TY - GEN
T1 - Designing incentives for community-based mobile crowdsourcing service architecture
AU - Sakamoto, Mizuki
AU - Tong, Hairihan
AU - Liu, Yefeng
AU - Nakajima, Tatsuo
AU - Akioka, Sayaka
PY - 2014
Y1 - 2014
N2 - Good design strategies for designing social media are important for their success, but current designs are usually ad-hoc, relying on human intuition. In this paper, we present an overview of three community-based mobile crowdsourcing services that we have developed as case studies. In community-based mobile crowdsourcing services, people voluntarily contribute to help other people anytime and anywhere using mobile phones. The task required is usually trivial, so people can perform it with a minimum effort and low cognitive load. This approach is different from traditional ones because service architecture designers need to consider the tradeoff among several types of incentives when designing a basic architecture. We then extract six insights from our experiences to show that motivating people is the most important factor in designing mobile crowdsourcing service architecture. The design strategies of community-based mobile crowdsourcing services explicitly consider the tradeoff among multiple incentives. This is significantly different from the design in traditional crowdsourcing services because their designers usually consider only a few incentives when designing respective social media. The insights are valuable lessons learned while designing and operating the case studies and are essential to successful design strategies for building future more complex crowdsourcing services.
AB - Good design strategies for designing social media are important for their success, but current designs are usually ad-hoc, relying on human intuition. In this paper, we present an overview of three community-based mobile crowdsourcing services that we have developed as case studies. In community-based mobile crowdsourcing services, people voluntarily contribute to help other people anytime and anywhere using mobile phones. The task required is usually trivial, so people can perform it with a minimum effort and low cognitive load. This approach is different from traditional ones because service architecture designers need to consider the tradeoff among several types of incentives when designing a basic architecture. We then extract six insights from our experiences to show that motivating people is the most important factor in designing mobile crowdsourcing service architecture. The design strategies of community-based mobile crowdsourcing services explicitly consider the tradeoff among multiple incentives. This is significantly different from the design in traditional crowdsourcing services because their designers usually consider only a few incentives when designing respective social media. The insights are valuable lessons learned while designing and operating the case studies and are essential to successful design strategies for building future more complex crowdsourcing services.
KW - Case Studies
KW - Community-Based Approach
KW - Design Strategy
KW - Mobile Crowdsourcing
KW - Motivation
KW - Social Media
UR - http://www.scopus.com/inward/record.url?scp=84958537272&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84958537272&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-10085-2_2
DO - 10.1007/978-3-319-10085-2_2
M3 - Conference contribution
AN - SCOPUS:84958537272
SN - 9783319100845
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 17
EP - 33
BT - Database and Expert Systems Applications - 25th International Conference, DEXA 2014, Proceedings
PB - Springer Verlag
T2 - 25th International Conference on Database and Expert Systems Applications, DEXA 2014
Y2 - 1 September 2014 through 4 September 2014
ER -