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82 publications found
Under new state-led governance models, a new generation of city entrepreneurs seeks to define work and living environments to meet their needs and aspirations in a collaborative way. In this field, international discourses are debating private investors as key players in urban development and the simultaneous withdrawal/absence of the state. This has led to more complex networks of participating actors and conflictive urban development patterns. Strategies are needed to understand the influence of commons-based space production. From the research project DFG-KOPRO-Int, the Authors aim to define learnings from urban development and housing projects, involved actors, processes and material quality of the projects.
In this review, we examined the types of CS projects found in K-12 science education facilitated by digital technologies, the learning outcomes from students' participation in these projects, and the type of digital technologies used. With the application of the study's selection criteria, 15 eligible publications were included in the review; these were indexed in three databases as well as in Google Scholar. Despite the rising popularity of CS projects, the present review revealed that there is little empirical evidence for the effects of technology-facilitated CS projects on learning outcomes when K-12 students are involved. Yet, the review demonstrates a promising research area in science education and technology-enhanced learning.
This theoretical paper proposes a framework for how citizen science can be adapted to organizational contexts. Using an “input, process, output” approach, this model proposes organizational factors (e.g., communication channels and styles, and organizational structure) that should be considered when choosing among citizen science approaches (e.g., contributory, collaborative, co-created). The essay identifies possible outcomes for the individual, organization, and larger sector from employing a citizen science approach within an organizational setting.
Who speaks for “citizen science” on Twitter? Which territory of citizen science have they made visible so far? This paper offers the first description of the community of users who dedicate their online social media identity to citizen science. It shows that Twitter users who identify with the term “citizen science” are mostly U.S. science professionals in environmental sciences, and rarely projects' participants. In contrast to the original concept of “citizen science”, defined as a direct relationship between scientists and lay participants, this paper makes visible a third category of individual actors, mostly women, who connect these lay participants and scientists: the “citizen science broker”.
Storytelling essentials are stories that direct attention, trigger emotions, and prompt understanding. Citizen science has recently promoted the narrative approach of storytelling as a means of engagement of people of all ages and backgrounds in scientific research processes. We seek understanding about the typology of storytelling in citizen science projects and explore to what extent the tool of storytelling can be conceptualized in the approach of citizen science. In a first step, we investigated the use and integration of storytelling in citizen science projects in the three European German-speaking countries. We conducted a low threshold content analysis of 209 projects listed on the German-speaking online platforms for citizen science projects “Bürger schaffen Wissen”, “Österreich forscht”, and “Schweiz forscht”. Two expert workshops with citizen science practitioners were held to validate and discuss the identified role of stories in the practice of citizen science. Our analysis revealed three major categories mirroring how stories are being integrated and applied in citizen science. The first category refers to projects, in which stories are the core research objective. The second category is characterized by the application of stories in different phases of the research project. The third category encompasses stories as agents being part of the communication and organization of the project. We illustrate the practical application of these categories by three representative case studies. By combining the functionality of the categories and abstracting the linkages between storytelling and citizen science, we derived a generalized model accounting for those linkages. In conclusion, we suggest that storytelling should be a prerequisite to enhance the competencies of the actors involved and to exchange knowledge at the interfaces of science and policy as well as science and society.
We discuss the potential application to virtual citizen science of a recent standard (BS ISO 27500:2016 “The human-centred organisation”) which encourages the adoption of a sociotechnical systems perspective across a wide range of businesses, organizations and ventures. Key tenets of the standard concern taking a total systems approach, capitalizing on individual differences as a strength, making usability and accessibility strategic objectives, valuing personnel and paying attention to ethical and values-led elements of the project in terms of being open and trustworthy, social responsibility and health and wellbeing. Drawing upon our experience of projects in our laboratory and the wider literature, we outline the principles identified in the standard and offer citizen science themed interpretations and examples of possible responses.
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.
In citizen science, user-centred development is often emphasised for its potential to involve participants in the development of technology. We describe the development process of the mobile app “Naturblick” as an example of a user-centred design in citizen science and discuss digital user feedback with regard to the users' involvement. We have identified three types of digital user feedback using qualitative content analysis: general user feedback, contributory user feedback and co-creational user feedback. The results indicate that digital user feedback can link UCD techniques with more participatory design approaches.
Effective classification of large datasets is a ubiquitous challenge across multiple knowledge domains. One solution gaining in popularity is to perform distributed data analysis via online citizen science platforms, such as the Zooniverse. The resulting growth in project numbers is increasing the need to improve understanding of the volunteer experience; as the sustainability of citizen science is dependent on our ability to design for engagement and usability. Here, we examine volunteer interaction with 63 projects, representing the most comprehensive collection of online citizen science project data gathered to date. Together, this analysis demonstrates how subtle project design changes can influence many facets of volunteer interaction, including when and how much volunteers interact, and, importantly, who participates. Our findings highlight the tension between designing for social good and broad community engagement, versus optimizing for scientific and analytical efficiency.
We developed a multi-touch interface for the citizen science video game Foldit, in which players manipulate 3D protein structures, and compared multi-touch and mouse interfaces in a 41-subject user study. We found that participants performed similarly in both interfaces and did not have an overall preference for either interface. However, results indicate that for tasks involving guided movement to dock protein parts, subjects using the multi-touch interface completed tasks more accurately with fewer moves, and reported higher attention and spatial presence. For tasks involving direct selection and dragging of points, subjects using the mouse interface performed fewer camera adjustments.