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Elaine Massung

dblp:128/9424 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 96% Ubiquitous computing and smart environments · 4%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › crowdsourcing
citizen science
0.212014
Competing or aiming to be average?: normification as a means of engaging digital volunteers · CSCW 2014
Collaborative and social computing
crowdsourcing
0.212014
Competing or aiming to be average?: normification as a means of engaging digital volunteers · CSCW 2014
Collaborative and social computing
social computing
0.212014
Competing or aiming to be average?: normification as a means of engaging digital volunteers · CSCW 2014
Collaborative and social computing › online communities
social norms
0.212014
Competing or aiming to be average?: normification as a means of engaging digital volunteers · CSCW 2014
Collaborative and social computing › crowdsourcing
volunteer engagement
0.212014
Competing or aiming to be average?: normification as a means of engaging digital volunteers · CSCW 2014
Collaborative and social computing › civic engagement
community activism
0.212013
Using crowdsourcing to support pro-environmental community activism · CHI 2013
Ubiquitous computing and smart environments
mobile data collection
0.012013
Using crowdsourcing to support pro-environmental community activism · CHI 2013

Methods — techniques the papers use, named apart from their topics

systematic literature review · 0.2qualitative interviews · 0.2survey · 0.2qualitative study · 0.2gamification · 0.2financial incentives · 0.2
YearPublicationVenuePosition
2014 Competing or aiming to be average?: normification as a means of engaging digital volunteers
abstract
Engagement, motivation and active contribution by digital volunteers are key requirements for crowdsourcing and citizen science projects. Many systems use competitive elements, for example point scoring and leaderboards, to achieve these ends. However, while competition may motivate some people, it can have a neutral or demotivating effect on others. In this paper we explore theories of personal and social norms and investigate normification as an alternative approach to engagement, to be used alongside or instead of competitive strategies. We provide a systematic review of existing crowdsourcing and citizen science literature and categorise the ways that theories of norms have been incorporated to date. We then present qualitative interview data from a pro-environmental crowdsourcing study, Close the Door, which reveals normalising attitudes in certain participants. We assess how this links with competitive behaviour and participant performance. Based on our findings and analysis of norm theories, we consider the implications for designers wishing to use normification as an engagement strategy in crowdsourcing and citizen science systems.
Chris Preist, Elaine Massung, David Coyle
CSCW2
2013 Using crowdsourcing to support pro-environmental community activism
abstract
Community activist groups typically rely on core groups of highly motivated members. In this paper we consider how crowdsourcing strategies can be used to supplement the activities of pro-environmental community activists, thus increasing the scalability of their campaigns. We focus on mobile data collection applications and strategies that can be used to engage casual participants in pro-environmental data collection. We report the results of a study that used both quantitative and qualitative methods to investigate the impact of different motivational factors and strategies, including both intrinsic and extrinsic motivators. The study compared and provides empirical evidence for the effectiveness of two extrinsic motivation strategies, pointification - a subset of gamification - and financial incentives. Prior environmental interest is also assessed as an intrinsic motivation factor. In contrast to previous HCI research on pro-environmental technology, much of which has focused on individual behavior change, this paper offers new insights and recommendations on the design of systems that target groups and communities.
Elaine Massung, David Coyle, Kirsten Cater, Marc Jay, Chris Preist
CHI1