEE Publisher. - 9798350323207
  • Conference paper (peer-reviewed)abstract
    • In this paper, we use two cases to illustrate the role of citizens, researchers, and low-cost sensors for air quality monitoring in communal smart environments. In these settings, human-sensor collaborations might reconfigure relations between actors of Citizen Science and the political processes in the terms of roles, agency, and responsibilities. By looking at two cases run in Denmark and Norway, we strive to understand the roles played by citizens, researchers, and sensors in air quality monitoring, the responsibilities assigned to citizens and sensors in producing data about air pollution, and how the quality of the collected data was judged. The two cases show that low-cost sensors constitute an important driver for participation. By collecting data that can be used by local governments to derive relevant insights and informing action, citizens can be more actively involved in improving and maintaining the quality of their living environment. In both cases, we see the sensors as holding the potential to change the way citizens look at their living environments and facilitate data creation as a purposeful and meaningful social activity.
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9.
  • Franzen, Martina, et al. (author)
  • Machine Learning in Citizen Science: Promises and Implications
  • 2021
  • In: The Science of Citizen Science. - Cham : Springer Nature. ; , s. 183-198
  • Book chapter (peer-reviewed)abstract
    • The chapter gives an account of both opportunities and challenges of human–machine collaboration in citizen science. In the age of big data, scientists are facing the overwhelming task of analysing massive amounts of data, and machine learning techniques are becoming a possible solution. Human and artificial intelligence can be recombined in citizen science in numerous ways. For example, citizen scientists can be involved in training machine learning algorithms in such a way that they perform certain tasks such as image recognition. To illustrate the possible applications in different areas, we discuss example projects of human–machine cooperation with regard to their underlying concepts of learning. The use of machine learning techniques creates lots of opportunities, such as reducing the time of classification and scaling expert decision-making to large data sets. However, algorithms often remain black boxes and data biases are not visible at first glance. Addressing the lack of transparency both in terms of machine action and in handling user-generated data, the chapter discusses how machine learning is actually compatible with the idea of active citizenship and what conditions need to be met in order to move forward – both in citizen science and beyond.
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10.
  • Fruchter, R, et al. (author)
  • Distributing attention across multiple social worlds
  • 2010
  • In: AI & Society. - : Springer Science and Business Media LLC. - 0951-5666 .- 1435-5655. ; 25:2, s. 169-181
  • Journal article (peer-reviewed)abstract
    • Abstract Being a member of both local and global teams requires constant distribution and re-distribution of attention, engagement, and intensive communication over synchronous and asynchronous channels with remote and local partners. We explore in this paper the increasing number of social worlds such participants distribute their attention to, how this affects their level of engagement and attention, and how the workspace, collaboration technologies, and interaction modes afford and constrain the communicative events. The use of information and collaboration technologies (ICT) shapes and reshapes work spaces, processes, and social interactions among team members, and team members reshape ICT and the way it is used. We use as a testbed the AEC Global Teamwork course established at Stanford in 1993 in collaboration with universities worldwide and provide examples from two sites—Stanford PBL Lab, California USA and Chalmers University, Goteborg Sweden. We used temporal analysis and qualitative methods of inquiry in order to study participants’ attention, how they used the site and the means, i.e., their social and material resources, to accomplish their interaction needs, and how they engaged throughout project reviews.
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11.
  • Fruchter, Renate, et al. (author)
  • The Fishbowl : Degrees of Engagement in Global Teamwork
  • 2006
  • Reports (other academic/artistic)abstract
    • The project team will improve cross-disciplinary, collaborative, and geographically distributive project-based learning (PBL) by creating an innovative, computer-mediated learning experience between  students and professionals working in the fields of architecture, engineering and construction management (AEC.) Faculty and researchers from Stanford, KTH, Chalmers and the IT University of Göteborg  will design, implement, test, deploy and evaluate a learning interaction  experience (“The Fishbowl”) as a pedagogical intervention  to support knowledge transfer from professionals to students. These  competencies include alternative ways to solve problems, inquiry  and negotiation skills, and probing the boundaries between disciplines.  Deliverables from this project will include a tested and evaluated  pedagogic model, an ICT-augmented workspace, deployed and tested  in PBL at Stanford, KTH, Chalmers and IT Göteborg, the implementation of the pedagogy and ICT in an AEC Teamwork course offered in spring 2006, evaluation of learning workspaces, and student learning  and  performance assessments.
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12.
  • Hecker, Susanne, et al. (author)
  • Innovation in Citizen Science – Perspectives on Science-Policy Advances
  • 2018
  • In: Citizen Science: Theory and Practice. - : Ubiquity Press, Ltd.. - 2057-4991. ; 3:1
  • Journal article (peer-reviewed)abstract
    • Citizen science is growing as a field of research with contributions from diverse disciplines, promoting innovation in science, society, and policy. Inter- and transdisciplinary discussions and critical analyses are needed to use the current momentum to evaluate, demonstrate, and build on the advances that have been made in the past few years. This paper synthesizes results of discussions at the first international citizen science conference of the European Citizen Science Association (ECSA) in 2016 in Berlin, Germany, and distills major points of the discourse into key recommendations. To enhance innovation in science, citizen science needs to clearly demonstrate its scientific benefit, branch out across disciplines, and foster active networking and new formats of collaboration, including true co-design with participants. For fostering policy advances, it is important to embrace opportunities for policy-relevant monitoring and policy development and to work with science funders to find adequate avenues and evaluation tools to support citizen science. From a society angle it is crucial to engage with societal actors in various formats that suit participants and to evaluate two-way learning outcomes as well as to develop the transformative role of science communication. We hope that these key perspectives will promote citizen science progress at the science-society-policy interface.
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13.
  • Leino Lindell, Tiina, 1973, et al. (author)
  • Empowering School Staff: Designing AI-systems for achieving fairness in education
  • 2023
  • In: European Conference on Information Systems (ECIS 2023), June 11th –16th, 2003, Kristiansand, Norway.
  • Conference paper (other academic/artistic)abstract
    • Currently, schools are facing challenges due to rapid advancements in technology. Artificial intelligence (AI) is now integrated into many tools that schools use, such as learning management systems, scheduling programs, and textbooks. However, the problem is that these technologies are not specifically designed to meet local needs, but rather for addressing generic issues (Selbst, 2019). This pose challenges for schools whose mission is to provide just and fair education for all students, as AI systems may not be easily adaptable to local requirements (Utterberg Modén et al., 2021). Our research aims to advance the understanding of empowering school staff in designing AI systems for fairness in education. Specifically, we investigate how participants envision designing an AI system that meets their requirements for providing individualized support to students. We will identify and highlight the recurring conflicts that become visible during the design process and explore how they are resolved. The aim of the research is explored through the following research questions: •What conflict of motives do participants express while designing an AI- system for offering individualized support to students in the context of fair education? •How can participants be stimulated to address these conflicts during the design process? In this study, we combine Cultural Historical Activity Theory (CHAT) interventions with the Meta-design framework (Fischer & Scharff, 2000). We assume that not all potential uses and issues related to AI-systems can be fully anticipated during design and development (design time). Users often discover mismatches between their needs and the actual functionality of the technology only after implementation (use time). Meta-Design overcomes this limitation by allowing teachers to contribute to functionalities, meanings, and contents of AI-systems, as they cannot be definitively defined during design time. The data is drawn from seven workshops involving in total 40 participants, including students, teachers, principals, and school developers in Sweden. Our findings indicate a contradiction betweenabstracted fairness and situated fairness. This refers to, on the one hand, fairness as a property of the AI system itself and, on the other hand, fairness as an ongoing process that takes place within the environment where the AI system is used. This was manifested in conflict of motives, such as, how to handle individual student needs within a class framed as collective endeavor, the division of labor between teachers and students, and how to exercise authority to control and adjust various functions of the AI-system in order to ensure fairness. During the process, the participants were stimulated by provotypes (Boer & Donovan, 2012) to develop shared visions on how to address the conflicts they encountered. They designed concrete proposals of how AI systems could transform their current activities and provide individualized support for students. Furthermore, participants highlighted that the design process of the AI system sparked new insights on how schools could reorganize for learning beyond the traditional class-based structure. In the workshop, we will share examples from our findings and discuss the advantages and disadvantages of adopting meta-design in CHAT.
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14.
  • Micheli, M., et al. (author)
  • Emerging models of data governance in the age of datafication
  • 2020
  • In: Big Data & Society. - : SAGE Publications. - 2053-9517. ; 7:2
  • Journal article (peer-reviewed)abstract
    • The article examines four models of data governance emerging in the current platform society. While major attention is currently given to the dominant model of corporate platforms collecting and economically exploiting massive amounts of personal data, other actors, such as small businesses, public bodies and civic society, take also part in data governance. The article sheds light on four models emerging from the practices of these actors: data sharing pools, data cooperatives, public data trusts and personal data sovereignty. We propose a social science-informed conceptualisation of data governance. Drawing from the notion of data infrastructure we identify the models as a function of the stakeholders' roles, their interrelationships, articulations of value, and governance principles. Addressing the politics of data, we considered the actors' competitive struggles for governing data. This conceptualisation brings to the forefront the power relations and multifaceted economic and social interactions within data governance models emerging in an environment mainly dominated by corporate actors. These models highlight that civic society and public bodies are key actors for democratising data governance and redistributing value produced through data. Through the discussion of the models, their underpinning principles and limitations, the article wishes to inform future investigations of socio-technical imaginaries for the governance of data, particularly now that the policy debate around data governance is very active in Europe.
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15.
  • Ostermann, Frank O., et al. (author)
  • Special Issue Editorial: Crowd AI for Good
  • 2021
  • In: Human Computation. - : Human Computation Institute. - 2330-8001. ; 8:2, s. 1-4
  • Journal article (other academic/artistic)abstract
    • This special issue editorial of Human Computation on the topic "Crowd AI for Good" motivates explorations at the intersection of artificial intelligence and citizen science, and introduces a set of papers that exemplify related community activities and new directions in the field.
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16.
  • Ponti, Marisa (author)
  • A LIS collaboratory to bridge the research-practice gap
  • 2008
  • In: Library Management. - : Emerald Group Publishing Ltd.. - 0143-5124 .- 1758-7921. ; 29:4/5, s. 265-277
  • Journal article (peer-reviewed)abstract
    • Purpose – The purpose of this paper is to introduce the notion of a collaboratory as a virtual learning community and discuss its significance to support collaboration between library and information science (LIS) researchers and practitioners. Design/methodology/approach – The LIS literature describes various forms of inter-institutional collaboration involving librarians and information professionals, but there is an apparent lack of documented cases of collaboratories involving LIS practitioners and researchers. The paper draws from the literature about collaboratories in the fields of social informatics and information systems and describes the notion of collaboratory, its characteristics and main functions. Findings – It is argued that a LIS collaboratory in the form of a virtual learning community has the potential to provide researchers and practitioners the opportunity to bring in and integrate their respective knowledge, expertise and connections, as well as expand participation of practitioners in research projects. Another claim is that this virtual learning community may fill a critical niche for small institutions as LIS schools and practitioners, and give them the opportunity to choose and work together on relevant research projects. While the prospect of LIS collaboratory looks promising, the challenges to building one need not be overlooked, in particular working at distance and crossing institutional boundaries. More research is needed on the socio-organizational issues that can influence collaboration between LIS researchers and practitioners. Research limitations/implications – The discussion is based on the author's review of the literature and observations. Originality/value – The notion of collaboratory is still new to the LIS field. This paper offers the opportunity to trigger a new discussion on collaboration between researchers and practitioners and the potential of collaboratories to support new forms of collaboration.
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17.
  • Ponti, Marisa, et al. (author)
  • A wiki for informal learning among social workers in a local health authority
  • 2012
  • In: Wikis Supporting Formal and Informal Learning. - Hauppauge, NY : Nova Science. - 9781613248492 ; , s. 199-219
  • Book chapter (peer-reviewed)abstract
    • This chapter uses actor-network theory (ANT) to understand how social workers, of a large Italian local health authority, might interact with a wiki space to share resources, inform practice, and maintain their professional identity. We begin by introducing the health authority, the role the social workers play within it, and the situation at the time the researchers became involved in the case. One important difference from other similar cases is that, in the presented case, the wiki is considered not as the first system to support learning among these social workers but as a potential replacement technology for an existing structured knowledge management system (KMS). We then describe the key concepts of ANT and how it can be used to analyze both social and technical aspects when a new information technology is proposed for adoption. ANT is applied in two ways. In a first section we have analyzed how social workers’s existing KMS was adopted, reconstructing the events leading to that choice and how they championed the idea of replacing the KMS with a wiki. In the second section we apply the ANT due process to consider the potential of the wiki as a replacement for the existing KMS and the relationships among the actors involved. Adoption of ANT to analyze the proposal for a wiki to support informal learning and professional identity among social workers in a local health authority was effective. ANT guided us to take into account not just the technological features offered by a wiki but also the social and contextual issues and the socio-technical interactions among the stakeholders. In the last section we describe how we designed a wiki implementation with the potential to both maintain the value of work completed to date and meet additional needs for informal learning and maintenance of professional identity. After presenting the criteria we adopted to select a wiki platform, principles to innovate the wiki space design with the social workers’ participation are described. We adopt an approach in between structure and self-organization balancing on the one hand the risks of limited user participation in the wiki space design due to an imposed and pre-defined structure and, on the other hand, user disorientation and confusion due to a blank and unpopulated wiki space. The section ends with a description of the structure and content of the seeded wiki and the new approach adopted to describe and find information through tagging and searching. We conclude that the successful adoption and sustainability of the wiki will depend on creating and strengthening its association with the other stakeholders participating in the project.
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18.
  • Ponti, Marisa (author)
  • Actors in Collaboration: Sociotechnical Influence on Practice-Research Collaboration
  • 2010
  • Doctoral thesis (other academic/artistic)abstract
    • There has long been a concern about the research-practice gap within Library and Information Science (LIS). Several authors have highlighted the disconnection between the world of professional practice, interested in service and information system development, and the world of the academy, focused on the development of theory and the progress of the discipline. A virtual organization, such as a collaboratory, might support collaboration between LIS professionals and academics in research, potentially transforming the way research between these two groups is undertaken. The purpose of this study was to examine how sociotechnical aspects of work organization influence the initiation, development, and conclusion of collaboration between LIS academics and professionals in distributed research projects. The study examined the development of three collaborative projects from the start to completion in two countries, Italy and another European country. The data analysis aimed at deriving implications for the further development of theory on remote scientific collaboration, and for the design of a sustainable collaboratory to support small-scale, distributed research projects between LIS academics and professionals. The research design, data collection, and data analysis were informed by Actor- Network-Theory (ANT), in particular by Callon’s model of translation of interests. Qualitative interviews and analysis of literary inscriptions formed the key sources of data for the three case studies. The analysis of how and why collaborations between LIS academics and professionals initiated and developed revealed that the initial motivation to pursue collaboration has to do with the lack of economic and organizational resources on either or both sides, and with a genuine interest in a topic by both academics and professionals. The case studies in this study were decentralized and bottom-up projects in which LIS academics and professionals pursued collaboration because they had a genuine interest in a given topic and not because they were mandated by their employers, or they hoped to be acknowledged and promoted by them on the basis of their participation in the project. Market conditions and/or institutional pressures did not exert much influence on the start and development of these collaborations, although one project was influenced by political considerations and funding conditions in healthcare. The patterns emerged from the findings of the three cases underpin the development of a sociotechnical framework aimed at providing a better understanding of remote collaboration between academics and professionals not only in LIS but also in other fields affected by the research-practice gap.
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19.
  • Ponti, Marisa, et al. (author)
  • AI and Citizen Science for Serendipity
  • 2022
  • In: Open Innovation in Science (OIS) Research Conference 2022.
  • Conference paper (other academic/artistic)abstract
    • Polyak (2020) argued that introducing AI to creative practices destroys spontaneity, intuition and serendipity in favour of deliberate and premeditated outcomes. However, the design of systems that leverage complex interactions between citizen scientists and computational AI methods have the potential to facilitate creative exploration and chance encounters. Citizen science – when the general public is actively engaged in research tasks – is already well established in fields such as astronomy and astrophysics, ecology and biodiversity, archaeology, biology, and neuroimaging (Vohland et al., 2021). Citizen scientists are often untrained amateurs recruited by scientists to collect or classify large volumes of data, or solve challenging puzzles (Gura, 2013). Citizen scientists significantly outnumber professional scientists and are rarely experts in the field of the citizen science projects in which they participate. However, curious and dedicated citizen scientists have often shown abilities that can lead to serendipitous encounters (Beaumont et al., 2014). The sheer amount of data potentially generated by citizen science projects, in combination with large numbers of participants, can result in serendipitous discoveries, such as the formation of a novice star, the discovery of a new species, the detection of the human neurons, or the formation of a new protein (Parrish et al. 2019). So far, few studies have investigated how computational methods such as machine learning (ML) could facilitate serendipity in citizen science as well as optimizing accuracy and efficiency (Trouille, Lintott, & Fortson, 2019). This perspective paper considers the design of hybrid citizen science systems to demonstrate their potential for serendipitous discovery. Hybrid systems should be designed to stimulate participants’ serendipitous encounters, rather than to detect serendipitous occurrences without human intervention. Serendipity should be considered a collective endeavor comprising individual cognitive agency coupled with external representations and cognitive artifacts, such as ML models. The effort should be shared between humans and technology because it is the integration of humans and machines that holds the potential for serendipitous scientific discovery, rather than the former or the latter individually. We present three aspects to be considered to design serendipity-oriented hybrid systems. (1) the task environment; (2) the characteristics of citizen scientists, and (3) anomalies and errors. They are important because the integration of humans and machines in citizen science has been acknowledged to produce results superior to either one alone, while allowing for serendipitous discovery (McClure et al., 2020; Beaumont et al., 2014). Algorithms, technology design and ML present opportunities for serendipity, if applied with care. Future citizen science projects should therefore reflect on the technology environment, characteristics of citizen scientists and anomalies and errors to encourage serendipity. Further research could include a survey of serendipity-oriented algorithms to examine existing approaches used in science and innovation; deeper investigation of delegation of tasks in human-machine integration; and recommendations for the design of computational assistance to support serendipity and human agency.
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20.
  • Ponti, Marisa, 1959, et al. (author)
  • AI and Citizen Science for Serendipity
  • 2022
  • In: Open Innovation in Science (OIS) Research Conference 2022 May 11-13, 2022 | CERN IdeaSquare.
  • Conference paper (other academic/artistic)abstract
    • It has been argued that introducing AI to creative practices destroys spontaneity, intuition and serendipity. However, the design of systems that leverage complex interactions between citizen scientists (members of the public engaged in research tasks) and computational AI methods have the potential to facilitate creative exploration and chance encounters. Drawing from theories and literature about serendipity and computation, this article points to three interrelated aspects that support the emergence of serendipity in hybrid citizen science systems: the task environment; the characteristics of citizen scientists; and anomalies and errors.
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21.
  • Ponti, Marisa, et al. (author)
  • Can't we all just get along? Citizen scientists interacting with algorithms
  • 2021
  • In: Human Computation. - : Human Computation Institute. - 2330-8001. ; 8:2
  • Journal article (peer-reviewed)abstract
    • Responding to the continued and accelerating rise of Machine Learning (ML) in citizen science, we organized a discussion panel at the 3rd European Citizen Science 2020 Conference to initiate a dialogue on how citizen scientists interact and collaborate with algorithms. This brief summarizes a presentation about two Zooniverse projects which illustrated the impact that new developments in ML are having on citizen science projects which involve visual inspection of large datasets. We also share the results of a poll to elicit opinions and ideas from the audience on two statements, one positive and one critical of using ML in CS. The discussion with the participants raised several issues that we grouped into four main themes: a) democracy and participation; b) skill-biased technological change; c) data ownership vs public domain/digital commons, and d) transparency. All these issues warrant further research for those who are concerned about ML in citizen science.
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22.
  • Ponti, Marisa, et al. (author)
  • Chefs Know More than Just Recipes: Professional Vision in a Citizen Science Game
  • 2017
  • In: SocArXiv.
  • Other publication (other academic/artistic)abstract
    • The main purpose of this study is to investigate players’ professional vision and interpret their use of recipes during their gameplay. The main research question is: What do players observe and do when they use recipes in their gameplay? To address this question, we examined the choices made by players solving two different kinds of puzzles, a beginner’s puzzle and an advanced one. Specifically, we studied when, how and why the players ran recipes when solving the puzzles, and what actions those recipes performed in the gameplay.
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23.
  • Ponti, Marisa, et al. (author)
  • Chefs Know More than Just Recipes: Professional Vision in a Citizen Science Game
  • 2018
  • In: Human Computation. - : Human Computation Institute. - 2330-8001. ; 5:1, s. 1-12
  • Journal article (peer-reviewed)abstract
    • Some citizen science projects use “games with a purpose” (GWAPs) to integrate what humans and computers, respectively, can do well. One of these projects is Foldit, which invites talented players to predict three-dimensional (3D) models of proteins from their amino acid composition. This study investigated players’ professional vision and interprets their use of recipes, small scripts of computer code that automate some protein folding processes, to carry out their strategies more easily when solving game puzzles. Specifically, this study examined when, how and why the players ran recipes when solving the puzzles, and what actions those recipes performed in the gameplay. Auto-ethnographic accounts produced by players at different levels of experience (beginner, intermediate, and expert) when playing the game were analyzed using a grounded theory approach. The analysis of what these players observed and did visualized the professional vision necessary to use recipes sensibly and effectively. The findings highlight three key abilities: (a) seeing beauty; (b) repairing errors made by recipes, and (c) monitoring a large quantity of information to perform actions effectively. This study indicates that players indeed have to develop a professional vision independent of what the game itself can highlight. This is related to the nature of the game where it seems impossible for the game developers to show the affordances, because they are unknown. Players must learn to see the affordances and develop a professional vision, which means that they have to learn these skills through gaming.
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24.
  • Ponti, Marisa, 1959, et al. (author)
  • Citizen-generated data for public policy
  • 2020
  • Reports (other academic/artistic)abstract
    • This report is an initiative of the research project DigiTranScope: Digital Transformation and Governance of Human Society, which the Joint Research Centre (JRC) has conducted to provide a better understanding of the digital transformation to help policymakers address the challenges facing European society in the future. More specifically, this review is part of the exploration of the data theme in DigiTranScope, which focuses on the examination of the changing flows, ownership, quality and implications of digitised data and information. Data constitute the decisive ingredient of the transformed society, and data ownership, access, sharing, analysis and dissemination (for example in social, economic and political contexts) will interplay in uncertain ways as they have to date. The main aim of the report is to raise open questions and steer discussions on what citizen-generated data can do for experimenting new forms of public participation, rethinking the relationships between citizens and local governments, and understanding new emerging roles for citizens and local governments. The report documents 18 European projects involving citizen-generated data. After the phase of desk research, five interviews were also conducted with the organisers of selected projects. The goal was to compile a set of mini cases that illustrate the ways in which past and present projects, set up in partnerships with local authorities in different Member States, involve citizens to collect data to inform public policy and serve the public good (e.g., collect data on air and water quality). The sampled projects have been driven by immediate interest in and concern about local problems that affect citizens’ quality of life, and the need to provide evidence for local authorities to take action. These initiatives indicate that CGD can have an impact by enabling different relationships with the public sector. They can provide the opportunity to find novel ways of interaction and open up channels of communication between policy-makers and citizens. The report points to three main aspects of CGD reconfiguring the relationship between citizens and the public sector. First, digital technologies can change the way citizens look at their living environments and facilitate data creation as a focal practice, a purposeful and meaningful social activity. In turn, CGD projects as focal practices hold the potential to bring back agency and control to citizens, moving them closer to the role of agents of change in the places where they live. This process can be challenging because it implies ways of shifting agency, accountability and responsibility towards citizens. Second, CGD hold the potential to enable citizens to “achieve” citizenship, rather than receiving it. Collecting data becomes a way of taking up responsibility as individual citizens and can go a long way in solving urban problems and achieving active citizenship. However, “achieving” citizenship is challenging because it requires a “culture shift” such that citizens and communities become active participants. Third, there is a quality issue with CGD in policy contexts. Most CGD is collected using low-cost sensors and accessible digital technologies to conduct indicative monitoring and generate data over a wider spatial area or over longer periods of time. This data may not be at the same level of precision or accuracy as data produced for regulatory compliance. However, it could raise different concerns and possibilities useful to describe “data stories” together with citizens, and integrate the representation of reality provided by official data. This report is not an exhaustive review of initiatives but provides an indication of what has been carried out in terms of European citizen-generated data projects which can be explored further. Therefore, it is a living document which can evolve and expand over time to reflect the diversity and development of European citizen-generated data projects.
  •  
25.
  • Ponti, Marisa, 1959 (author)
  • Citizen Science as a New Way To Do Science
  • 2017
  • Other publication (other academic/artistic)abstract
    • This is the abstract of a talk given at the Dagstuhl Seminar 17272 - Citizen Science: Design and Engagement. Citizen science has received increasing attention because of its potential as a cost-effective method of gathering massive data sets and as a way of bridging the intellectual divide between layperson and scientists. Citizen science is not a new phenomenon, but is implemented in new ways in the digital age, offering opportunities to shape new interactions between volunteers, scientists and other stakeholders, including policymakers. Arguably, citizen science rests on two main pillars: openness and participation. However, openness can remain unexploited if we do not create the technical and social conditions for broader participation in more collaborative citizen science projects, beyond collecting and sharing data to scientists. “Public participation” has too often accounted for the assumed ease with which hierarchies in science can be horizontalized, and economic and geographic barriers can be removed. However, public participation is a contested term that should be problematized. The Scandinavian tradition of participatory design can help explore conceptually the challenges related to participation and to design for participation.
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26.
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27.
  • Ponti, Marisa (author)
  • Gaming for Good : Exploring the potential and pitfalls of citizen science games
  • 2016
  • In: Citizen Science – Innovation in Open Science, Society and Policy 19–21 May 2016 | Berlin.
  • Conference paper (other academic/artistic)abstract
    • The aim of gamification is to use of game features, such as points and badges, to make non game-activities more fun than they would otherwise be [2]. Researchers including [5] have pointed to citizen science as an opportunity for gamification, noting “motivations driven by interest in technology and rewards, such as online gaming badge and competitions” could support volunteer motivation and retention.” Similarly, [9] demonstrated that games can support engagement “by allowing volunteers to participate in a range of social interactions and through enabling meaningful recognition of achievements.” However, when gamification is used in citizen science, such motivators must be balanced with the need for relevant scientific outcomes [7]. A brief review of the literature reveals that the use of gamification in citizen science has raised both enthusiasm and criticism. Some critics question the normative desirability of using games in science and warn against the suggestion of the power-solving potential of internet-facilitated game-like crowdsourcing. Specifically, [3] argued that this “crowdsourcing model of research has the potential to cause harm to participants, manipulates the participant into continued participation, and uses participants as experimental subjects.” Of those who advocate and employ games in science, some found that crowdsourced image analysis application can be fruitful [e.g., 6, explores a case of crowdsourced game-based analysis system for quantifying malaria parasites in digitized images of thick blood smears]. Another recent study of two purposeful games for citizen science, [8] found that different reward systems and gamification approaches can influence player recruitment and retention, as well as the way players experience these games, but that these modalities need not adversely impact data quality. References 1. Sebastian Deterding, Miguel Sicart, Lennart E. Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification: Using game design elements in non- gaming contexts. In CHI '11 Extended Abstracts on Human Factors in Computing Systems (CHI EA '11). ACM, New York, NY, USA, 2425-2428. http://doi.acm.org/10.1145/1979742.1979575 2. Sebastian Deterding, Seth Cooper, Alessandro Canossa, Lennart E. Nacke, Casper Harteveld, and Jennifer R. Whitson. 2015. CHI 2015 workshop “Researching gamification: Strategies, opportunities, challenges, ethics”. CHI 2015, April 19, 2015, Seoul, South Korea. Retrieved May 6, 2015 from http://gamification-research.org/chi2015/n 3. Mark A. Graber, Abraham Graber. 2013. Internet-based crowdsourcing and research ethics: The case for IRB review. J Med Ethics 39: 115-118. 4. Jennifer Preece, Anne Bowser. 2014. What HCI can do for citizen science. In Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems (CHI EA '14). ACM, New York, NY, USA, 1059-1060. http://doi.acm.org/10.1145/2559206.2590805 5. Greg Newman, Andrea Wiggins, Alycia Crall, Eric Graham, Sarah Newman, and Kevin Crowston. 2012. The future of citizen science: Emerging technologies and shifting paradigms. Front Ecol Environment 10, 6: 298-304. Retrieved May 11, 2015 from http://www.esajournals.org/doi/full/10.1890/1102 94 6. Miguel Angel Luengo-Oroz, Asier Arranz, John Frean. 2012. Crowdsourcing malaria parasite quantification: An online game for analyzing images of infected thick blood smears. J Med Internet Res 14, 6:e167. doi: 10.2196/jmir.2338 7. Seth Cooper. 2014. A Framework for Scientific Discovery Through Video Games. Association for Computing Machinery and Morgan & Claypool, New York, NY, USA. 8. Nathan Prestopnik, Kevin Crowston, Jun Wang. 2014. Exploring data quality in games with a purpose. In iConference Proceedings, Maxi Kindling and Elke Greifeneder (Eds.), 213-227. Illinois: iSchools. doi:10.9776/14010 9. Ioanna Iacovides, Charlene Jennett, Cassandra Cornish-Trestrail, and Anna L. Cox. 2013. Do games attract or sustain engagement in citizen science?: a study of volunteer motivations. In CHI '13 Extended Abstracts on Human Factors in Computing Systems (CHI EA '13). ACM, New York, NY, USA, 1101-1106. DOI=http://dx.doi.org/10.1145/2468356.2468553
  •  
28.
  • Ponti, Marisa, 1959, et al. (author)
  • Getting It Right or Being Top Rank: Games in Citizen Science
  • 2017
  • In: CSA 2017.
  • Conference paper (other academic/artistic)abstract
    • The use of games in citizen science is growing, but can create tension as these can be seen as incompatible areas of activity. For example, the motivations of winning a game and the scientific pursuit of knowledge may be seen as contrary. Over a one-year period, we conducted a virtual ethnographic study of the public forums of two online projects, Foldit and Galaxy Zoo (GZ). The first where gaming is an explicit design feature and the second where it is not. The aim was to give a nuanced view of how participants topicalize and respond to tension between games and science. Thematic analysis of the forum posts showed that participants in the two projects respond differently to the tension. GZ participants highlighted the value of sharing and openness to sustain a healthy community while Foldit participants expressed concern for the project becoming the exclusive playground of an ever-decreasing elite group. For example, leaderboards were portrayed as antithetical to a healthy community in GZ as scores bring unhealthy competition and adverse effects on scientific validity. By contrast, the notion that ranking performance could be antithetical to the spirit of science was not part of the established community repertoire for Foldit. By unpacking participant responses to the tension between games and science, our study highlights that citizen science projects using games are not just about fun. In order to enrol and retain volunteers, they must also recognize and manage the implicit normative scientific ideals participants bring with them to a project.
  •  
29.
  • Ponti, Marisa, 1959, et al. (author)
  • Getting it Right or Being Top Rank: Games in Citizen Science
  • 2018
  • In: Citizen Science - Theory and Practice. - : Ubiquity Press, Ltd.. - 2057-4991. ; 3:1, s. 1-10
  • Journal article (peer-reviewed)abstract
    • The use of games in citizen science is growing, but can create tension as gaming and science can be seen as incompatible areas of activity. For example, the motivations for winning a game and scientific pursuit of knowledge may be seen as contrary. Over a one-year period, we conducted a virtual ethnographic study of the public forums of two online citizen science projects, Foldit and Galazy Zoo, the first a project in which gaming is an explicit design feature and the second in which it is not. The aim was to provide a nuanced view of how participants topicalize and respond to tensions between gaming and science. Thematic analysis of discussion forum posts suggests that participants in the two projects respond differently to the tension. By unpacking participant responses to the tension between games and science, our study highlights that citizen science projects using games are not just about fun. To enroll and retain volunteers, these projects also must recognize and manage the implicit normative scientific ideals that participants bring with them to a project. We further conclude that ideals of science embraced by citizen scientists appear to influence the reasons why they participate, either emphasizing equality, like in Galazy Zoo, or meritocracy, like in Foldit.
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30.
  • Ponti, Marisa (author)
  • Hei Mookie! Where do I start? The role of artifacts in an unmanned MOOC.
  • 2014
  • In: Proceedings of the 47th Annual Hawaii International Conference on Systems Sciences (HICSS-47). ; , s. 1625-1634
  • Conference paper (peer-reviewed)abstract
    • Three artifacts were examined in a Massive Open Online Course (MOOC) called Mechanical because there is no professor to offer the course. Employing the notion of inscription from actor-network theory, the analysis focuses on the action of facilitation embedded in these artifacts and the ways in which these actions unfold. Using online ethnography, this study attempts to explicate how the designers have delegated facilitation to these objects. The findings suggest that the artifacts play a distinct role in enacting forms of facilitation and sustaining the course without teaching presence. They indicate that the artifacts do not play simply an intermediary role, but work to redistribute facilitation and reformulate social relations. While online courses have relied primarily upon teachers, with the increased size and technological interdependence of this MOOC, the examined artifacts apparently remove the need for exposure to teachers, by providing participants with peer interactions and automated coordination and testing.
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31.
  • Ponti, Marisa, 1959, et al. (author)
  • Human-machine-learning integration and task allocation in citizen science
  • 2022
  • In: Humanities & Social Sciences Communications. - : Springer Science and Business Media LLC. - 2662-9992. ; 9:48
  • Journal article (peer-reviewed)abstract
    • The field of citizen science involves the participation of citizens across different stages of a scientific project; within this field there is currently a rapid expansion of the integration of humans and AI computational technologies based on machine learning and/or neural networking-based paradigms. The distribution of tasks between citizens (“the crowd”), experts, and this type of technologies has received relatively little attention. To illustrate the current state of task allocation in citizen science projects that integrate humans and computational technologies, an integrative literature review of 50 peer-reviewed papers was conducted. A framework was used for characterizing citizen science projects based on two main dimensions: (a) the nature of the task outsourced to the crowd, and (b) the skills required by the crowd to perform a task. The framework was extended to include tasks performed by experts and AI computational technologies as well. Most of the tasks citizens do in the reported projects are well-structured, involve little interdependence, and require skills prevalent among the general population. The work of experts is typically structured and at a higher-level of interdependence than that of citizens, requiring expertize in specific fields. Unsurprisingly, AI computational technologies are capable of performing mostly well-structured tasks at a high-level of interdependence. It is argued that the distribution of tasks that results from the combination of computation and citizen science may disincentivize certain volunteer groups. Assigning tasks in a meaningful way to citizen scientists alongside experts and AI computational technologies is an unavoidable design challenge.
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32.
  • Ponti, Marisa, et al. (author)
  • Investigating the Potential Uptake of e-Research within a Social Science Discipline : Socio-technical Issues within Library & Information Science
  • 2008
  • Conference paper (peer-reviewed)abstract
    • We present preliminary findings from a case study of a social science collaborative project involving professionals, faculty members and graduate students. Employing actornetwork theory to inform the use of interviews and text analysis, we studied the interplay between socio-technical aspects of work organization and the activities of the actors. Although the study is at an initial stage, we report three main findings: the low level of institutional support was compensated by high autonomy of action and expertise of project members; an artifact had consequences for collocated and remote collaboration; the lack of institutional intellectual property ownership provided flexibility. We conclude that the case shows how e-research and virtual research environments can benefit graduate students, professionals and non-elite researchers, who may have fewer opportunities to travel and engage in research work together.
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33.
  • Ponti, Marisa, et al. (author)
  • Learning across sites through learning by design in use
  • 2014
  • In: Reusing Open Resources: Learning in Open Networks for Work, Life and Education. - London : Routledge. - 9780415838696
  • Book chapter (peer-reviewed)abstract
    • This chapter provides a perspective on designing OER, which draws from design in use and learning by design. Design in use is a concept that directs attention towards users acting as designers, and objects that must evolve continuously to accommodate future unexpected needs. To introduce this concept, the experience of open source software (OSS) is presented. Learning by design is a process supporting inquiry and problem-solving, and directs attention towards turning issues arising from unforeseen teaching and learning problems into opportunities for supporting an inquiry process in which dialogue and collaboration play a critical role. Consideration of design in use and learning by design provides opportunities to critically and creatively re-think designing of OER for reuse and repurpose. It also raises dilemmas though, such as the characteristics of OSS, which make it easier - compared with OER - to repurpose them in different contexts of use; the lack of collaborative design and sharing culture in the OER community; and motivational issues and the role of participants in the development of repurposable OER. These are complex issues with no easy solutions. However, this chapter begins to fill the gap between designing OER “at project time” – that is, when OER are designed for the first time – and designing OER when they are used, moving designing towards use time and learners and educators as designers in use.
  •  
34.
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35.
  • Ponti, Marisa, et al. (author)
  • Narratives of epistemic agency in citizen science classification projects: ideals of science and roles of citizens
  • 2024
  • In: AI & Society. - : Springer Science and Business Media LLC. - 1435-5655 .- 0951-5666. ; 39:2, s. 523-540
  • Journal article (peer-reviewed)abstract
    • Citizen science (CS) projects have started to utilize Machine Learning (ML) to sort through large datasets generated in fields like astronomy, ecology and biodiversity, biology, and neuroimaging. Human–machine systems have been created to take advantage of the complementary strengths of humans and machines and have been optimized for efficiency and speed. We conducted qualitative content analysis on meta-summaries of documents reporting the results of 12 citizen science projects that used machine learning to optimize classification tasks. We examined the distribution of tasks between citizen scientists, experts, and algorithms, and how epistemic agency was enacted in terms of whose knowledge shapes the distribution of tasks, who decides what knowledge is relevant to the classification, and who validates it. In our descriptive results, we found that experts, who include professional scientists and algorithm developers, are involved in every aspect of a project, from annotating or labelling data to giving data to algorithms to train them to make decisions from predictions. Experts also test and validate models to improve their accuracy by scoring their outputs when algorithms fail to make correct decisions. Experts are mostly the humans involved in a loop, but when algorithms encounter problems, citizens are also involved at several stages. In this paper, we present three main examples of citizens-in-the-loop: (a) when algorithms provide incorrect suggestions; (b) when algorithms fail to know how to perform classification; and (c) when algorithms pose queries. We consider the implications of the emphasis on optimization on the ideal of science and the role of citizen scientists from a perspective informed by Science and Technology Studies (STS) and Information Systems (IS). Based on our findings, we conclude that ML in CS classification projects, far from being deterministic in its nature and effects, may be open to question. There is no guarantee that these technologies can replace citizen scientists, nor any guarantee that they can provide citizens with opportunities for more interesting tasks.
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36.
  • Ponti, Marisa, et al. (author)
  • Participatory pedagogy in an open educational course: Challenges and opportunities
  • 2014
  • In: Distance Education. - : Informa UK Limited. - 0158-7919 .- 1475-0198. ; 35:2, s. 234-249
  • Journal article (peer-reviewed)abstract
    • This article presents an empirical study of an open educational course in an online peer-to-peer university (P2PU). P2PU is a nonprofit organization offering free educational opportunities. Focus is on how peers are part of creating course content in a Web 2.0 environment. Massive open online courses (MOOCs) have evolved into two different pedagogical directions: content-based xMOOCs and connectivist cMOOCs. cMOOCs emphasizing learning in networks developed informally, where learners are part of creating course content, resemble P2PU`s vision. We investigated processes of interaction in co-creation of tasks in an open educational course and what opportunities and challenges emerge. We employed template analysis for coding data. We report two different processes of interaction between users and organizers: problem identification and co-creation of tasks. This study contributes to understanding a new model of teaching and learning through scrutinizing participation in an open educational course and explores implications for the learning experience.
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37.
  • Ponti, Marisa (author)
  • Peer production for collaboration between academics and practitioners
  • 2013
  • In: Journal of Librarianship and Information Science. - : SAGE Publications. - 0961-0006 .- 1741-6477. ; 45:1, s. 23-37
  • Journal article (peer-reviewed)abstract
    • The purpose of this article is to suggest commons-based peer-production as a form of work that can help bridge the gap between research and practice in LIS. The research design is based on two in-depth and longitudinal qualitative case studies of collaborative projects involving LIS academics and practitioners in Italy. Analysis of interviews and texts was conducted to study the interplay between sociotechnical aspects of work organization and the activities of the actors. The results suggest similarities between the collaborative projects analyzed and peer-production activities. This study relies on two cases which cannot be considered either typical or representative of collaboration between LIS academics and practitioners in Italy. This paper offers the opportunity to stimulate a discussion on collaboration between researchers and practitioners in LIS, and on the potential applicability of peerproduction to support new forms of collaboration in small-scale, distributed, and unfunded or underfunded projects.
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38.
  • Ponti, Marisa (author)
  • “Remember to hand out medals”: Peer rating and expertise in a question-and-answer study group
  • 2015
  • In: The International Review of Research in Open and Distributed Learning. - 1492-3831. ; 16:2, s. 327-350
  • Journal article (peer-reviewed)abstract
    • This article reports on an exploratory study of giving medals as part of a peer rating system in a question-and-answer (Q&A) study group on Python, a programming language. There are no professional teachers tutoring learners. The study aimed to understand whether and how medals, awarded to responses in a peer-based learning environment, can work as a mechanism to assess the value of those responses when traditional markers of expertise are not always clearly defined and identifiable. Employing a mixed-method approach, the analysis examined (a) the content of the answers that were awarded medals and their perceived immediate value and (b) the nature of the networked relationships resulting from participants’ interactions. The findings suggest that the peer rating system makes visible what the participants find immediately valuable and allocates a form of recognition that extends the “legitimation code”, which refers to the credentials that make someone competent and worthy of recognition.
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39.
  • Ponti, Marisa (author)
  • "Remember to hand out medals”: Value and peer rating in an online open study group.
  • 2014
  • In: Online Proceedings of the 9th International Conference on Networked Learning. - 9781862203044 ; , s. 228-235
  • Conference paper (peer-reviewed)abstract
    • Rating systems are popular in recommender systems and ecommerce websites, but recently there have been some implementations in online educational settings as well. This paper presents an exploratory qualitative study of the role(s) a peer rating system plays in value creation within a large, teacherless online open study group where the participants connect to and help each other in their process of learning Python, a programming language. In this study group, the participants ask questions and receive answers from their peers. The participants are strongly encouraged to acknowledge good answers from their peers by rewarding them with medals. Using a combination of preexisting and inductive codes, qualitative content analysis was used to examine instances of the value provided by good answers, which were rated as “best responses” and awarded medals. The analysis focused on 108 closed questions asked by a homogeneous sample of participants whose title indicated the status of beginners. Closed questions are threads including a top-level question about a topic, followed by one or more answers and/or other questions. Turning attention on the materiality of the rating system, this study attempts to bring into focus how this device contributes to value creation. The analysis suggests that the peer rating system makes visible what the participants find immediately valuable. By making good responses recognizable, the rating system makes more visible what the participants can gain from each other and what they can achieve by helping each other. The medals awarded to participants giving good responses act as “tokens of appreciation” and partake of a mechanism aimed at supporting motivation, engagement, and commitment to participation in the study group. The rating system contributes to a rank measured in capacity to be committed to the study group, help others and solve problems.
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40.
  • Ponti, Marisa (author)
  • Repurposing OER through learning by design in use
  • 2013
  • In: 10th Annual Open Education Conference, November 6-8, 2013, Park City, Utah..
  • Conference paper (other academic/artistic)abstract
    • Open source software (OSS) projects can provide educators and learners with a good example of collaborative environment where they can contribute to an ongoing creative and investigative process centred on altering the OER in use. In OSS, there is no separation between design time, led by experts who design a complete application, and use time, led by end-users who evolve an artefact to meet unforeseen changes. Furthermore, design in use is inherently a process of learning by design, because interactions among participants and between participants and shared external artefacts provide the opportunity to contribute to design, learn something new, and evolve applications continuously. However, Many OER do not seem to offer users the ability to integrate their personal contexts into the content. This challenge raises the question of how to help educators and learners link design in use and learning by design when unanticipated issues arise from the use of OER. Educators may not have the experience and skills needed to adapt OER in a creative and investigative process. In this respect, it has been noted that educators may lack the time and skills needed to find, evaluate and repurpose resources, and that they need guidance on how to rethink their design processes to make better use of technologies. To address this challenge, I suggest an approach to evolutionary application development (EAD) to provide initial ideas for empowering educators and learners to contribute and participate more actively in the design process. EAD is a type of end-user development, which is defined as a set of methods and techniques that allow non-professional software developers to create or modify a software artifact. The rationale for end-user development rests in the need to organize development activities involving a diversity of users. Users can have different cultural, educational and employment backgrounds, include novices and experienced computer users, and young and mature individuals with different abilities and disabilities. A useful example of EAD is cloning. New components of an application can be developed by cloning an existing component that resembles what designers want to create or modify. An example of cloning applied to OER is the attempt made by the Peer-to-Peer University (P2PU) to provide users with a feature to clone existing courses. Cloning would allow users take a copy of and existing course offered by P2PU and start independent development on it, altering it or creating a new course. Cloning might offer educators and learners opportunities for reusing and re-purposing resources themselves, for example through remixing content from various sources Another useful example is the evolvement of a generic application for graphics drawing into kitchen design. Using tailoring tools built into the drawing application, an end-user can act as developer during use time and use the techniques for accessing, viewing, and modifying the user interface, the design rationale, and the program code of an application. By integrating an easy-to-use builder tool into it, an educational resource can arguably become a playground for alterations, keeping the process open to a wide range of contributions.
  •  
41.
  • Ponti, Marisa, et al. (author)
  • Science and Gamification: The Odd Couple?
  • 2015
  • In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. ; , s. 679-684
  • Conference paper (other academic/artistic)abstract
    • This work-in-progress paper describes initial efforts to examine two opposite cases of citizen science projects, namely Galaxy Zoo and Foldit. Early findings from two case studies suggest that the use of gamification in these citizen science projects is contested. Statements from participants indicate that Foldit and Galaxy Zoo seem to fall, respectively, on the two dimensions of ludus and paidia, the former being rule-based and goal- oriented, and the latter being more oriented towards “playful experiences” in which participants can tap into motivations like curiosity and desire to learn.
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42.
  • Ponti, Marisa, et al. (author)
  • Scripts in a Gamified Crowdsourcing Approach to Do Science
  • 2015
  • In: "Examining the Essence of the Crowds: Motivations, Roles and Identities". A workshop at ECSCW 2015, September 19-23 in Oslo, Norway.
  • Conference paper (other academic/artistic)abstract
    • This work-in-progress presents early findings of a qualitative analysis of the way in which scripts influence the scope of gameplay and the human comprehensive knowledge of the game in Foldit, a citizen science project. Scripts are pieces of software code that allow players to automatically play the game. The analysis focuses on the circulation of skills between scripts and players. Findings suggest that while simpler actions can be “automated away” using scripts, human spatial-reasoning and creativity skills that are not easily embedded in scripts are still essential to become a top player. Experienced players know how to run scripts at proper stages of the gameplay, while beginners need to develop this competence. The findings suggest that the use of scripts, as game design mechanisms functional to a well-defined scoring system, allows competent Foldit players to strengthen their role of experts rather than becoming appendices of automated gameplay.
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43.
  • Ponti, Marisa (author)
  • Self-directed learning and guidance in non-formal open courses
  • 2014
  • In: Learning, Media & Technology. - : Informa UK Limited. - 1743-9884 .- 1743-9892. ; 39:2, s. 154-168
  • Journal article (peer-reviewed)abstract
    • Digital media and open educational resources (OER) are said to redraw the boundaries between learners and teachers, by weakening the centralization of expertise and the distribution of subject-matter authority. This paper presents the findings of an ethnographic study of how the use of OER mediates the relations between self-directed learners and facilitators in two online open courses offered at a non-formal educational organization. Findings highlight the different role played by OER in mediating the relations between learners and facilitators in the two courses. In one course, early-stage learners encountered difficulties in repurposing OER and needed help to move to a more advanced stage of conceptual understanding. In the other course, well-read participants used OER to develop an affinity space in which the facilitator was a fellow learner. The findings suggest that OER are better viewed as artifacts-in-interaction rather than resources to be delivered as they are to learners. Although facilitators at P2PU do not play the role of academic teachers, it is argued that the influence of OER on the facilitator role can have implications for that of the academic teachers as well.
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44.
  • Ponti, Marisa (author)
  • Sociotechnical influences on Virtual Research Environments
  • 2010
  • In: International Journal of e-collaboration. - : I G I Global. - 1548-3673 .- 1548-3681. ; 6:2, s. 33-44
  • Journal article (peer-reviewed)abstract
    • A number of socio-technical aspects that influence interorganizational research collaboration are embedded in local work contexts. Thus, they should be a main concern for the design of virtual research environments. A review of forty papers from different research fields provided an understanding of the influence of eleven socio-technical aspects grouped according to the following categories: nature of work; common ground; collaboration readiness; management style and leadership; technology readiness. There are five main implications for the design of virtual research environments. Emphasis is placed on the importance of consulting the stakeholders so that they suggest solutions and ideas, and imbue the collaborative environment with the values required for it to be sustainable.
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45.
  •  
46.
  •  
47.
  • Ponti, Marisa (author)
  • Uncovering Causality in Narratives of Collaboration: Actor-Network Theory and Event Structure Analysis
  • 2012
  • In: FQS : Forum Qualitative Sozialforschung / Forum: Qualitative Social Research. - 1438-5627. ; 13:1
  • Journal article (peer-reviewed)abstract
    • Uncovering the underlying order in organizational change narratives to determine event causalities is a long-standing methodological problem. The order emerged within a narrative from the reconstruction of sequences of events can be taken as evidence of the causal relations between specified aspects of reality. This evidentiary status of causality attributed to narratives may be taken for granted when using actor-network theory (ANT) as a methodology, because ANT descriptions and explanations cannot be separated. This article suggests that the use of ANT benefits from merging CALLON's processes of translation and event structure analysis (ESA). Proposed is an approach for merging the two, which provides an interpretation of main ESA concepts in ANT terms. This article describes the application of this approach in a case study, and argues that the conceptual tools offered by ANT and ESA tap into the potential of narratives to be simultaneously descriptive and explanatory by fostering an explicit deployment of temporal order, connectedness, and unfolding of events.
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48.
  • Skarlatidou, Artemis, et al. (author)
  • User experience of digital technologies in citizen science
  • 2019
  • In: JCOM - Journal of Science Communication. - 1824-2049. ; 18:01
  • Journal article (other academic/artistic)abstract
    • The growing interest in citizen science has resulted in a new range of digital tools that facilitate the interaction and communications between citizens and scientists. Considering the ever increasing number of applications that currently exist, it is surprising how little we know about how volunteers interact with these technologies, what they expect from them, and why these technologies succeed or fail. Aiming to address this gap, JCOM organized this special issue on the role of User Experience (UX) of digital technologies in citizen science which is the first to focus on the qualities and impacts of interface and user design within citizen science. Seven papers are included that highlight three key aspects of user-focused research and methodological approaches. In the first category, "design standards", the authors explore the applicability of existing standards, build and evaluate a set of guidelines to improve interactions with citizen science applications. In the second, "design methods", methodological approaches for getting user feedback, analysing user behaviour and exploring different interface designs modes are explored. Finally, "user experience in the physical and digital world" explores crossovers with other fields to improve our understanding of user experiences and demonstrate how design choices not only influence digital interactions but also shape interactions with the wider world.
  •  
49.
  • Sonnenwald, Diane H., et al. (author)
  • Exploring New Ways of Working using Virtual Research Environments in Library and Information Science
  • 2009
  • In: Library Hi Tech. - : Emerald. - 0737-8831. ; 27:2, s. 191-204
  • Journal article (peer-reviewed)abstract
    • Purpose – The purpose of this paper is to present current and ongoing research investigating new ways of working across geographic distances and time within library and information science (LIS). Design/methodology/approach – A total of four studies were conducted focusing on: the design of a virtual research environment (VRE) to facilitate the sharing of data collection instruments among students, researchers and professionals; new ways professionals and researchers can collaborate; collaborative decision making in the context of purchasing a library management system; and collaboration among LIS professionals. Findings – Early results show that VREs within LIS can build on previous VRE research which focused on other domains. However, there are several unique characteristics of LIS that place requirements on VREs and which are not yet implemented within VREs and that offer unique opportunities for VREs to enhance LIS research, education and practice. Originality/value – This paper reports on ongoing research and preliminary findings of unique studies investigating how VREs could enhance LIS research and professional practice, and how LIS research and practice can inspire the next generation of VREs.
  •  
50.
  • Stankovic, Igor, et al. (author)
  • Performance of Players and Data Quality in a Citizen Science Casual Game
  • 2017
  • In: SocArXiv.
  • Other publication (other academic/artistic)abstract
    • Background: Citizen science games are a type of Games with a Purpose (GWAPs), whose aim is to harness the skills of volunteers for solving scientific problems or contributing to action projects, where citizens intervene in social concerns. Employing games to collect data, classify images or even solve major scientific problems is a relatively new but growing phenomenon in citizen science. A main concern in citizen science is to ensure data quality. As games can be seen as having adverse effects on data quality, it is important to understand how citizen scientists produce data using games, how accurate this data can be, and whether and how games influence data quality. Objective: The objective of this study was to evaluate the performance of individual players’ data quality in MalariaSpot, a citizen science casual game in which volunteers are tasked with detecting parasites in digitized blood sample images. Methods: We used descriptive statistics to analyze a subset of the gameplays recorded and stored in the MalariaSpot database, comparing its clicks to the Gold Standard position of the parasites. This subset includes 15,546 gameplays played over 38 known images that correspond to 97,200 clicks from 1,278 different players. Gameplays have been played via the Android and iOS applications and via the web version of the game. Images were acquired in three different locations and therefore sample preparation have been done by different lab technicians. Two distinct technologies were used for sample digitalization. Results: The overall values for sensibility, specificity, and accuracy of the individual gameplays for the 38 images are 0.82, 0.60, and 0.29 respectively. High presence of parasites in an image makes it easier for players to detect them as their structures tend to look alike and can be compared. Being a simple casual game, the learning curve is very fast and after few minutes, players attend their typical performance level. Data quality is considerably lower in images acquired with mobile phones coupled to the microscope ocular compared to those digitized with standardized digitalization technologies. Conclusions: The results indicate that data quality is influenced by the game, the technologies for image digitalization and the sampling preparation.
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