COBEE THESIS LAYOUT 11 reduced
Transcript of COBEE THESIS LAYOUT 11 reduced
COBEE -‐ A CROWDSOURCING
PLATFORM FOR INTERACTION DESIGN
OF SOCIAL WEB APPLICATIONS
Master Thesis in Product Service System DesignStudent: Ana Rink; Tutor: Cabirio CautelaCo-tutor: Massimo MenichinelliPolitecnico di Milano
Politecnico di Milano
Faculty of Design
Product Service System Design
Master Program (PSSD) AA 2009-‐2010
COBEE -‐ A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN OF SOCIAL WEB APPLICATIONSMaster Thesis in Product Service System DesignStudent: Ana Rink; Tutor: Cabirio CautelaCo-tutor: Massimo MenichinelliPolitecnico di Milano
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To my family, friends and everyone who sup-‐ported me during the writing of this thesis
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ABSTRACT (ENGLISH) 7
ABSTRACT (ITALIANO) 9
INTRODUCTION 11
CHAPTER 1: OPEN INNOVATION AND CROWDSOURCING 19
1.1. FROM “NOT INVENTED HERE” TO “PROUDLY FOUND ELSEWHERE” 20
1.2. CROWDSOURCING -‐ OUTSOURCING TO THE CROWDS 29
1.3. THE CONDITIONS FOR BUILDING OPEN INNOVATION COMMUNITIES 37
1.4. GUIDELINES FOR A CROWDSOURCING PROJECT 49
CHAPTER 2: CROWDSOURCING APPLIED TO DESIGN PROCESS 51
2.1. DESIGN AS A KNOWLEDGE GENERATION AND COMBINATION PROCESS 52
2.2. DEBATE ABOUT DESIGN CROWDSOURCING AND THE SPEC-‐WORK 57
2.3. PARTICIPATION AND DESIGN: FROM CUSTOMIZATION TO DESIGN CONTESTS 60
2.4. INTERACTION DESIGN AND CROWDSOURCING 80
2.5. A SURVEY ABOUT CROWDSOURCING 86
2.6. CONCLUSIONS 88
Introduction
5CHAPTER 3: ANALYSIS OF THE CROWDSOURCING PLATFORMS 91
3.1. CASE STUDIES: INTRODUCTION 92
3.2. CAMBRIAN HOUSE 94
3.3. CROWDSPRING 100
3.4. REDESIGNME 108
3.5. CONCLUSIONS OF CASE STUDY RESEARCH 114
CHAPTER 4: PLATFORM FOR CROWDSOURCING INTERACTION DESIGN IN SOCIAL WEB APPLICATIONS 123
4.1. INTERACTION DESIGN OF SOCIAL WEB APPLICATIONS 124
4.2. DEFINITION OF THE PROBLEM AND THE STRATEGIC QUESTIONS 138
4.3. THE BUSINESS MODEL AND THE STRATEGY OF THE PLATFORM 140
4.4. SERVICE/SOLUTION (HOW) 145
4.5. IMPLEMENTATION OF THE PLATFORM 179
4.6. THE PLAN FOR FURTHER DEVELOPMENT 188
4.7. CONCLUSIONS 192
BIBLIOGRAPHY 194
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been shown that the tacit knowledge exchange, in-‐
dispensable for innovation process, is very effective
in these communities.
This led to the phenomenon of Enterprise 2.0 that
emerged when numerous companies recognized the
need for integrating social aspects in their project
management and communication with the consum-‐
ers. Many studies showed the advantages of social
web applications for B2C (Business-‐to-‐Consumer)
communication, especially for marketing purposes
and for engaging the customer in a conversation.
The proliferation of social media platforms, branded
applications and widgets shows this trend, as well
as the predictions that the investment in social me-‐
dia will increase in the future.
Social web application design is an emerging field,
that could benefit from crowdsourcing by gather-‐
ing insights about communities and harnessing in-‐
novative ideas. Some crowdsourcing services for
web design already exist, however they usually
only focalize on the visual aspects of a web page
and adopt in most cases the form of a contest. The
brokering/intermediation services and the contest
model of participation that those platforms adopt are
not enough for a successful collaboration in design
projects. We believe that interaction design projects
can benefit significantly when the advisor approach
is adopted, where the platform provides an additional
value to the community of innovators and the com-‐
panies. In addition to that, the platform works as a
selection mechanism for collaboration opportunities.
It adopts therefore a mixed open innovation model
by combining crowdsourcing and traditional de-‐
sign collaboration forms. We believe that this model
can foster the forming of a consolidated and loyal
community of professionals, a rarity in nowaday’s
crowdsourcing landscape.
Cobee is a multi-‐sided crowdsourcing platform for
interaction design of social web applications, provid-‐
ing an online collaboration space and tools for inter-‐
action designers, programmers and companies.
The recent research in innovation and knowledge
management show, that opening organizations
boundaries and adopting the mindset „Proudly
Found Elsewhere“ is indispensable for achieving
competitiveness and for fostering innovation. One
of the open innovation approaches – crowdsourcing,
or outsourcing to the crowd – has been applied by
many organizations and became an issue for numer-‐
ous discussions. Sustainers of crowdsourcing argue
that it will become one of the main future organiza-‐
tional forms, while the contrarians criticize its tem-‐
porariness and un-‐sustainability.
Lead user innovation studies by Eric von Hippel dem-‐
onstrate the benefits of harnessing knowledge from
the users on the leading edge of the market. Multi-‐
ple design crowdsourcing cases show the benefits
that both companies and participants receive from
the process. One of the reasons why this new pro-‐
duction model can often compete with the traditional
models, is the power that lays in the networked com-‐
munities of practice, bound by the common interests
and supported by the network technologies. It has
Cobee is a multi-‐sided crowdsourcing platform for interaction design of social web applica-‐tions, providing an online collaboration space and tools for interaction designers, program-‐mers and companies.
ABSTRACT (ENGLISH)
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Per queste e altre ragioni, il fenomeno di Enter-‐
prise 2.0 (impresa 2.0) è emerso quando numerose
aziende riconobbero la necessità di integrare gli as-‐
petti sociali nella comunicazione extra-‐aziendale, per
sostenere le communities of practice e lo scambio
della conoscenza tacita all’esterno dall’azienda e per
promuovere la propria immagine. Molti studi hanno
dimostrato i vantaggi dell’approccio di integrazione
di social media applications nella comunicazione
B-‐2-‐C (Business-‐to-‐Consumer), sopratutto per le
finalità di marketing e di comunicazione con i consu-‐
matori. La proliferazione delle piattaforme di Social
Media, branded applications e widget dimostrano
questo trend, che crescerà nel futuro secondo molte
previsioni.
Social web application design, nell’area più grande
di interaction design, è un settore emergente, che
potrebbe beneficiare dal processo di crowdsourc-‐
ing raccogliendo delle idee innovative e accedendo a
una grande comunità di specialisti. Alcuni servizi di
crowdsourcing per il web design esistono già. Tut-‐
tavia i loro servizi si limitano al design degli aspetti
visuali del sito web e adottano spesso il modello di
design contest. Tuttavia il servizio di intermediario/
broker e il modello di contest non sono più suffici-‐
enti oggigiorno per una collaborazione di successo.
Serve un modello che prevede un valore aggiunto sia
per la comunità degli innovatori, sia per le aziende.
Questo è possibile adottando un modello interme-‐
dio tra le nuove forme di collaborazione e quelle più
tradizionali: dove la piattaforma funziona come un
meccanismo di selezione per la collaborazione con
le aziende. Oltre questo la piattaforma deve fornire
uno spazio e gli strumenti necessari per la collabo-‐
razione tra i membri della comunità. Noi crediamo,
che questo tipo di piattaforma può aiutare a costru-‐
ire una comunità consolidata e fedele di innovatori,
una rarità nelle piattaforme di crowdsourcing di oggi.
Cobee è una piattaforma di crowdsourcing per
l’interaction design delle applicazioni web sociali,
che propone uno spazio online di collaborazione e
gli strumenti per gli interaction designer, gli svilup-‐
patori e le aziende.
La recente ricerca sull’innovazione e sulla gestione
della conoscenza dimostra, che l’apertura delle con-‐
fini delle organizzazioni e l’adozione del concetto
“Proudly Found Elsewhere” (orgogliosamente trova-‐
to altrove) è importante per favorire la competitività
e l’innovazione. Uno degli approcci di Open Innova-‐
tion – crowdsourcing – è stato adottato da molte or-‐
ganizzazioni e divenne la questione delle numerose
discussioni. I sostenitori del crowdsourcing sosten-‐
gono che esso diventerà una delle principali forme
organizzative del futuro, mentre i scettici criticano
la sua temporaneità e l’insostenibilità.
Gli studi di Eric von Hippel sul lead-‐user (utente in-‐
novatore) hanno mostrato i vantaggi che un’azienda
può ricevere dalle innovazioni sviluppate dagli utenti
esperti, che si trovano al di là del mercato degli uti-‐
lizzatori medi. I casi di crowdsourcing applicato al
design dimostrano i benefici che il processo porta
ai partecipanti e alle aziende. Una delle ragioni che
spiega, perché questo nuovo modello di innovazione
spesso compete o sorpassa i modelli di produzione
tradizionali, è il potere che risiede nelle comunità
di pratica (communities of practice). I partecipanti
delle comunità di pratica sono legati dagli interessi
comuni e la loro attività è sopportata dalle tecnologie
di rete. Lo scambio di conoscenza tacita, indispen-‐
sabile per il processo di innovazione, viene trasferita
in un modo molto efficace nelle comunità suddette.
Cobee è una piattaforma di crowdsourcing per l’interaction design delle applicazioni web sociali, che propone uno spazio online di collaborazione e gli strumenti per gli interaction designer, gli sviluppatori e le aziende.
ABSTRACT (ITALIANO)
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ABOUT THIS PAPER
2. Crowdsourcing approach in design: this part
provides an overview about uses of crowd-‐
sourcing in design process, what kind of crowd
participation levels are there and how compa-‐
nies can benefit from this participation. In this
part we also analyze interaction design process
and how it can benefit from crowdsourcing.
3. Analysis of crowdsourcing platforms: this part
contains few study cases of crowdsourcing in
interaction design, analyzed from the point of
view of their business model, system, design
process and the platform characteristics. The
study cases are analyzed and crowdsourcing
guidelines are synthesized to provide a basis
for the project part.
4. The project part describes the problem individ-‐
uated in the previous chapters and presents a
strategy and a service of a crowdsourcing plat-‐
form for interaction design of social web appli-‐
cations. It contains the implementation part of
the project as well.
METHODOLOGY
On order to reach the objectives posed by this the-‐
sis, the following methodology was chosen: a desk
research and revision of existing literature about
open innovation and especially crowdsourcing was
conducted. Successively the applications of crowd-‐
sourcing approach in design were examined for in-‐
dividuating how crowdsourcing approach can bring
benefits to design process. They were examinated
through their websites, as well as a literature review.
Further on, different cases of existing crowdsourc-‐
ing platforms where interaction design projects took
place, were examined. They were put into matrixes
and mapped for individuating the relation between
OBJECTIVES
The objective of this thesis is to delineate crowd-‐
sourcing as one of open innovation approaches, and
to analyze how it can be applied to design process.
This paper consist out of four parts:
1. Open Innovation and Crowdsourcing chapter:
describes the reasons that led to the adoption
of open innovation approach in industries, what
are its characteristics and advantages for com-‐
panies, especially in the case of crowdsourcing
approach. It also outlines the issues of Open In-‐
novation communities: conditions for creation
of open innovation communities, motivations to
participate, roles that participants achieve.
How can crowdsourcing be applied to interaction design process and how to build a crowd-‐sourcing platform for design of social web applications?
INTRODUCTION
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project type, design process and crowdsourcing ap-‐
proach. Every case was studied from the literature,
by examining the platform itself or by e-‐mail conver-‐
sation with the administration team. This was use-‐
ful for defining the guidelines for the creation of a
design crowdsourcing platform.
Additionally to the desk research, a survey about
crowdsourcing application in interaction design was
conducted with interaction designers from some
companies around europe. This was useful to under-‐
stand if the platform would have potential custom-‐
ers, how interaction designers conduct a research
and which interaction design phases could benefit
best from crowdsourcing.
INTRODUCTION
We are living in the Epoque of a new revolution, com-‐
parable in its dimension and importance to the indus-‐
trial revolution (Tapscott&Williams, 2006). Like any
revolution it’s time of big economic, political, socio-‐
cultural and technological changes. These changes
especially affect the structures of our societies and
the ways of producing and working, it alters the tra-‐
ditional way to see production and consumption.
Inevitably these important changes influence the
post-‐industrial production processes, it reposi-‐
tions continuously the role of the producer, the user
and the consumer in the matrixes of production of
Open innovation and crowd-‐sourcing
Crowdsourcing in design projects
goods or services (Branzi, 2010). It is transforming
the process of production, where the old industrial
standards are substituted by a continuously chang-‐
ing landscape of new industrial processes. It is
transforming consumption, where it’s less and less
obvious who is consuming and who is producing,
where the level of subjectivity is increasing day by
day. It is influencing the repositioning and re-‐creat-‐
ing of old taxonomies and terminologies, by trigger-‐
ing apparition of new terms, for instance prosumer,
creasumer, co-‐designer, crowdsourcer, collaborati-‐
tion etc.
If the fundamentals of the economic, political, socio-‐
cultural and technological aspects of our societies
are getting more and more vulnerable, fluid, transi-‐
tional, it is even more complicated to define and de-‐
lineate such terms like innovation and design, which
are intrinsically complex and interstices of different
NOTES
[1] A.Branzi, Conferenza “Il design nell’epoca della
globalizzazione” http://www.youtube.com/watch?
v=s85DhGPh00Q&playnext_from=TL&vide os=UmPvF3Dx4UI
Introduction
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Analysis of the crowdsourcing platforms
Project part
disciplines. In the moment a term is defined and a
phenomenon is described, it is already old.
it is here, that the complexity of the dense and fluctu-‐
ating structures of people connected into networks,
intervenes. The apparent chaotic and disordered
natural movements of the molecular level of our
societies is co-‐evoluting with the evolution of our
economic, socio-‐cultural and technological systems
and supporting these changes. The understanding
of the concepts behind the intrinsic complexity of
these molecular networks is crucial for developing
systems of products and services and for finding in-‐
novative solutions.
The wisdom of crowds and their ability to act has
unveiled its surprising possibilities with rise of net-‐
working technologies. One of the most emblematic
examples of this crowd intelligence is Wikipedia -‐ the
world’s first encyclopedia compiled by the crowds.
This example shows how crowdsourcing can be
used to create collaboratively collective goods.
Crowdsourcing and its multiple applications became
the center of debate in our society, especially when
it comes to the topic of work abuse and disservice.
As the basic crowdsourcing model continues to mi-‐
grate from one area to another, there is a growing
tension between consolidated groups of profession-‐
als and the amateurs or “barbarians at their gates”
(Howe, 2008, p. 21). Some centuries ago this ten-‐
sion affected the world of scribes (with the invention
of Gutenberg‘s printing technology and democrati-‐
zation of print). Nowadays it altered the stock pho-‐
tography businesses, and a similar debate is taking
place in the world of design. The only possibility to
Design is considered a discipline, that has a strong
connection to knowledge management (Valsecchi,
2009) and it is a knowledge intensive collabora-‐
tive activity, requiring large amount of heuristic
knowledge. (Shakeri, 1998) The experiences, the
knowledge and the production of collaborative con-‐
tents are determinant for innovating (Valsecchi,
2008). However, this innovation doesn’t need to be
achieved only by relying on internal research: “You
need not invent the most new knowledge or the best
new knowledge to win. Instead, you win by making
the best use of internal and external knowledge in
a timely way, creatively combining that knowledge
in a new and different ways to create new products
or services“ (Chesborough, 2003, p. 52). Another
important aspect in design is its multidisciplinarity
and therefore necessity to confront with opinions of
people from different domains: “People who share
knowledge with individuals from different domains
are more creative” (Coenen, 2006).
Therefore we decided to make as determinant path
of this thesis the application of open innovation, in
particular crowdsourcing model, to interaction de-‐
act against time is to accept the new business mod-‐
els and to take advantage of them. Design agencies
and firms that are fighting tough against crowd-‐
sourcing platforms, will have to accept the possible
benefits of this business model (Howe, 2008).
Design is considered a discipline, that has a strong connection to knowledge management and it is a knowledge in-‐
tensive collaborative activity, requiring large amount of heuristic knowledge.
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sign process. The question is, how can interaction
design benefit best from crowdsourcing?
Recently design is transformed from only designing
esthetic and functional qualities of products, to stra-‐
tegic initiatives of innovation (Gafforio & Pellizzari,
2002). The number of “Design-‐oriented” compa-‐
nies is growing, and accordingly to that design plays
a more important role in the success of a firm. In
consequence, designers get confronted with new
product and service sectors and work in areas of
intersection of different sectors. “For that reason,
there is a consideration in the design community,
that designing today means first of all managing
information, and being informed of recent events
in research, by using more and more sophisticated
research and project tools.” (Gafforio & Pellizzari,
2002).
Social web application design is one of such new
sectors, on the interstice between different disci-‐
plines. It is an emerging sector, driven by the need
of numerous companies to implement a social web
application (also called enterprise social software
or Enterprise 2.0) for communication with the em-‐
ployees (B2E), with the business partners (B2B) and
with the customers (B2C). Numerous leading com-‐
panies already implemented social networking and
collaboration tools for the external communication
and other companies are following them. Social web
application design is therefore a growing sector.
In this thesis we are going to explore how crowd-‐
sourcing model can be applied to the design process
of social web applications. It is a complex process
requiring a lot of multidisciplinary knowledge, and
crowdsourcing can provide this multidisciplinarity
and different view angles, which are important for
achieving innovation according to Nonaka (2000).
Another advantage is the ability of networked com-‐
munities to solve complex problems through their
intrinsic complexity (Menichinelli, 2006).
The question that we ask in this thesis: what kind
of crowdsourcing model can be suited best for so-‐
cial web application design, how to provide an added
value to the community of innovators, what phases
of the design process should be crowdsourced and
what tools have to be designed for supporting the
process.
For answering this question we conducted a re-‐
search about crowdsourcing, analyzed the mecha-‐
nisms behind it and the possibility to apply crowd
participation to different design phases. We exam-‐
ined several study cases of crowdsourcing platforms
for outlining guidelines for the project phase. In the
Project Part we are going to describe the platform
for crowdsourcing of social web applications and the
tools for supporting the design process.
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A NOTE ON TERMINOLOGY
Before starting this writing we would like to define a
few terms that we are going to use in course of this
thesis. There is recently a big confusion of terms
regarding all the online collaborative activities and
phenomenons in the press and online media, there-‐
fore we need to clarify those terms first.
The term “open” as the opposite of “closed” is de-‐
fined by the Oxford dictionary as something “allow-‐
ing people or things to go through”. It can also mean
not fastened, not enclosed, not surrounded by any-‐
thing, not confined. It also means that it is available
or ready to use, not hidden, known to everyone, not
yet finally decided or settled. Open can be also in-‐
tended as accessible2.
Another term used often here is open innovation.
Open innovation is an approach to business that
uses the inflows and outflows of knowledge in the
firm for accelerating innovation processes, that con-‐
trary to closed innovation, are happening also out-‐
side the firm.
Open Source is another important term and liter-‐
ally means “opening” the source-‐code of a product,
where the source-‐code doesn’t necessarily refers
to the software products, the source code can be a
set of instructions necessary to produce an artifact.
However the term got coined initially in the field of
software development business.
with the idea of giving a freedom in using a soft-‐
ware product, where “free” is intended as in “free
speech” not as in “free beer”. The main difference
between open source and free software is that in
free software not only the source code is open, the
user of free software can use it for any scope, study
it, modify it and distribute it freely.
The development processes, community dynamics,
structure and rules behind free software and open
source are very similar and therefore many scholars
use the term FLOSS (Free libre open source soft-‐
ware) when describing processes taking place in
both development models.
Open design3 is a term that was inspired by free and
open source software. Open design is the develop-‐
ment of products or, machines and systems through
NOTES
[2] Menichinelli, 2006, p.19
[3] http://www.adciv.org/Open_collaborative_design
Before Open Source however, there was another
movement, the “predecessor” of open source, that
is called “free software”. Free software is not only
an approach to software development, it is an en-‐
tire philosophical, social and ethical movement initi-‐
ated by Richard Stallman back in the 80ies. it begins
The development processes, com-‐munity dynamics, structure and
rules behind free software and open source are very similar and therefore
many scholars use the term FLOSS
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use of publicly shared design information. The phi-‐
losophy of open design is similar to the one of free
software, because everything created through the
process of open design follows the principle of “cop-‐
yleft” which is a copyright applied to creative work
and ensuring that anyone can freely use it or build
upon it, while the derivative works inherit the same
terms.
Peer-‐to-‐Peer usually abbreviated as P2P is any dis-‐
tributed network architecture composed of partici-‐
pants that make portions of their resources available
to other participants, without the need for central co-‐
ordination. However peer-‐to-‐peer is often reduced to
this exchange activity and the philosophy at the basis
of this term is not considered. Peer-‐to-‐peer means
from equal to equal, where all the participants have
the same roles and positions in the network, where
the relational dynamics are based on this equality.
Peer production is the content that peers (partici-‐
pants that have equal roles and rights) produce. Peer
production relies on self-‐organizing communities
that work to produce a shared outcome. A process
similar to peer production is mass collaboration, as a
form of collective action where individuals are work-‐
ing on parts of the collective project, which is usu-‐
ally divided in modules. The regulation of mass col-‐
laboration usually appears through the artifact of the
collaboration itself and not direct social interaction.
The mass collaboration process occurs in collabora-‐
tive networks.
Collaborative networks can be seen as a connection
system that allows different people to connect and
to organize themselves for obtaining a result4. The
collaborative networks are based on decentralized
and flexible structures which allow the participants
to learn and evolve over time.
Crowdsourcing is a term that got coined by the jour-‐
nalist of Wired and writer Jeff Howe in 2006. The
term is a portmanteau of two words: crowd (any
group of people, corporation, researchers or unde-‐
fined general public) and outsourcing (delegating
activities to an entity outside the company). Crowd-‐
sourcing is a similar business model to outsourcing,
with the difference, that instead of relying on paid
professionals, the business is using unpaid or low-‐
paid amateurs, who use their spare time to create
content, solve problems or participate in corporate
R&D5. The main difference between crowdsourcing
and open source is that in crowdsourcing a company
is profiting from the results of crowd production,
while the crowd is often retributed with different
kinds of rewards, which vary from psychological to
economic rewards.
Wikinomics is a term coined by Don Tapscott in his
book “Wikinomics: how mass collaboration changes
everything”, released first in 2006. Tapscott defines
“wikinomics” as a new way for the leaders to com-‐
pete and be profitable by embracing “a new art and
science of collaboration we call wikinomics”6. This
is a new way to operate of corporations and econo-‐
mies, “based on new competitive principles such as
openness, peering, sharing, and acting globally.”7
NOTES
[4] Menichinelli, 2006
[5] Viitamaeki, 2008, p.20
[6] Tapscott, 2006, p.3
[7] Tapscott, 2006, p.3
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Wisdom of the crowds is a term used extensively
by James Surowiesky in his book “The Wisdom of
Crowds: Why the Many Are Smarter Than the Few
and How Collective Wisdom Shapes Business, Econ-‐
omies, Societies and Nations”. The term means, ac-‐
cording to the author, an aggregation of informations
in groups, that as he argues can often be better than
information produced by any single member of the
group.
Wisdom of crowds concept is close to collective
intelligence concept, that was described by many
authors, but is mainly known because of the book
“L’intelligence collective. Pour une anthropologie du
cyberspace” by Pierre Lévy. According to the author,
collective intelligence is a group intelligence, which
allows individuals to build a sort of a living encyclo-‐
pedia, to invent something that is beyond the writing
and language, where the informations are distrib-‐
uted everywhere and coordinated everywhere not by
separated social organs, but as a totality of human
activity, that can be used by everybody (Levy, 1994,
p.20).
Web 2.0 is a term that became a buzzword recently.
It is a quite superficial term, dividing the history of
the web technologies and web dynamics into web
before web 2.0, where the web pages were mainly
static and the interaction was limited to navigating,
reading, searching and e-‐mailing. Web 2.0 differs
from Web 2.0 through interactive information shar-‐
ing, collaboration, interoperability and user-‐cen-‐
tered design and user-‐generated-‐content. For some
scholars UGC and crowdsourcing are two faces of
the same medal, where in the first case the sharing
of content and the platform constitute the motiva-‐
tion for users activities, while in the second case the
third aspect is added: an enterprise that has a role
of editor and facilitator, that adds structural and or-‐
ganizational aspects to the whole process.8
However recently, to the over-‐used term “web 2.0”
the new term “web 3.0” is added, which adds a fur-‐
ther aspect to the previously mentioned characteris-‐
tics of web 2.0 -‐ “the semantic web” (methods and
technologies that allow computers to understand
the meaning or “semantics” of the web content)
and “personalization”. Conrad Wolfram, the inventor
NOTES
[8] Ciuccarelli (2008), p.120
[9] www.wolframalpha.com
[10] http://www.itpro.co.uk/621535/q-‐a-‐conrad-‐wolfram-‐
on-‐communicating-‐with-‐apps-‐in-‐web-‐3-‐0
According to Lévy, collective intelligence is a group intelligence, which allows individuals to build a sort of a living en-‐cyclopedia, to invent something that is beyond the writing and language...
of Wolfram Alpha search engine9, argues that web
3.0 is where is where “the computer is generating
new information”, rather than humans.10 Web 3.0, ac-‐
cording to different scholars, will add to web 2.0 the
aspects of augmented reality, pervasive broadband,
wireless, sensors, geo-‐location services, portability
of personal web, consolidation of dynamic content,
advertainment, user engagement, mashups, focus on
the individuals rather than on content etc.
User is another term that is going to be used in this
thesis, even if it is quite outdated in the contest of
current web dynamics, for indicating the humans
that use the services or products. We will leave this
term in the contest of interaction design and service
design for the purpose of being understood, while
we will introduce the more adequate term partici-‐
pant in the context of collaboration and participation
dynamics.
Intr
oduc
tion
18
Introduction
19
CHAPTER 1:
OPEN INNOVATION AND CROWDSOURCING
“For having success nowadays enterprises have to open their borders and com-‐pete outside their walls for profiting from exterior resources and competences. [...] They make it possible, that their internal staff is taking care of value inte-‐gration and orchestration and consider the whole world as their Research and Development office” Tapscott, 2006
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THE REASONS OF CHANGE
“Most of the intelligent people nowadays are dis-‐
persed in different teams in multiple institutions.
One of the reasons why we need to find a way to
connect those people -‐ is because for creating new
innovation models we need to connect knowledge
from different areas, for example in such interstices
between different disciplines like bio-‐ and nanote-‐
chnologies.”12
Thirdly, globalization of markets was affecting the
modern economy by leading to a tough international
competition, the opening of international markets, a
higher speed of economic exchanges and mobility of
skilled people.
The mobility of skilled workers is the fourth circum-‐
stance that led to the change of enterprises busi-‐
ness models. The skilled knowledge workers of our
times have a tendency to move from one work place
to another, searching for better wages and bet-‐
ter self-‐realization opportunities. By hiring profes-‐
sionals the companies acquired skilled workers and
profited from their knowledge gained in the previous
work-‐place, without the need to invest in their train-‐
ing. Meanwhile the previous employers had to count
with negative effects of this “brain drain” from their
R&D departments.
Fifthly, globalization also led to speeding up of mar-‐
keting products and services, which again led to
higher competition and required faster change in
technology.
There are several factors, that influence the need to
change the way the enterprises run their businesses
nowadays. These factors trigger a transition, that
started in the mid Nineties and is still continuing.
First of all, knowledge became one of the main re-‐
sources of our times, and the right use of knowledge
insures competitive advantage to firms (Ciuccarel-‐
li, 2008). Our economy is a knowledge economy11,
where the intellectual production processes consti-‐
tute the core of economic activities. Knowledge is
an asset, that is not measurable, nor storable, nor
exclusive (more people can use it at a time), it per-‐
mits a mass access and therefore supports mass
collaborative activities.
Secondly, there is a growing amount of disciplines,
that are on the interstice between different fields.
“Most of the intelligent people nowadays are dispersed in different teams in multiple insti-‐tutions.” (Henry Chesbrough)
NOTES
[11] Enzo Rullani, Economia della Conoscenza
[12] Chesbrough, Henry (2003) Open Innovation:
The new imperative for creating and profiting from
technology. Boston: Harvard Business School Press
1.1. FROM “NOT INVENTED HERE” TO “PROUDLY FOUND ELSEWHERE”
Open innovation and crow
dsourcing
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OPEN INNOVATION PARADIGM
tunity to get an immediate response from the users
and it allows to bring them into the “labs” by one
click of the mouse.
The social, economical and technological changes
listed above affected the way CEOs and managers
saw the production process. They had to reorgan-‐
ize their enterprises for introducing external knowl-‐
edge and exporting internal knowledge products.
Some of them slowly, others radically shifted from
“not invented here” biases to “proudly found else-‐
where” approach. This business model, that sup-‐
ports “Proudly Found Elsewhere” approach, is called
Open Innovation paradigm.
The sixth reason is the shift from analog to dig-‐
ital technologies and the increasing of networked
communications (Ciuccarelli, 2008), that enabled
even a more dynamic knowledge and information
“drain”. This is also connected to the increasing of
networked productive activities (Ciuccarelli, 2008),
which affect the way we work, exchange knowledge
and collaborate. It gives to the companies an oppor-‐
The term innovation has the origin in the latin verb “novus”, a verb that can mean different things depending on the object in question: a renewal, a change, or it can also mean revolutionize the object in question or invent something new.
Before starting to talk about innovation, let‘s clarify
the etymologic meaning of “innovation”. The term in-‐
novation has the origin in the latin verb “novus”, a
verb that can mean different things depending on the
object in question: a renewal, a change, or it can also
mean revolutionize the object in question or invent
something new. The oxford dictionary proposes two
meanings of the word “innovation”, depending on it’s
countability: “the introduction of new things, ideas
or ways of doing something”, or “a new idea, way of
doing something, etc., that has been introduced or
discovered”. This meaning is very close to invention,
however innovation doesn’t mean only invention.
Innovation means bringing invention to the market
(Chesbrough, 2003).
There are different strategies of innovating. Some
companies are basing their innovation processes on
extensive market research and analysis, guided by
marketing specialists. In this case the individuation
of market needs is affecting directly the process of
innovation. This innovation strategy is called market
pull approach.
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22 CLOSED INNOVATION PARADIGMRESEARCH DEVELOPMENT
CURRENT MARKET
RESEARCHPROJECTS
BOUNDARY OF THE FIRM
Other companies rely strongly on their
Research&Development departments and support
the inventions of new technologic discoveries born
there, which are successively translated into new
products and services. This approach is technol-‐
ogy driven and therefore called technology push ap-‐
proach.
Further on, there is a third kind of companies, which
perceive the value of their production in design of
the products. They introduce and support design de-‐
partment, which becomes the incubator of innova-‐
tion. The innovation happens there, when research
of new product languages and therefore the seman-‐
tic dimension of products are considered before the
market and technology dimensions. The companies,
that follow this approach are for instance the suc-‐
cessful northern italian companies like Alessi, Ar-‐
temide, B&B Italia, Cappellini, Cassina, Flos, Cartell
(Verganti, 2006). The CEO’s of these companies
perceive the importance of socio-‐cultural dimension
in the innovation process. Usually the process in-‐
cludes a tacit or explicit part of socio-‐cultural trend
research and consists in absorbing from a network
of distributed actors the tacit knowledge about
trends and presentiments of socio-‐cultural changes
(Verganti, 2006).
However, this kind of classification does not always
correspond to the reality, where innovation process
is very complex and polymorphic. Market, technol-‐
ogy and design constitute indispensable components
for innovation process (Cautela, 2007, p.24).
Among the listed innovation strategies, there is an-‐
other kind of innovation, an “innovation of innova-‐
tion” or a meta-‐innovation. It’s Open Innovation,
which means introducing a new business model for
realizing a successful product innovation and bring-‐
ing it to market. The idea about open innovation
leads back to the 60s, along with the first practices,
that adopted the open innovation approach. Howev-‐
er, the term “Open Innovation” got promoted for the
first time by William Chesbrough, professor and ex-‐
ecutive director of Center for Open Innovation at UC
Berkeley. Open innovation is defined by Chesbrough
as a use of inflows and outflows of knowledge in
the firm to accelerate the internal innovation and to
expand the markets of external use of knowledge13.
It is opposed to the Closed Innovation model, that
FIG. 1: Closed Innovation funnel, from: Chesbrough, Henry (2003)
Open Innovation: The new imperative for creating and profiting
from technology. Boston: Harvard Business School Press
Open innovation and crow
dsourcing
23
promotes the “doing it all by themselves”14 approach.
In his book Open Innovation, Chesbrough describes
the change that many firms have successfully un-‐
dergone, for changing from “Not Invented Here”15
mindset to “Proudly Found Elsewhere”.
Open innovation is a new paradigm, which assumes
that firms should use external flows of knowledge
and market out the internal knowledge through ex-‐
ternal channels. The business model uses inter-‐
nal and external ideas to create value. The internal
knowledge can be exported through start-‐ups spon-‐
sored by the same company or external licensing.
The knowledge outside the firm can be imported
more freely and used for development of new prod-‐
ucts and services.
Why should companies open their doors to external
knowledge and what advantages does it bring? First
of all, it conserves false negatives, for instance ideas
that seem to be worthless, but later on unleash their
value. They turn out to be valuable in a new market
or combined with other products. For instance many
innovations of Xerox PARC16 became very success-‐
ful outside the company’s boundaries and turned out
into profitable products and services.
Secondly, Open Innovation approach speeds up the
work of R&D department by taking the innovations
off the shelf, by stimulating to produce more ideas
and by creating a healthy competition for outcomes
from research department inside the company. This
way the so-‐called metabolism of knowledge is in-‐
creasing. This affects positively the atmosphere in
FIG. 2: Open Innovation funnel, from: Chesbrough, Henry (2003)
Open Innovation: The new imperative for creating and profiting
from technology. Boston: Harvard Business School Press
NOTES
[13] Chesbrough Henry, Wim Vanharverbeke
(2008). Open Innovation: Researching a New
Paradigm, Oxford University Press, USA
[14] Idem
[15] the term “Not Invented Here” describes a social or
corporate culture of rejecting products or knowledge,
that is coming from an external source
[16] Xerox Parc research and co-‐development center funded in
1970 by Xerox was an Inkubator of many innovations related to
computer science. Unfortunately, because of closed innovation
approach and limited vision, the funder of Xerox PARC – Xerox -‐
didn’t manage to profit from most of the inventions made there.
OPEN INNOVATION PARADIGMRESEARCH DEVELOPMENT
CURRENT MARKET
RESEARCHPROJECTS
BOUNDARY OF THE FIRM
NEW MARKET
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R&D department, because the scientists see, that
their innovations are used (Chesbrough, 2003).
Thirdly, the Open Innovation model brings revenues
to the companies by exporting their IP to external
businesses, by licensing out the ideas or by funding
start ups through company’s venture capital depart-‐
probably influenced the actions of the first” (Ches-‐
brough, 2003).
Fourthly, it stimulates knowledge exchange in com-‐
pany’s environment and gives an opportunity to learn
from developments of out-‐licensed projects and start
ups, which discoveries can be useful for company’s
internal R&D. For instance IBM is one of the first
companies that started to sell it’s technology to ex-‐
ternal companies, crafting relations with customers
and learning from them (“First of a Kind” Program
was a contract between IBM and a leading customer
to solve commercially important problems).
Fifthly, it makes company advance by harnessing
knowledge from it’s surrounding. One of the ways
to harness the knowledge is the university-‐industry
collaboration. For instance Intel supports the fund-‐
ing of small research facilities – Lablets – located
near universities, for collaborating directly with pro-‐
fessors and students. The famous north italian de-‐
sign company Alessi harnesses the knowledge from
professionals of different expertise fields for work-‐
ing on their designs: “Nearly 30 years ago, Alessi
begins shifting away from in-‐house design and be-‐
comes one of the pioneers of open innovation. Today
the firm has relationships with some 200 external
designers, many of whom are much better known
for expertise in fields such as architecture than in
houseware design. A tea kettle by Frank Gehry and
a vase by Zaha Hadid are just two products of those
relationships.” 17
Sixth advantage is the reduction of the interdepend-‐
encies and complexity by introducing a more modu-‐
lar R&D architecture approach.
The advantages listed above don’t present all pos-‐
sible ways to profit from Open Innovation business
approach. New approaches, and new advantages are
explored in this field every day.
NOTES
[17] http://www.mckinseyquarterly.com/Strategy/
Innovation/Cultivating_innovation_an_interview_with_
the_CEO_of_a_leading_Italian_design_firm_2299
Open Innovation model brings revenues to the companies by exporting their IP
to external businesses and by harness-‐ing knowledge from their surrounding
ment. One of the examples of such Open Innovation
approach is Lucent’s New Venture Group (NVG). NVG
used to make an invention exit not only by funding a
start-‐up, but by analyzing it and making a business
model for it. If the new venture would develop into
something interesting for Lucent, it would reacquire
this venture from NVG. This was providing a growth
opportunity to many ideas exiting the Bell’s lab and
bringing value to Lucent itself. “Lucent’s NVG pro-‐
vided a second path to market, and this second path
Open innovation and crow
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CLOSED INNOVATION
Most of the smart people in our field work for us
Not all of the smart people work for us, so we must
find and tap into the knowledge and expertise of
bright individuals outside our company
To profit from R&D, we must discover, develop
and ship ourselevs
External R&D can create significant value; internal R&D
is needed to claim some portion of that value
If we discover it, we will get it to market first We don’t have to originate the research in order to profit
from it
If we are the first to commercialize we will winn Building a better business model is better than getting
to market first
If we create the most and the best ideas in the industry,
we will win
If we make the best use of internal and external ideas
we will win
We should control our intellectual property (IP) so that
our competitors don’t profit from our ideas
We should profit from others’ use of our IP, and we
should buy others’ IP whenever it advances our own
business model
OPEN INNOVATION
FIG. 3: Closed Innovation vs Open Innovation, from: Chesbrough, Henry (2003) Open Innovation: The new imperative for creating and profiting from technology. Boston: Harvard Business School Press
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LEAD USER INNOVATION
FIG. 4: Windsurfing (Image courtesy snapchris.com)
Opening the doors of the enterprises doesn’t mean
only letting inflows of knowledge from other firms
but also from the community of users, or “lead us-‐
ers”. “Lead user innovation” term got coined by Eric
Von Hippel in his book “Democratizing innovation”.
According to von Hippel the innovating user cannot
be the average user from marketing campaigns and
user-‐researches, because the technological state of
things is changing too fast and the average user has
an exposure to technologies that are rarely most ad-‐
vanced. Therefore the users that interest von Hippel
are the “lead users” that have two characteristics: 1)
they would benefit much from the innovative prod-‐
uct 2) they are informed better about tendencies and
technological state in his field of interest and there-‐
fore are able to predict the needs much better than
the average user. According to von Hippel, lead us-‐
ers “can develop exactly what they want, rather than
relying on manufacturers to act as their (often very
imperfect) agents” (von Hippel, 2005, p.1).
It has been shown by researchers that product de-‐
velopment and modification is a common behavior in
many fields. From 10% till nearly 40% of users report
having modified a product for in-‐house use or for
personal use (Franke and Hippel, 2003). Many of the
major innovations in numerous fields have been first
prototyped by users (Franke and von Hippel, 2003).
This question has been explored in oil processing,
computer innovations, machine tool innovations, sci-‐
entific instrument innovations, semiconductor and
electronic processing equipment, and sports equip-‐
ment innovations (Franke and von Hippel, 2003).
One of the areas of lead-‐user innovation can be
found in subculture activities, for instance windsurf-‐
ing. A high-‐performance equipment of windsurf-‐
ing technology was developed by an informal user
group in Hawaii. The high performance windsurfing
involves techniques that are known very well only by
the people performing them. Sonali Shah, a wind-‐
surfing enthusiast noticed the problem that many
windsurfers faced by jumping: there was no way to
keep the board with you. Sonali had a brilliant idea
of using footstraps for achieving a controlled flight.
This idea turned out to change the performance of
windsurfing and a snowball effect that multiplied the
number of people practicing the sport.
Another example of a subculture is the bicycling:
where the users develop very often the most out-‐
standing innovations. The enthusiasts of biking are
Open innovation and crow
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learning from their own experience for creating new
products (Ciuccarelli, 2008). Earlier bikers could
choose between fast bike with thin wheels-‐tires or
a more robust alternative build after the example
of Holland-‐Bike. Some passionate bikers in Cali-‐
fornia were not happy with their bikes and started
to modify them: they put larger tires, more robust
brakes -‐ these were the first prototypes of today’s
mountain-‐bike. Bicycle industry ignored this user-‐
led-‐innovation initially and started their production
only years later. Now 65% of all in bikes sold in the
USA are mountain-‐bikes (Guth, 2010, p.71).
According to von Hippel, lead-‐users produce innova-‐
tions that have a higher appeal in the marketplace,
which means a higher commercial attractiveness of
the products. The graphic above shows the results
of the survey that Franke and von Hippel (2003) con-‐
ducted with webmasters that used Apache server
software19 and eventually modified it by adding se-‐
curity modules. The sample of the respondents was
132 people. The researchers focused on relatively
technically interested and skilled users to ensure an
adequate representation of users that had modified
Apache security software (Franke and von Hippel,
2003). The “Lead-‐user-‐ness” of the webmasters is
calculated as the sum of two independent variables.
The first variable is the benefit that the user expects
from the developed product, which is determined
by the answers of the participants of the survey
expressed in the questionnaire as “Our organiza-‐
tion has a high need for server security” (7-‐point
Introduction and Overview 5
Why Many Users Want Custom Products (Chapter 3)
Why do so many users develop or modify products for their own use? Usersmay innovate if and as they want something that is not available on themarket and are able and willing to pay for its development. It is likely thatmany users do not find what they want on the market. Meta-analysis ofmarket-segmentation studies suggests that users’ needs for products arehighly heterogeneous in many fields (Franke and Reisinger 2003).
Mass manufacturers tend to follow a strategy of developing products thatare designed to meet the needs of a large market segment well enough toinduce purchase from and capture significant profits from a large numberof customers. When users’ needs are heterogeneous, this strategy of “a fewsizes fit all” will leave many users somewhat dissatisfied with the commer-cial products on offer and probably will leave some users seriously dissatis-fied. In a study of a sample of users of the security features of Apache webserver software, Franke and von Hippel (2003b) found that users had a veryhigh heterogeneity of need, and that many had a high willingness to pay to
2 3 4 5 6 7 8 9 10 11 12 13 14
10
5
0
Attr
activ
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s of
inno
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nsInnovation
Estimated OLS curve
“Lead-user-ness” of users
Figure 1.1 User-innovators with stronger “lead user” characteristics develop innovations havinghigher appeal in the general marketplace. Estimated OLS function: Y = 2.06 + 0.57x,where Y represents attractiveness of innovation and x represents lead-user-ness ofrespondent. Adjusted R2 = 0.281; p = 0.002; n = 30. Source of data: Franke and vonHippel 2003.
FIG. 5: User-‐innovators with stronger “lead user” characteristics
develop innovations having higher appeal in the general
marketplace. Estimated OLS18 function: Y = 2.06 + 0.57x, where
Y represents attractiveness of innovation and x represents
lead-‐user-‐ness of respondent. (source: von Hippel, 2005)
NOTES
[18] OLS means ordinary least squares, which is a method
for estimating the unknown parameters in a linear regression
model (approach to modeling the relationship between a
scalar variable y and one or more variables denoted X) in
statistics. The method minimizes the sum of squared distances
between the observed responses in the dataset, and the
responses predicted by the linear approximation. The resulting
estimator can be expressed by a simple formula. Source:
http://en.wikipedia.org/wiki/Linear_regression_model
[19] Apache web server software that is used on computer
servers connected to internet is an open source software
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rating scale). The second variable is the position of
the lead-‐user “ahead on an important marketplace-‐
trend”, expressed in the questionnaire as “We expe-‐
rience new server security needs earlier than most
other organizations” (7-‐point rating scale). The at-‐
tractiveness of innovation variable is defined as the
sum of two components. The first component is the
novelty of the innovation (self-‐assessed in the scale
between 1 and 7, where 1 = small improvement to an
existing product and 7 = completely new product).
The second component is the expected future gener-‐
ality of market demand (self-‐assessed, which scales
from 1 to 7, where 1 = very small market potential and
7 = very big market potential). These components
were determined on the basis of the answers of the
webmasters as well as estimation made by external
Apache experts. (von Hippel, 2006, p. 4)
The dependent variable “Innovative activities” was
determined by the answer of webmasters about the
the way they used Apache software: by doing some
modifications on it or not. From the sample of 132
webmasters 30 were doing modifications and there-‐
fore were included in the graphic above. As we see
According to von Hippel, lead-‐users produce innovations which have a higher appeal in the marketplace, which means a higher commercial attractiveness of the products.
from the graphic, the higher the “lead-‐user-‐ness” of
the users is, the higher the amount of products that
have the “attractiveness of innovation” characteris-‐
tics. This shows that users with lead-‐user charac-‐
teristics have the potential to produce more innova-‐
tive products that can have a higher market appeal.
Von Hippel argues, that as the lead-‐users are on the
leading side of the market respect the market trends,
the innovations they will bring to market will appeal
to other users too, therefore this would provide the
basis for the products that manufacturers would
wish to commercialize (von Hippel, 2005).
One of the reasons why there is a need for users
to participate in the development of the products,
is that many users don’t find what they want on the
market. Therefore there is always a gap between the
needs perceived by users and the features that the
products provide. That’s why the strategy adopted by
many companies “a few sizes fit all” will leave many
users somewhat dissatisfied with the commercial
products and probably will leave many users very
seriously dissatisfied (von Hippel, 2010, p.5).
This gap can be reduced by providing users with
tools and techniques for participation in the develop-‐
ment process.
Open innovation and crow
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WHAT IS CROWDSOURCING?
Rise of Crowdsourcing” in the Wired Magazine20.
However the concept dates back to the 18th cen-‐
tury when the early editions of The Oxford English
Dictionary were crowdsourced by volunteer con-‐
tributors sending in definitions on paper slips. In
1715, the British government ran an open contest to
source a decent maritime navigation solution, won
by a clockmaker called John Harrison. More recent-‐
ly, governments and industry alike have embraced
crowdsourcing through open prize contests such as
the X-‐Prize (backed by BT) – designed to stimulate
innovation, particularly in the fields of environment,
science and technology.21 In the industrial produc-‐
tion sector, P&G experimented and applied crowd-‐
sourcing business model in the end of nineties (Vi-‐
itimaki, 2008).
Another emblematic case around the same time is
the example of Goldcorp -‐ the canadian gold-‐mining
company. The business of Goldcorp was on a brink
of folding, in the time when CEO Rob McEvan decid-‐
ed to do something very unexpected and original. He
published company’s geological data on internet and
initiated a contest open to everybody, for finding gold
on the property. Seventy-‐seven submissions came
from around the world -‐ from geologist and other
professionals or amateurs, therefore using some
techniques unheard to Goldcorp. The company found
over $3 billion of gold and its market value rose ex-‐
ponentially (Libert&Spector, 2007).
We chose to examine the crowdsourcing phenom-‐
enon inside the bigger Open Innovation approach,
because of several reasons. First of all, crowdsourc-‐
ing is in the center of multiple debates nowadays,
because of the controversies of this approach and
because of the variety of uses it found. Second,
crowdsourcing is a phenomenon that is growing
very fast and new applications of this approach are
created every day. The third reason is my belief, that
this model of collaboration relates to the intrinsic
structures of our societies and the way we relate
and communicate (will be explained further). And
last but not least, I believe that this collaboration
model has still many undiscovered opportunities for
the future.
The term crowdsourcing got coined by journalist and
writer Jeff Howe in June 2006 in his article “The
Crowdsourcing is a portmanteau of two words: crowd (any group of people, corporation, re-‐searchers or undefined general public) and outsourcing
NOTES
[20] http://www.wired.com/wired/archive/14.06/crowds.html
[21] Article “Crowdsourcing: Your recession -‐ Proof Marketing
Strategy” by Paul Marsden in Contageous Magazine, http://
www.viralculture.com/downloads/crowdsourcing.pdf
1.2. CROWDSOURCING -‐ OUTSOURCING TO THE CROWDS
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Crowdsourcing is a portmanteau of two words:
crowd (any group of people, corporation, research-‐
ers or undefined general public) and outsourcing
(delegating activities to an entity outside the com-‐
pany). Crowdsourcing is a similar business model
to outsourcing, with the difference, that instead of
relying on paid professionals inside a firm, it relies
on a multitude of people on the internet, that can be
paid or un-‐paid for their contribution. Another dif-‐
ference between outsourcing and crowdsourcing is
that, in the latter one the tasks are delegated from
the company to an undefined crowd of people, a
process where a very high amount of unpredictabil-‐
ity is present.
The process of crowdsourcing is not only quite un-‐
predictable, it is also apparently chaotic and incon-‐
trollable. It depends very much on crowd initiative,
the same way like in web 2.0 tools. In fact, for Ciuc-‐
carelli, crowdsourcing and User Generated Content
in web 2.0 are different sides of the same medal:
the first describes the abilities of users to gener-‐
ate content with a value recognized by communities,
while the second describes the point of view of the
enterprise to enter the external context, to external-‐
ize its activities by addressing the collective creative
power. The first is a bottom-‐up model where the us-‐
ers are incentivated through sharing and the plat-‐
form itself, while the second adds the editorial role
of the enterprise, that defines organizational bound-‐
aries and communicates precise and structured ob-‐
jectives (Ciuccarelli, 2008). The two phenomenons
-‐ web 2.0 and crowdsourcing arose with the advent
of internet technologies and both are nourished and
supported by these technologies.
Despite of the apparent chaos and uncontrollability
of these processes, there have been many success
FIG. 6: Crowdsourced sheep drawings from “The Sheep
Market” crowdsourcing project by Aaron Koblin, where
10.000 online workers were drawing a sheep for $0.02
each. Image source: Wired article “Crowdsourcing o
cottimismo intellettuale?”, http://www.wired.it/news/
archivio/2009-‐04/29/cottimismo-‐intellettuale.aspx
Open innovation and crow
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stories of mass collaboration. One of the emblematic
examples of this process is wikipedia -‐ a collective
encyclopedia of a comparable quality to professional
editions. Its apparent lack of organization, vulner-‐
ability and instability were confuted by its surpris-‐
ingly positive results. Another example, from a very
different field, but similar in many aspects is the
Linux22 operating system -‐ an example of crowd col-‐
laboration in software production, a very successful
project as well. Both of these projects are actually
much older, than the time when crowdsourcing term
got coined.
However, recently the crowdsourcing approach got
widely accepted and spread especially because
technological and economic advances showed that
also non-‐technical people could participate (Viiti-‐
maki, 2008).
The success of Wikipedia and other crowd-‐wisdom23
projects attracted attention of enterprises, that
found out the hidden wisdom of crowds, the knowl-‐
edge resources that are dispersed all over the world
and can be tapped and harnessed by companies. In
fact, Libert and Spector see crowdsourcing as a tool
that can be used by enterprise: “Crowdsourcing is
a business model that turns over tasks traditionally
performed by employees to the Internet multitude”
(Libert & Spector, 2007). There can be found mainly
three ways of profiting through crowdsourcing:
Delegating tasks to the crowd -‐ therefore involv-‐
ing the participants into production processes.
In this case some tasks in the production process
are chosen and outsourced to the crowds, mainly
through mediator-‐platforms and usually in a form of
a contest. The enterprise is profiting from the re-‐
sult, while the winning contributors get material or
psychological (or both) rewards. Very often there are
no explicit rewards, the motivations to contribute is
reputation or kudos.
Getting feedback about existing products (through
rating, voting or discussions). This process has its
origin in user research activities. The process helps
the enterprise to understand user needs and to indi-‐
viduate insights for developing future products.
Using crowdsourcing for viral marketing purposes.
This is one of the main purposes for big enterprises:
for achieving customer brand awareness and fideli-‐
zation through these processes. They are often not
interested in the actual results of the user activity,
but in the viral effects of it. Many design crowd-‐
sourcing platforms operate this way (Ciuccarelli,
2008), (Howe, 2008).
In addition to the described ways of using the
crowdsourcing model, there are also different types
of crowd participation in crowdsourcing. We are go-‐
ing to explore next what are these types.
NOTES
[22] Open source software movement can be defined a
crowdsourcing example in terms of collective collaboration,
However it difers from crowdsourcing by many aspects, especially
by the philosophical point of view and the business model it
uses. Open Source software appeared already in the nineties,
long time ago before coining of the term crowdsourcing
[23] The term crowd wisdom got coined by James
Surowiecky, the author of the book The Wisdom of Crowds
“Crowdsourcing is a business model that turns over tasks traditionally performed by employees to the Internet multitude” (Lib-‐ert & Spector, 2007, p. 3)
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Going towards the open innovation business mod-‐
el is a continuous experimenting for enterprises.
Searching for different ways for profiting from ex-‐
port of internal assets and importing external ones
creates a variety of solutions and business models.
According to Chesbrough (2006), for characterizing
the business model of a project in the open innova-‐
tion perspective, two dimensions have to be taken
into account: the creation of value and the capture
of value (Chanal, 2008, p.18). In the closed innova-‐
tion paradigm the firm creates the innovation and
captures value from innovation inside its Business
Model. In the open innovation paradigm Business
Model acts a filter for the company to decide which
innovations will be carried out inside or outside the
existing Business Model for capturing the value in-‐
side or outside it. In the case of open source soft-‐
ware development, the software is created without
any firm owning the technology, no firm can patent
the outcomes of the creation or exclude anyone from
accessing the code. Enhancements to the code are
available to anyone (Chesbrough, 2006, p.16). Open
Source case can be somehow placed in the Open
Innovation paradigm, however with a main important
difference: while open innovation paradigm explicitly
incorporates the Business Model of a firm for the
creation of the value and its capture, in Open Source
development the value is created by the community
of programmers, while the value capture is carried
out by the established software companies (Chanal,
2008, p. 18).
There are also different ways of incorporating open
source production into existing businesses, for in-‐
stance many companies opted for different kind
of emerging “open source business models”. This
happens when firms make products that use other,
non-‐open source technologies as well: they incor-‐
porate open source technologies into their innova-‐
tion efforts by combining open source and propri-‐
etary knowledge products (Chesbrough, 2008, p.23).
Other firms sponsor open source software develop-‐
ment crucial for their business. For instance HP, Sun
and IBM needed Mozilla as a browser, which could
CROWDSOURCING MODEL IN THE FRAMEWORK OF OPEN INNOVATION
run on their Unix operating systems, and therefore
supported Mozilla’s development. Another kind of
firms make spin-‐outs from inside the organization
to an external body, as another way of harnessing
open source. For instance IBM placed Eclipse tech-‐
nologies in open source domain for accelerating the
adoption of the tools for its WebSphere architecture.
IBM choose to donate recently around 500 patents
from its software into open source domain for creat-‐
ing more activity in this area. In this case the com-‐
panies are ready to give away their IP for the sake of
the benefits it can bring to their own business model
(Chesbrough, 2006, p.24).
Crowdsourcing can be seen as a similar business
model to this kind of mixed-‐models mentioned be-‐
fore. Crowdsourcing can be placed between open
innovation and open source models, because in
crowdsourcing the value can be created outside
the company (it can be outsourced to the commu-‐
nity), while the value is captured inside or outside
the company. Usually, for sustaining crowdsourcing
Open innovation and crow
dsourcing
33
CLOSED INNOVATION
OPENINNOVATION
CROWD-‐SOURCING
OPENSOURCE
VALUECREATIONMODEL
INSIDE THE COMPANY INSIDE THE COMPANY
INSIDE OR OUTSIDE THE COMPANY
OUTSIDE THE COM-‐PANY (COMMUNITY)
OUTSIDE THE COM-‐PANY (COMMUNITY)
VALUE CAPTURED BY DIFFERENT SOFT-‐WARE COMPANIES
INSIDE OR OUTSIDE THE COMPANY
INSIDE OR OUTSIDE THE COMPANY
VALUECAPTURE
platform’s activity some value capture should occur
inside the platform with the open innovation mod-‐
els. (Chanal, 2008, p.19). To illustrate this we provide
the example of CrowdSpirit, a french crowdsourcing
platform for electronic devices, funded by David Li-‐
onel. CrowdSpirit adopted initially a business model,
which was very similar to open source: the commu-‐
nity of innovators would invent new electronic de-‐
vices, and CrowdSpirit would help to develop them,
manufacture them through a network of manufac-‐
turers and sell them. However this business model
didn’t work and CrowdSpirit changed to the business
model which combined the qualities of both open in-‐
novation and open source business models: the val-‐
ue was created by the community like in open source
software development, and it was captured by the
companies interested to develop crowd’s concepts
further and integrate the inventions into their busi-‐
ness model. In this way the crowd and the platform
receives a percentage from the value captured from
the developed products.
In this case a crowdsourcing platform can choose
between the two alternatives: the first alternative is
to act as abroker or a market place that brings par-‐
ties together for achieving a transaction; the second
alternative is to act as an agent, which represents
one side of a transaction (for instance by helping the
firm to invent new concepts, test them or identify
FIG. 7: Open Innovation framework and crowdsourcing
model position inside it, source: Chanal (2008, p.18)
possible applications of the technology); (Chanal,
2008, p.21). Crowdsourcing companies like In-‐
nocentive or NineSigma used to act as brokers or
market places for scientific R&D , till they noticed
that the technology identification and transfer is not
managed easily (it’s difficult to identify immediately
if the technology developed by the problem-‐solvers
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FOUR TYPES OF CROWD PARTICIPATION
As mentioned before, there is an uncountable vari-‐
ety of examples of crowdsourcing and there are new
appearing every day. The examples can be divided
in following categories, defined by Jeff Howe: crow-‐
dwisdom, crowdvoting, crowdfunding and crowd-‐
creation.
Crowdwisdom -‐ what the crowd knows is the aggre-‐
gation of individuals in groups for taking decisions. It
is based on the idea of collective intelligence or the
wisdom of the crowd, which central principle is that
the groups contain more knowledge than individuals.
James Surowiecki described this phenomenon in
his book The Wisdom of Crowds: Why the Many Are
Smarter Than the Few and How Collective Wisdom
Shapes Business, Economies, Societies and Nations,
2004. Accordingly to Surowiecki, “Large groups of
people are smarter than an elite few, no matter how
brilliant – better at solving problems, fostering in-‐
novation, coming to wise decisions, even predicting
the future” (Surowiecki, 2005, p.1). Companies like
Procter&Gamble with their program “Create and In-‐
novate” was one of the first companies, that invited
the crowds to participate in the solution of complex
problems. Examples of platforms for crowd wisdom
are Yahoo Answers, Prediction market platforms
and “idea jams” platforms like Dell IdeaStorm24.
Platforms like Innocentive mediate in helping clients
solve scientific problems through contribution of
anonymous scientists or hobbyists. Companies like
IEM (Iowa Electronic Markets) help to predict the fu-‐
ture events -‐ from political elections to stock market.
Crowdwisdom platforms bring to the companies the
advantage of having a fast feedback and diffusion of
informations.
Crowdcreation -‐ what the crowd creates -‐ is the trig-‐
gering of crowds creative potential. One of the main
reasons of crowdcreation are the broken down cost
barriers for hardware and software tools, that sepa-‐
rated amateurs from professionals. (Howe, 2008).
Companies successfully use the creativity of the
has a high potential). Therefore just identifying the
problem that needs to be solved and managing both
parties is not enough anymore. The mentioned com-‐
panies started offering additional services that facil-‐
itate the technology exchanges (Chanal, 2008, p. 21).
By doing that the crowdsourcing platforms adopt the
second alternative -‐ they act as an agent that helps
one party of the transaction, for instance the compa-‐
nies like P&G that need to solve scientific problems.
Open innovation and crow
dsourcing
35
crowds whether it’s about translating texts into for-‐
eign languages, filming TV commercials or redesign-‐
ing a calculator. iStockPhoto successfully harnessed
crowd’s creativity in Photography by offering photos
from a large pool of amateurs and professionals at
low prices. CurrentTv democratized the media by let-‐
ting the crowd make news video clips and “we put it
on TV”. There has been a boom of design platforms,
connecting enterprises in need for a logo or an ad-‐
vertisement, with amateurs or professional design-‐
ers, that would do it almost for free. The examples
of such platforms are Zooppa25, ReDesignMe26, and
dozens of other platforms, that we will describe in
the chapter “Design and crowdsourcing”.
Crowdvoting -‐ what the crowd thinks. Crowdvoting
is about the expression of crowd’s opinions mainly
through feedback mechanisms like voting or rating.
These mechanisms are useful for weeding out the
most liked and popular solutions from a steak of pro-‐
posals. Many crowdsourcing systems for creativity
are based on rating and voting, where the winners
of the creative contest depend on the opinion of the
crowd and opinion of the jury. The opinion of the
crowd is used to organize vast quantities of infor-‐
FIG. 8: Four crowdsourcing types according to Jeff Howe (2008)
NOTES
[24] Dell IdeaStorm is a platform for gathering insights from
Dell’s customers, where the participants can suggests features of
Dell’s products they would like to see implemented in the future
[25] www.zooppa.com
[26] ww.redesignme.com
mation, for instance in social bookmarking process,
search result organizing on Google, article sorting
on online publisher websites.
Crowdfunding -‐ what the crowd funds. Crowdfund-‐
ing is about supporting projects through distributed
crowd resources. It usually follows this pattern:
someone in the crowd, an individual or a group, an-‐
nounce the call for support of their project or activi-‐
ty. The other people from the community can support
this activity with contributions, which are usually
“WHAT THE CROWD CREATES...”“WHAT THE CROWD KNOWS...”
“WHAT THE CROWD THINKS...” “WHAT THE CROWD FUNDS...”
CROWD-‐
SOURCING
CROWD-‐
CREATION
CROWD-‐
FUNDING
CROWD-‐
VOTING
CROWD-‐
WISDOM
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quite small. The benefices of the funding usually
promise a pay-‐back or some kind of reward for the
support. One of the recent examples of crowdfund-‐
ing is Kickstarter – a platform for supporting start-‐
ups. Someone who needs a support is opening a
request for a project, defines the required amount
of money and the given time. If the project doesn’t
reach the necessary amount of pledges, the money
is not handed over. In the case it does, the receiver
gets the money and starts rewarding his supporters.
This method is so effective, that many of startups
have been able to receive support and fund a busi-‐
ness from one day to the other.
Another example of crowdfunding in music industry
is SellaBand platform, which helps music bands to
fund their music projects through Fan-‐Funding.
Another version of crowdfunding is an italian crowd-‐
funding platform -‐ Produzioni dal Basso. This plat-‐
form adopted a model, which is a mixture between
support and pre-‐ordering. In fact on this platform
people support mainly artistic projects by their mi-‐
cro-‐pledges, in turn of promise to receive the actual
copy of the product – a movie, a book, or another
kind of piece of art. This is putting consumers on an-‐
other level – their role is much more active and de-‐
terminant in production, than in traditional industrial
processes. Recently some crowdfunding platforms
for philanthropic27 purposes arose. For instance
Kiva, that let’s you loan money to entrepreneurs in
developing countries. Kiva is an impressive example
of what benefits web 2.0 tools can bring.
None of the described approaches is defined rigidly,
there can be variations in every of them. Successful
crowdsourcing projects usually use a combination
of these four approaches, for instance Threadless
(T-‐shirt design crowdsourcing platform) uses them
all (Howe, 2008).
NOTES
[27] It was also called philanthropy 2.0 by Seattle
Times: http://seattletimes.nwsource.com/html/
businesstechnology/2003482739_techphil18.html
Crowdwisdom, crowdcreation, crowdvoting and crowdfunding are four manifestations of crowd participation in crowdsourcing projects according to Jeff Howe.
The advantages of using crowd intelligence are mul-‐
tiple. However in order to understand the mecha-‐
nisms of its functioning we need to dedicate a sec-‐
tion to the study of open innovation communities.
Open innovation and crow
dsourcing
374.9. THE CONDITIONS FOR BUILDING OPEN INNOVATION COMMUNITIES
For evolving collective intelligence of organizations
and groups, there are certain factors that have to
be taken into consideration. Groups need rules to
maintain order and coherence. (Mansour & Mona-‐
vari, 2008). Conditions that are needed for the group
to be wise are: (Surowiecki, 2005) Diversity, Inde-‐
pendence, Decentralization.
Diversity
Cognitive diversity is important for a group to pro-‐
vide innovative solutions. Many authors confirmed
the importance of diversity of group members. Si-‐
moni argues about diversity in knowledge genera-‐
tion phase, important for producing original ideas
(Simoni, 2008). Scozzi et al write about the impor-‐
In the following text we are going to describe the conditions for building an open innovation community and what are the main issues to be taken in consideration. Some of the building blocks or elements of open innovation communities are the conditions for building the crowd intelligence, the motivations, the incentive model and the structure of the community.
THE CONDITIONS FOR BUILDING CROWD INTELLIGENCE
tance of a certain level of difference in mental mod-‐
els in open souce communities (Scozzi et al, 2008).
Shakeri (1998) argues about importance of diversity
in disciplines for design work.
Therefore it’s important to bring people in diversified
groups for having original and diversified results in
group decision process. “Bringing new people to the
group even if they are less experienced can make the
group smarter because what new minds offer is not
exactly the same and redundant as others offer and it
is more likely that a creative or unlikely idea crosses
someone’s mind.”(Mansour & Monavari, 2008).
Choosing experts for work in a company may be not
the best solution. The economist terrance Odean
found that experts like lawyers, engineers, entrepre-‐
neurs and bankers all believe that they know more
than they really do (Mansour & Monavari, 2008).
It doesn’t mean, that we should substitute experts
by amateurs. However, more innovative results are
achieved by combining the knowledge of experts
with the knowledge of someone external to organi-‐
zation (Surowiecky, 2005; Mansour & Monavari,
2008).
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The diversity can however also cause conflicts in
the group (Surowiecky, 2005; Mansour & Monavari,
2008) and is less suited for the phases of knowledge
transferral, integration and application in organiza-‐
tion28. Too big diversity of employees can even act
against productivity (Simoni, 2008).
Independence
Independence of the individual within the group is
another factor for achieving group intelligence.
The social networks of the type “individualistic”,
where individuals don’t have very strong connec-‐
tions to each other, are usually very open to new
connections and therefore they allow linkages be-‐
tween people very different from each other29.
When every actor of the network can take decisions
independently, the group benefits in two ways. First,
the mistakes will not be related to each other and
therefore not affect collective decisions, because
individual errors can be recognized better by oth-‐
ers. Second, there is a higher possibility, that new
information will be added, rather than something that
NOTES:
[28] According to Simoni, knowledge work phases in
organization comprise: generation of new knowledge,
transferral of knowledge, integration of knowledge and
application to economic activities (Simoni, 2008)
[29] Dr Perri, Your friendship networks, in: Helen McCarthy,
Paul Miller, Paul Skidmore. Network logic: who governs
an interconnected world? Demos, London, p. 221
everyone already knows (Surowiecky, 2005; Man-‐
sour & Monavari, 2008).
The lack of independency affects negatively group´s
decisions. Many individuals have the tendency to
copy the decisions of others or be influenced by
other’s opinions. This doesn’t lead to beneficial de-‐
cisions (Surowiecky, 2005; Mansour & Monavari,
2008).
Decentralization
Decentralization is another important factor for
beneficial collective decisions. This means, that the
power of decision is not concentrated in one per-‐
son’s hands, but distributed over the network. We
see a similar situation in social networks, where
people connect and communicate to each other in-‐
dependently (Surowiecky, 2005; Mansour & Mona-‐
vari, 2008).
It was proofed by many researchers of FLOSS
communities (Crowston, 2010), that decentralized
networks lead to a higher stability of the software
project and stimulate input from contributors. The
tacit knowledge is exchanged better in such com-‐
munities and it encourages specialization and in-‐
dependence (Crowston, 2010). Another benefit of
decentralized communities is, that it brings the indi-‐
viduals closer to the issues. The closer the individual
is to the issue, the more probable it is that he is going
to find a good solution (Surowiecky, 2005; Mansour
& Monavari, 2008).
Linux or other open source software projects are
effective examples of benefits of such decentraliza-‐
tion, even if not all open source systems are decen-‐
tralized (Crowston, 2010). It has been shown that
open source software communities tend to develop
decentralized system with time: they start as cen-‐
Open innovation and crow
dsourcing
39
FIG. 9: Layered meritocracy and role
hierarchy (source: Scacchi, 2004)
tralized networks with the main developer in the
middle, and as they grow in size and become older,
they become more modular, decentralized and spe-‐
cialized (Crowston, 2010).
Decentralization doesn’t mean disorganization
(Surowiecky, 2005; Mansour & Monavari, 2008).
Despite apparent chaotic structure of FLOSS (free/
libre open source software) communities, there are
rules and tools that help organize it. The organiza-‐
tional structure of FLOSS is called layered meritoc-‐
racy, illustrated in the Figure 8. It is a hierarchical
organizational form, that centralizes and concen-‐
trates certain kinds of authority, trust and respect
for accomplishment within the team (Scacchi, 2004).
The members of the community can assign the roles
themselves and the roles are never fixed. In this
system every member has the possibility to move
toward the core of the community by improving his
skills and by contributing. (Rullani F., Dragging de-‐
velopers towards the core, 2007). There is usually
a core-‐developers group that contribute most, and
there is a benevolent dictator, that initiates, enables
and facilitates the project (Raymond, 2001). The
community is managed through development proc-‐
ess and is co-‐evolving and self-‐organizing together
with the code (Ye and Kishida, 2003). During this
process the community uses tools for asynchronous
communication, institutional history and file-‐transfer
(Crowston, 2010, Coffin, 2006). These communica-‐
tion systems are persistent, searchable, traceable,
public and globally accessible. It is a socio-‐technical
process of technology transfer (Crowston 2010).
However the decentralization of the communities
has also one drawback: decentralized communities
cannot be as big as centralized audiences accord-‐
ingly to Clay Shirky. This is connected to the kind of
relationship that there is between the sender and the
receiver of the message. In the case of community
the members have to be connected to each other, not
just to one central outlet, there has to be a many-‐to-‐
many interaction. Such interaction pattern can only
be sustainable if the size of the community is rela-‐
tively small. In the case of open source communities
scholars came to a conclusion that the number of 15
core members is enough for a sustainable commu-‐
nity of 300 members, while other members are more
passive (Crowston, 2010)). Accordingly to Shirkey
the maximum size of a community is 5000 mem-‐
bers. When group size grows past any individual’s
ability to maintain connections to all members of a
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group, the density of the network shrinks, and as the
group grows very large (>10,000) the number of ac-‐
tual connections drops to less than 1% of the poten-‐
tial connections, even if each member of the group
knows dozens of other members. Thus growth in
size is enough to alter the fabric of connection that
makes a community work.30 Therefore no matter how
good is the software that manages the community,
it can never support a large and densely intercon-‐
nected community31.
The experience of FLOSS communities helps to de-‐
fine the crowdsourcing communities because there
is a big similarity between the two models (Chanal,
2008, p.25). With crowdsourcing we see new or-‐
ganizational structure emerge, between market and
hierarchy. Pure market coordination would appear
to be unviable because the firm has to be able to
control the innovation activities for its own benefit
(Chanal, 2008, p.25).
INCENTIVES AND MOTIVATIONS IN OPEN INNO-‐VATION COMMUNITIES
In addition to the conditions needed for developing
crowd intelligence, we also need to take in consid-‐
eration the motivations of the crowd to participate.
We are going to examine the motivations and incen-‐
tive models provided by open innovation and FLOSS
communities studies.
Von Hippel (2002) as well as Simoni (2004) argue,
that there are mainly two ways to reward innovation
in industry as well as society in general. The first
model is the “private investment model”, which “as-‐
sumes returns to the innovator results from private
goods and efficient regimes of intellectual property
protection” (von Hippel, 2002). The crowdsourcing
platforms like Innocentive use this model by reward-‐
ing their innovators with financial rewards and pass-‐
ing the intellectual property rights to the enterprises
that requested the innovation. The second, “collec-‐
tive action” model “assumes that under conditions
of market failure, innovators collaborate in order
to produce a public good” (von Hippel, 2002). The
FLOSS development present the characteristics of
both models and therefore is a mixed model (von
Hippel, 2002, Simoni, 2004): on one hand, the par-‐
ticipants of Floss development utilize their private
resources during the process, on the other hand -‐
the result of their production is a collective good, and
the contributors usually renounce to any rights for
the intellectual property of this good (Simoni, 2004).
One of the major challenges of collective action
model is how to reward contributors and avoid free
riding (taking advantage of others production with-‐
out contributing) (von Hippel and von Krogh, 2006,
from: Chanal, 2008, p.12). The literature on collective
action argues that the creation and deployment of
selective incentives is essential for success of such
projects (Chanal, 2008, p.12, Hautz, 2010). Usually
NOTES:
[30] http://shirky.com/writings/community_scale.html
[31] http://shirky.com/writings/community_scale.html
Open innovation and crow
dsourcing
41
it is argued that the collective action model doesn’t
work without incentives, providing a long-‐cooper-‐
ation scenarios and by dense social connections
between recruiters and candidates (Simoni (2005),
p.35). None of these factors is present in Floss com-‐
munities. Despite that, the members of Floss com-‐
munities are rewarded even if not explicitly. There
are automatic incentive mechanisms, for instance
the advantage of diffusion of open source prod-‐
ucts32, the creation of network economies33, learning
benefits and receiving feedback from users (Simoni
(2005), p.35).
Yochai Benkler argues that a combination of eco-‐
nomic and non-‐economic benefits are crucial for
incentivating activities of online communities (Ben-‐
kler, 2002). For being motivated participants need to
expect three kinds of rewards:
1. Monetary rewards (M) (also called extrinsic
economic rewards by other researchers)
2. Intrinsic hedonistic rewards (H), which are con-‐
nected to the satisfaction experienced from tak-‐
ing the actions
3. Social-‐psychologic rewards (SP): cultural
meaning associated with the action, social as-‐
sociations and status perception by others,
satisfaction from ones social relations or the
“culturally determined meaning of ones action”
Managed
INCE
NTIV
ES T
YPOL
OGIE
S
SUBJECT THAT APPROPRIATES THE UTILITY OF PRODUCED KNOWLEDGE
Implicit
Enterprise Collective
COLLECTIVE ACTIONMODEL
MIXED MODEL(OPEN SOURCE LOGIC)
PRIVATE INVESTMENTMODEL
CollectiveEnterprise
Inividual
COLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONCOLLECTIVE ACTIONMODEL
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MIXED MODELMIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
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MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)
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MIXED MODEL(OPEN SOURCE LOGIC)
MIXED MODEL(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)(OPEN SOURCE LOGIC)
PRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTPRIVATE INVESTMENTMODEL
PRIVATE INVESTMENTMODEL
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PRIVATE INVESTMENTMODEL
PRIVATE INVESTMENTPRIVATE INVESTMENT
FIG. 10: Different knowledge-‐driven innovation
models. Source: Simoni (2004), p.36
NOTES
[32] the diffusion of open source software can favor dealing
with complementary products or services, for instance
hardware or maintenance services (Simoni (2004), p. 36)
[33] the creation of the network economies, that favor diffusion
of the software, that becomes a standard and therefore
its value is growing for the users, especially the ones that
contributed to its production (Simoni (2004), p. 36)
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(Benkler, 2002, p.59). These rewards have to
do with reputation in the community as well as
social interactions, indispensable for commu-‐
nity functioning.
The application of different kinds of rewards depends
also on the type of the activity and how this activity
affects the social-‐psychologic status of the partici-‐
pants. For Benkler the H motivation is indipendent
from other two, but M and SP can be positively or
negatively correlated depending on the social effect
of having money associated with the activity. Ben-‐
kler calls this factor p, that can be positive as in the
activity of volunteering for a non-‐profit organization
or negative as an illegal activity. When p is negative,
the increasing monetary rewards (M) can even af-‐
fect negatively the participation, because the social
aspect of the activity is negative. In the other case,
if p is positive, monetary rewards, together with the
social-‐psychologic rewards can increase the par-‐
ticipation. In both cases social-‐psychologic rewards
play a fundamental role.
There is also a way to change “p” from negative to
positive by changing the way it is correlated to the
34.5Participate in a new cooperation form
Learn and develop new abilities
Share knowledge and abilities
Participate in the Open Source movement
Increase job opportunities
Improve the open source projects by other programmers
Build a reputation in the community
Distribute non-‐commercial software
Find help for realization of a software idea
Solve the un-‐solved problems of proprietary software
Limit the power of big software enterprises
Diffuse the idea that software shouldn’t be proprietary
Recieve economic revenues
Doesn’t know
78.9
49.8
30.6
23.9
33.7
9.1
8.9
23.8
29.7
19
30.1
4.4
1.9
FIG. 11: Motivations for participating in an Open Source
Software community (from Menichinelli (2006), Kim), we see
in this graphic that the motivations of the most participants are
socio-‐psychological as well as hedonistic, while motivations
connected to direct monetary rewards don’t appear often
action (Benkler, 2002, p.66). For instance in open
source software communities the participants might
attach a negative value to the contributions of de-‐
velopers that require money for their contributors.
On the other hand they can see positively the con-‐
tributions of developers that contributed for free but
received large contracts from firms later on.
The combination of the three kinds of motivations
leads to forming of different roles and actions in the
community. For instance three kinds of typical open
innovation community participants can be individual-‐
ized accordingly to their motivations:
1. Instances which perceive a small value in mon-‐
etary rewards relatively to the value of hedon-‐
istic and social-‐psychologic rewards, particu-‐
larly because these individuals have negative
perception of money rewards associated with
the activities. Teenagers and young adults are
in these category, because they have long time
horizon for earning and saving and high needs
for social recognition and socializing;
2. Individuals that have high earnings sufficient
for their expectations, but who need additional
hedonic and social-‐psychological benefits that
they cannot receive from extending their re-‐
munerated actions. Academics, professional
school academics and people that prefer to
contribute in open source communities rather
than watching tv or reading a book fall into this
category (Benkler, 2002)
3. The third category is formed by individuals who
have sufficient income currently, but whose
future expected needs require increased mon-‐
etary returns. This means that they value the M
Open innovation and crow
dsourcing
43
factor in the rewards, but only in the case if their
actions don’t affect negatively their SP factor or
for other contributors. This means they would
not risk to support a project that might affect
negatively their reputation.
Additionally to the motivation and reward theory Ben-‐
kler argues, that the motivation issue can be solved
by attracting a sufficient number of participants:
“Given a sufficiently large number of contributions,
direct monetary incentives necessary to bring about
contributions are trivial.” (Benkler, 2002, p.67). If the
sufficient number of participants is reached, every
small contribution can be multiplied by the total
number of participants.
Benkler argues, that three factors that have to be
taken in consideration when building online partici-‐
pation communities is the modularity of the projects,
the granularity and the integration: “Peer produc-‐
tion is limited not by the total cost or complexity of
a project, but by its modularity, granularity, and the
cost of integration.” The modularity is property of a
project to be divided into modules: when the mod-‐
ules are small, the participants can choose when
and how to contribute individually, and the requested
contribution for every participant is small. Granu-‐
larity is the dimension of modules: the number of
participants is inversely proportional to the dimen-‐
sion of the necessary contribution (Benkler, 2002).
If the minimal contribution required for the project
is small, the incentives don’t play an important role
anymore according to Benkler. Another factor is the
heterogeneity of the sizes of the modules, which may
add to its efficiency. Heterogeneity allows contribu-‐
tors with different levels of motivation to collaborate
by contributing modules of different sizes. Therefore
a project that allows the highly motivated users to
carry a heavier part of the project and to the less
motivated contributors -‐ just a small module (for
instance rate or comment), can harness better the
diversely motivated people’s force (Benkler, 2002).
The real challenge is then to control the quality of
contributed modules and to integrate them. (Ben-‐
kler, 2002). Integration includes two components: a
mechanism for providing quality control or integrity
assurance for defending it against contributions of
scarce quality, and a mechanism for combining the
modules into a whole (Benkler, 2002, p. 69). This
integration is solved in four ways:
1. Hierarchically managed review like in the Linux
Kernel or Apache development;
2. Peer review as in the process of moderating
contributions in Slashdot;
48.1Improving personal knowledge
Personal satisfaction for contributing
Other motivations
Improving reputation in professional environment
New job offers
Enhancing the current working conditions
Opportunities to get payed consultancy requests
Sense of belonging to the community
Increasing the reputation in the community
Equity participation
Direct economic revenues
26.3
8
5.8
1.9
1.9
1.9
1.3
0.6
0
0
FIG. 12: Major benefits received from participation in an
Open Source community (from Menichinelli (2006), Kim).
We see in this graphic that the hedonistic and social-‐
psychologic rewards are perceived as most important by
the participants of the open innovation communities
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3. Norms-‐based social organization as in Wikipe-‐
dia
4. Technical solution of aggregation and averaging
of redundant contributions as in the Clickwork-‐
ers project (Benkler, 2002, 74).
Many systems are the combination of the mentioned
solutions.
In the case of crowdsourcing approach, we see char-‐
acteristics of private investment model, because the
product of community participation is going to be-‐
come intellectual property of an enterprise and will
generate revenues for it. Therefore crowdsourcing
platforms usually provide financial rewards to par-‐
ticipants. However, it has been proofed that par-‐
ticipants of crowdsourcing projects may also have
other motivations, for instance participating in a rev-‐
olutionary production model, curiosity, learning ben-‐
efits, gaining reputation etc. (Chanal, 2008). In this
case this model is getting close to collective action
model described by von Hippel. Unfortunately there
is less literature provided on how to recruit and mo-‐
tivate the community in open innovation projects.
CREATORS13%
PUBLISH WEB PAGEPUBLISH OR MAINTAIN A BLOGUPLOAD TO SITES LIKE YOUTUBE
CRITICS19%
COLLECTORS15%
SEGMENTS INCLUDECONSUMERS PARTICIPATING
IN AT LEAST ONE OF THEINDICATED ACTIVITIES
JOINERS19%
SPECTATORS33%
INACTIVES52%
READ BLOGSWATCH PEER-‐GENERATED VIDEOLISTEN TO PODCASTS
COMMENT ON BLOGSPOST RATINGS AND REVIEWS
USE RSSTAG WEB PAGES
USE SOCIAL NETWORKING SITES
NONE OF THESE ACTIVITIES
FIG. 13: Participation ladder by Charlene Li at Forrester (source:
Forrester NACTAS Q4 2006 Devices&Access Online Survey)
Open innovation and crow
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45
ROLES OF PARTICI-‐PANTS IN OPEN INNO-‐VATION COMMUNITIES
The recent studies of online crowdsourcing plat-‐
forms showed the difficulties met by the creators of
these platforms: the majorities of the platforms are
challenged by the lack of interest from the users and
too few interested participants34 (Hautz et al., 2010).
The majority of them failed “in evoked consumer in-‐
terest, number of creative contributions as well as
quality of ideas”(Hautz et al., 2010). Only when users
are qualified and motivated they will be able to con-‐
tribute to innovation, therefore organizations need to
find out which participants or which contributions
are needed for maintaining the innovation project vi-‐
brant (Hautz et al., 2010). All the social groups have
four basic characteristics: the sum of members, the
admission requisites, the roles and the norms (Men-‐
ichinelli, 2006, p.81). For establishing a community
in an online open innovation project, it is important
to consider the roles that different community mem-‐
bers will take, which roles are the “key” roles and
how to support them. For identifying this we made
a review of different studies on the topic. Different
approaches are discussed in literature about how to
establish an online innovation community (Hautz et
al, Fletscher, Crowston, Coffin, Menichinelli). The
most of the studies concentrate on frequency of
participation and the volumes of contributions of
participants (Hautz, 2010).
One of the attempts to classify the online participa-‐
tion in general is the participation ladder developed
for web 2.0 use by Charlene Li at Forrester. The
majority of the users are completely passive in this
INACTIVE PARTICIPANTSPERIPHERAL PARTICIPANTS
ACTIVE PARTICIPANTS
CORE PARTICIPANTS
LEADER
FIG. 14: Structure
of open innovation
communities according
to Menichinelli (2006)
NOTES
[34] this topic is going to be addressed more in depth
in the chapter “Crowdsourcing platforms”
[35] http://www.openp2pdesign.org/2007/open-‐
p2p-‐design/ladders-‐of-‐participation/
[36] Kim, A.J.: ‘Community Building on the
Web’, Peachpit Press, Berkley, 2000.
ladder and only a very small percent of users are
very active.35 Other scholars that studied community
building on the web, individuated the roles of visi-‐
tors, novices, regulars, leaders, and elders (Kim36,
2000, from: Hautz, 2010).
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Another way to classify the users of online com-‐
munities is by their motivations. “According to Shah
(2006), the open source community is made up of
two types of members: the need driven participants
and the “hobbyist” participants. The first ones in-‐
teract with the community in order to satisfy their
needs, whereas the second ones participate to the
community for fun and enjoyment” (Chanal, 2008,
p.22).
Menichinelli provides in his work about collaborative
open peer-‐to-‐peer networks the following roles of
participants of such networks (Menichinelli, 2006,
p.171): 1) inactive participant: benefits from results
obtained by the community without any contribution
and uses the results for informing himself, learning
or just curiosity; 2) Peripheral participant: contrib-‐
utes to the activity of the community occasionally,
for instance by presenting requests about charac-‐
teristics of software; his contributions are irregular
and often represent the initial phase of participation
of newbie in a community; 3) Active participant:
contributes regularly to the activity of the com-‐
munity , he is the typical participant, on which the
community’s activity is based; 4) Central core par-‐
ticipant: he is responsible for the coordination and
the management of community development; this
kind of participants have been active for a very long
time and contributed significantly to the activity; 5)
leader: usually he founded the community or ideated
the project and is responsible for the direction and
vision of the community (Menichinelli, 2006, p.172).
Only few of current studies address the member-‐
to-‐member relations and therefore a social network
analysis (SNA) approach (Hautz, 2010). Hautz et al,
provides a study of users roles in online innovation
communities as a particular kind of network offer-‐
ing interaction possibilities. Hautz et al analyze the
outgoing and incoming connections between mem-‐
bers37, as well as the quantity and the effectiveness
(attractiveness, defined by the level of attention that
design received from the other members -‐ their com-‐
ments) of their contributions in Swarovsky crowd-‐
ROLES COMMUNICATION OUT-DEGREE
IDEA GENERATION DESIGN-COUNT
DESIGN ATTRACTIVENESS
IN-DEGREE
COLOR OF REPRESENTATION IN
THE NETWORK MAP
Motivator, attention-grabbing high low high violett
Motivator high low low blue
Attention attractor low low high green
passive user low low low others (white dots)
Attention attractor, motivating idea generating
high high high orange
Motivator, idea generating high high low black
Attention attractor, idea generating
low high high red
idea generator low high low brown
FIG. 15: Key members of Swarovsky project
community (Hautz et al, 2010)
NOTES
[37] in the case of such temporary actions like crowdsourcing
contests, usually the network connections are not dense,
therefore the authors of the research adopted the weak notion
of social relationship, where a directed tie is established
between two users, if the former user writes a comment to
the latter one. A relationship is established already in case of
one comment, even if no answer occurs (Hautz et al, 2010).
Open innovation and crow
dsourcing
47
ROLES COMMUNICATION OUT-DEGREE
IDEA GENERATION DESIGN-COUNT
DESIGN ATTRACTIVENESS
IN-DEGREE
COLOR OF REPRESENTATION IN
THE NETWORK MAP
Motivator, attention-grabbing high low high violett
Motivator high low low blue
Attention attractor low low high green
passive user low low low others (white dots)
Attention attractor, motivating idea generating
high high high orange
Motivator, idea generating high high low black
Attention attractor, idea generating
low high high red
idea generator low high low brownFIG. 16: Key members of Swarovsky project community (Hautz et al, 2010)
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sourcing design contest. In relation to the mentioned
factors (relations, quantity and quality of contribu-‐
tions), eight different roles emerge.
These roles can be seen as colored rectangles with
numbers in the map representing the social network
of the Swarovski project community. A user was
considered a key-‐user if he was ranked high on at
least one of the criteria.
We can see in this map, that the most central mem-‐
bers are the “Attention attractors, motivating, idea
generating”. The key participants are in the central
nodes of the network and therefore are crucial for
networks “health”. According to Hautz et al, the
most valuable users are the attention attracting us-‐
ers because they “allow a first verification about
how much attention a new idea will arouse among
potential customers” (Hautz et al, 2010). Through
the high number of ingoing comments the user re-‐
ceives a lot of feedback which helps him to refine
and enhance his idea. Another kind of very valuable
users are the “motivators”. The literature about com-‐
munity of practice points out about the importance
of knowledge sharing and discussing as key prereq-‐
uisites for refining and disseminating ideas (Hautz et
al, 2010). These users with high out-‐degree38 cen-‐
trality provide the opportunity to collaborate in the
creative process and enhance individual ideas. The
study of Hautz et al showed further that the “mo-‐
tivators” activity supports building of denser social
networks, while the networks around “attention at-‐
tractors” presented a low density. The most valuable
user type therefore is the idea generator, motivator
and attention attractor, that should be supported and
incentivated.
Another interesting conclusion of Hautz et al study
is the fact that the high number of submitted designs
does not indicate neither high participation in feed-‐
back giving, nor the high attention received from
other users. Many users in Swarovski case that sub-‐
mitted a very high number of designs didn’t present
neither out-‐degree nor in-‐degree centrality.
NOTES
[38] a high number of outgoing comments
The research of Hautz et al suggests that key-‐users
should be identified, supported and encouraged to
communicate, comment and discuss in the online
innovation communities, because “communication
and interaction between users enable information
and knowledge sharing resulting in collaborative and
more creative innovation.”(Hautz et al, 2010).
Open innovation and crow
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491.4. GUIDELINES FOR A CROWD-‐SOURCING PROJECT
This brief overview about open innovation ap-‐
proach and knowledge networks gives us material
for thought and indicates the guidelines for the next
chapter. The main issues we found out, are:
1) Changing the mindset of organizations from
closed innovation approach to open innovation
approach by adopting crowdsourcing business
model is a solution to keep the pace with eco-‐
nomic, technological and socio-‐cultural changes
and to become more competitive;
2) There is a need for certain rules and parameters,
that should be taken in consideration for build-‐
ing collective intelligence: the diversity and inde-‐
pendence of group members as well as decen-‐
tralization of the groups structure.
3) There is a need to find a good balance of mon-‐
etary, hedonistic and social-‐psychological mo-‐
tivations and incentives for crowdsourcing
community members, because it presents char-‐
acteristics of both “private investment” and “col-‐
lective action” innovation models. Therefore both
economic and psychologic incentives should be
taken in consideration.
4) The key-‐users of online communities should be
identified, incentivated and encouraged to so-‐
cialize because they are the central nodes, insur-‐
ing the health of the online innovation communi-‐
ties. The two factors are especially valuable in
participation of online innovation communities:
the ability to produce effective designs, that at-‐
tract interest of other members, as well as com-‐
municate with other users by giving feedback,
insights, suggestions and critics, for enhancing
the object of innovation, establishing social re-‐
lationships and creating denser and more stable
networks.
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Design and crow
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CHAPTER 2
CROWDSOURCING APPLIED TO DESIGN PROCESS
“In the beginning of XXI century design stopped being an elite profession for man-‐aging aesthetic and functional components of industrial products, and assumed the role of strategic presence in the entire globalized economy as a producer of innovation energy, indispensable for the whole production sector that has to confront continually with international competition. Design is a new mass pro-‐fession.” A. Branzi39
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In this chapter we are going to delineate design discipline as a knowledge generation process of iterative conversion between tacit and ex-‐plicit knowledge and what is the balance of private/collective knowledge in this process. We are also going to analyze design as a multidis-‐ciplinary collaborative process, and how user participation can bring value to it. We will provide several examples of participation in design, in particular crowdsourcing cases, and what benefits it brings to design companies. We are going to discuss what part of design process is best adapted for crowdsourcing approach and why we retain interaction design field suited for this approach to open innovation.
“Design is a process requiring a large amount of heuristic knowledge, quantita-‐tive and qualitative knowledge, design decisions are made in multi-‐stage, iterative and collaborative way, therefore design is a knowledge-‐intense collaborative activ-‐ity.” 40
Knowledge can be seen as one of the most important
assets for achieving innovation. Innovative process
is an activity for generating and applying new forms
of knowledge, that are translated into products and
services. The knowledge handling during innovative
process can happen in different ways: creating new
forms of knowledge, combining in a new way already
existing knowledge (for instance applying an existing
material in a new context of use), combining existing
knowledge with new forms of knowledge (introduc-‐
ing new functionality in an already existing product).
(Cautela, 2007, p.24).
Creating new forms of knowledge is one of the main
aspects of creativity and design, because knowl-‐
edge has a creative role in generating new knowl-‐
edge (Rullani, 2004). Design can be seen also as a
process of combination of tacit knowledge and in-‐
formation with more vertical technical and specific
knowledge (Valsecchi, 2008, p.70). It is a process
of iterative explicitation and implicitation phases of
knowledge, where tacit personal knowledge is com-‐
municated and transformed into explicit and codi-‐
fied knowledge and then implicited and absorbed
again. This knowledge generation process has been
described by Nonaka and Takeuchi (1997) and ap-‐
plied to design process by the german designer Ron
Hofer. Ron Hofer conducted an analysis of the de-‐
sign process provided by different designers and
came to a conclusion, that design consist in mainly
two activities: sharing information&knowledge and
creating information&knowledge and it is possible to
find repeating sequences of these processes in all
design activities.41
NOTES
[39] Andrea Branzi, Conferenza “Il design nell’epoca della
globalizzazione” al Politecnico di Milano, Giugno 2010
[40] Cirrus Shakeri, Discovery of Design Methodologies
for the Integration of Multi-‐disciplinary Design Problems,
Worchester Polytechnic Institute, 1998, p.50
[41] Ron Hofer, The Knowledge Cultivation centre:
a proposal. In: DesignNet, Knowledge e Information
Management per il Design, 2002, p.125
Design and crow
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53
His proposal is further enhanced by CECI circle by
Nonaka, which consist of four phases -‐ socialization,
externalization, combination and internalization.
The dynamics of interaction during the four phases
is connected to the nature of knowledge. The first
phase requires a very close interaction between in-‐
dividuals and a similar knowledge background (for
gaining a high level of knowledge absorption). The
second phase requires articulation of tacit knowl-‐
edge into known symbols and codes. In this phase
the use of linguistic forms like metaphor or analogy
helps to explicit the knowledge in and understand-‐
able way, even if the interlocutor doesn’t have the
same intellectual background. During the third phase
the explicit knowledge elements are systemized and
classified, while the fourth phase provides the inter-‐
nalization of explicit knowledge and its conversion
into tacit knowledge in a form of mental models and
know how. (Simoni, 2005, p.43)
In order to translate it to design process, Hofer pro-‐
vides examples for every step of the process: 1)
meeting with the client, sharing the knowledge, cre-‐
ating an atmosphere for communication (socializa-‐
tion); 2) externalization of knowledge is happening
by sharing data, facts, product requirements etc.;
3) further on, the creation of new Information and
Knowledge takes place; 4) this new Knowledge is
then internalized (Internalization). Proceeding with
these circles the designer is creating a new view
angle according to Nonaka, witch permits to create a
new combination of the content.42
COMBINATION OF
EXPLICIT I&K
SOCIALIZATION
I&K ARE IMPLICIT
INTERNALIZATION
I&K GET IMPLICIT
EXTERNALIZATION
I&K GET EXPLICIT
FIG. 17: Design as knowledge externalization and
internalization process, a model by Nonaka and Tekeushi
re-‐elaborated by Ron Hofer (Source: Hofer, 2002)
NOTES
[42] Nonaka, I., Toyama, R. And Konno, N. (2000). ‘SECI,
Ba and Leadership: a unified model of dynamic knowledge
creation’. Long Range Planning, 33 (1), pp. 5-‐34
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The model proposed by Nonaka and Takeuchi could
be represented by a spiral where every successive
phase is enlarging the path outwards, starting from
individual experience, to the group dimension, to the
organization and finally expanding till the level of in-‐
ter-‐organizational relations. Therefore it includes the
individual and collective dimensions of knowledge.
The creation of the new view angle is supported by
the heterogeneity of participants of the process as
we mentioned in the previous chapter. The spiral of
knowledge generation, that has been discussed pre-‐
viously, can produce new knowledge when the initial
chunks of knowledge are as much heterogeneous
as possible. Nonaka and Takeuchi call this variety of
knowledge requisite variety. This variety has to be
contained on an appropriate level though, because
the moments of knowledge convergency are needed
for meeting a decision and proceeding with work.
Therefore, according to Creative Abrasion model by
Leonard Barton, every phase of knowledge work is
accompanied by alternate moments of knowledge di-‐
vergency and convergency that get more and more
reduced toward the end of knowledge application
process (Simoni, 2005). Therefore, especially in the
beginning of knowledge generation process -‐ in the
research and analysis phase of design -‐ the maxi-‐
mum convergence of knowledge is crucial.
This variety is fundamental in design, because the
horizontal processes of knowledge generation and
sharing are as important in design as vertical spe-‐
cific and technical knowledge. Design is also known
to be an interdisciplinary activity, situated on the
cross-‐road between different disciplines, and there-‐
fore requiring large amounts of heuristic multi-‐
disciplinary knowledge (Shakeri, 1998, p.50). In the
research and concept generation phase, very often,
especially in absence of focalization and a specific
well defined brief, designer is searching for creative
impulses in his environment. In this phase not only
specific and pertinent information is necessary: very
often designer is searching for sense in heteroge-‐
neous sources of information, not necessarily con-‐
nected to his field of study. By searching the crea-‐
tive impulses the designer is exploring the world that
can help him to set or re-‐set the problem rather than
solve it. Therefore he is exploring the world that can
give sense to the problem: designer is in the process
of sense making (Valsecchi, 2009, p.69).
In this process of sense making, the opening of the
process of design for collaborative online activities
can be fundamental. The social interactions enable
the exchange of tacit knowledge as we mentioned
before and therefore create a vital environment for
situated or experiential knowledge characteristic to
the design process (Valsecchi, 2009, p.66). In addi-‐
tion to vertical specific knowledge the participation
of online communities in design process can provide
the horizontal, more general knowledge for combin-‐
ing them and therefore generating new knowledge
(Valsecchi, 2009, p.70). This new knowledge gen-‐
eration can therefore foster innovation.
According to Bill Moggridge, the founder of IDEO, ex-‐
plicit knowledge is comparable to the part of the ice-‐
berg that is above the water, while the tacit knowl-‐
edge is hidden under the water: “If we operate above
the water line, we only have a small volume to use,
but if we allow ourselves to use the whole submerge
mass, we have a lot more to work with (Moggridge,
2007, p.650).
Therefore opening design research process to online
collaboration can provide additional powerful tools
Design and crow
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55
for knowledge combination and generation. One of
these approaches, described in the previous chapter
is crowdsourcing. For enabling crowdsourcing proc-‐
ess, design discipline should be rethought from be-‐
ing an elite activity, to a collective creation process.
DESIGN AS A PROCESS OF COLLABORATION IN A NETWORK
p.70), from the phase of research and analysis, to
communication with customers, first visualizations
and mind maps, concept generation, to the gradual
explicitation of this tacit knowledge into the project
artifacts. This process requires team interaction to
be nurtures continuously. Design is a process re-‐
quiring cooperation, therefore the most of designers
work in teams: “The complexity of design problems
requires communities rather than individuals to ad-‐
dress, frame and solve, them” (Valsecchi, 2009,
Fisher, 2004).
The democratization of tools permits democratiza-‐
tion of creativity. Creativity which is not reserved
only to design domain, but a distributed creativity,
which redefines the profession of design itself (Men-‐
ichinelli, 2006, p.183). Creativity can be intended as
an ability of finding new connections between ideas
and new ways to express them (Menichinelli, 2006,
p.183). Creativity can be also defined as a compo-‐
nent of the human thought, directed to problem solv-‐
ing activities (Menichinelli, 2006, p.183). However,
in design field, problem solving is often flanked by
problem setting and re-‐setting, as mentioned before.
In this process of problem re-‐setting, an environment
rich of heterogeneous information and knowledge
can foster the process of creativity. This process is
therefore nurtured by distributed networked crea-‐
tivity, where different combinations of knowledge
chunks can lead to original and un-‐expected ideas
for re-‐setting problems. Creativity, which is shared,
accessed and distributed in collaborative networks,
which source is the growing need of communities
for self-‐expression.
In this process crowdsourcing approach can act as
support for distributed creativity. Tapping into col-‐
lective intelligence through crowdsourcing, creating
a support network, might be the factor of competi-‐
tive advantage in field of design. “I think what you’ll
see soon is a big agency will build their own crowd-‐
sourcing network,” says John Winsor, the executive
director of strategy and innovation at the Miami-‐
based ad agency Crispin Porter + Bogusky. “At least
if we [a professional agency like Winsor’s CP+B] do
it we can maintain some level of control over the dis-‐
ruption.” (Howe, 2008 p.XXII). The shift since this
writing by Jeff Howe already happened: design com-‐
panies like Nokia, Muji, Philips, and recently IDEO
launched their crowdsourcing initiatives. An inter-‐
The network society and the new networked col-‐
laborative processes are inevitably affecting design
activities. Instead of being a process of individual
knowledge creation, design became a collabora-‐
tive and collective knowledge generation and shar-‐
ing process. The network dynamics transformed
knowledge production into plural and social proc-‐
esses (Valsecchi, 2009, p.70). In these processes
the codified and tacit knowledge are weaving the
complex pattern of knowledge. Design is known as
a knowledge transferal process (Valsecchi, 2009,
Des
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esting case is Nokia Design by Community platform,
for “capturing the collective thoughts of Conversa-‐
tions readers to define the ultimate concept mobile
device.”43 IDEO launched recently the platform called
Open IDEO for making first step versus open innova-‐
tion and for gathering suggestions of participants on
social innovation topics, for instance “How can we
raise kid’s awareness of the benefits of fresh food
so they can make better choices?”44
For creating crowdsourcing platforms for design
firms, the necessary conditions are already provided:
the abundance of distributed creativity and knowl-‐
edge, the networked scheme of productive activities
(Ciuccarelli, 2008) and the culture of ICT tools and
communication technologies, supporting creativity.
The first factor -‐ the abundance of creativity is go-‐
ing to be nurtured by the need for self-‐expression as
mentioned before and the fact, that knowledge work-‐
ers feel often un-‐realized in their current jobs and
are seeking for freedom of thinking (Goetz, 2003).
The networked scheme of productive activities is
going to distribute more and more in the design field,
especially because it’s supported by more and more
advanced ICT tools. Improvement of communication
technologies and decreasing of costs of information
diffusion are connected to this fact. Von Hippel ar-‐
gues that this is the main reason why information
communities (communities organized around a cer-‐
tain topic) are becoming steadily more pervasive
(Von Hippel, 2005, p.166). New ICT tools got adopted
and transformed the way we work. Social network-‐
ing, blogging, micro-‐blogging and social bookmark-‐
ing tools became part of productive process of many
professionals. Every day there are new distributed
creativity tools appearing on the market, for instance
integration of a visual portfolio into LinkedIn pro-‐
fessional networking site45, or communicating with
your collegues by posting messages contemporarily
to Twitter, Facebook and your blog/blogs. All these
technologies co-‐evolute together with the commu-‐
nity that adopts them, and create a vital environment
for distributed creativity, which can be tapped in by
crowdsourcing platforms.
NOTES
[43] http://conversations.nokia.com/design-‐by-‐community/
[44] http://designthinking.ideo.com/?p=482&utm_
source=feedburner&utm_medium=feed&utm_campaign=
Feed%3A+DesignThinking+%28Design+Thinking%29
[45] Behance network provides the service of integrating
a portfolio showcase directly into LinkedIn profile page
Design and crow
dsourcing
572.2. DEBATE ABOUT DESIGN CROWDSOURC-‐ING AND THE SPEC-‐WORK
Alarmed by the popularity of this model, a group of
designers create an initiative called No!Spec to per-‐
suade other designers to say no to design contests.
The trade group AIGA, with around 22,000 designer
members, published an official position on spec
work on their website: “AIGA strongly discourages
the practice of requesting that design work be pro-‐
duced and submitted on a speculative basis in order
to be considered for acceptance on a project.”47
The critics of crowdsourcing design model state that
in opposition to open-‐source model, the crowsourc-‐
ing projects have hundreds of contributors, but only
three beneficiaries: 1) the company that requested
the design 2) the designer who produced the winning
work and 3) the company that hosted the project.48
Another aspect is the doubtful benefit of designers
and companies. According to crowdsourcing con-‐
trarians clients of such services risk compromised
quality as the little time and energy invested into the
project precludes a very important element of design
work -‐ the research and analysis phase, develop-‐
ment and testing of prototypes. Another risk for the
FIG. 18: No!Spec movement logotype (source: www.no-‐spec.com)
of payment) and it has always been considered the
work of last resort for writers, designers and other
creative professionals. Nonetheless apparently un-‐
sustainability of the service, the crowdsourcing de-‐
sign platforms continue to proliferate and increase in
number of customers and crowd-‐workers.
Since the time the term crowdsourcing got coined,
there is a huge debate about the rightness of this
approach. One of the first professional fields that
gets stroke by crowdsourcing platforms is profes-‐
sional photography. IStockphoto and other so-‐called
“microstock” agencies with their amateur users and
low prices took away a huge percent of market share
from professional photography stocks. The result
was the total disruption of the $2 billion stock photo
industry.46 According to Jeff Howe (Wired magazine)
the disruption of photography business was one of
the first examples of “barbarians at the gate” that
took away the profits from professionals and that
this shows the way where all the professional busi-‐
nesses are heading.
Nowadays the same debate is taking place in the
world of design. Crowdsourcing platforms like 99de-‐
signs, crowdSpring or similar propose services like
logo design for a fraction of what a design agency
would ask and allow to harness working power of
creatives from over the world. This work is called
“spec-‐work” (“on speculation,” or without guarantee
NOTES
[46] http://www.wired.com/epicenter/2009/03/is-‐crowdsourcin/
[47] idem
[48] http://opensource.com/business/10/4/why-‐
open-‐source-‐way-‐trumps-‐crowdsourcing-‐way
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company is so-‐called anti-‐marketing campaign that
might come out the crowdsourcing project: it’s called
‘crowdslapping’ (where the unruly crowd bites back
and instead of producing promotional content sub-‐
verts it into anti-‐brand propaganda, as was the case
for a 2006 Chevrolet Tahoe campaign.49
The risk for the designer is being taken as advantage
by clients and being considered as a source of free
profit and it also diminishes the true economic value
of the contribution designers make toward client’s
objectives. There are legal risks for both parties
should aspects of intellectual property, trademark
and trade-‐dress infringements become a factor.50
In addition there are some peculiarities about work
ethics in crowdsourcing. Jonathan Zittrain (author
of “The Future of the Internet and How to Stop It”) in
his talk “Minds for Sale: Ubiquitous Human Comput-‐
ing and the Future of the Internet“ identified three
main problems of crowdsourcing. “Firstly, agents
are not traditional employees; their employment is
totally deregulated from the point of view of labour
laws. Secondly, crowdsourcing can foster alienation
of workers, totally detached from the “real” mean-‐
ing of their production. Finally, oeuvres produced in
crowdsourcing are nearly useless from the point of
view of portfolios, curriculums, etc. “51 Additionally
the crowdsourcing community doesn’t offer protec-‐
tion from exploitative behavior to participants like in
open source communities, that set the acceptable
standards of behavior 52.
The tasks that are crowdsourced are usually execu-‐
tive tasks: crowdsourcing forgoes strategy and out-‐
sources execution. The brands are usually looking
for crowdsourcing solutions to cut costs, however
this model might not be sustainable over time. While
currently the crowd benefits from the participation
and pursuit of recognition, the future might present
something far less idealistic — a digital sweatshop
where crowd and brand each pays a high price only
to see diminishing returns.
However there are also positive sides of crowd-‐
sourcing, that its sustainers underline. It is appealing
to the businesses because it allows to obtain an im-‐
pressive amount of immaterial products with lower
expenses than usual systems53. Crowdsourcing is a
way to gain insights into how customers think about
a brand by telling us what is important to them. It
may eliminate the group dynamics that distort focus
groups and it may engage individuals that have inter-‐
est in a brand. 54
The process of crowdsourcing in design, when a
huge amount of proposals is created, it is part of
inefficiency of the process, which is needed for a
good creative design process. Designers participat-‐
ing in this process are building on each others ideas
and by the way are learning from this process. It al-‐
lows the less advanced designers to learn from the
experts and therefore the tacit knowledge exchange
takes place.
NOTES
[49] http://www.viralculture.com/downloads/crowdsourcing.pdf
[50] http://openwear.org/?p=230
[51] http://www.scu.edu/ethics/practicing/
focusareas/technology/zittrain.html
[52] http://www.newkind.com/2010/01/open-‐
sourcing-‐crowd-‐sourcing-‐and-‐commodities/
[53] http://openwear.org/?p=230
[54] http://www.blackcoffee.com/blog/2010/03/01/crowdsourcing/
Design and crow
dsourcing
59
Nonetheless the exploitative impression of some
of the crowdsourcing design platforms, they allow
equal possibilities to all designers to compete, to
work for a client and to win a competition. There are
currently 80.000 freelance designers alone in the
US and crowdsourcing sites is a solution for them to
get in contact with customers55. There is also a con-‐
tinuously increasing amount of start-‐ups and small
businesses that don’t necessarily have the possi-‐
bility to pay the service of a big agency56. Unfortu-‐
nately often the contact and feedback from clients
in crowdsourcing process is quite limited. However,
some of the designers manage to maintain a relation
with the customers and continue working for them.
Another argument for crowdsourcing design solu-‐
tions is the opportunity for young graduated design-‐
ers to build their portfolio and to gain experience by
working for real brands. An opportunity which is not
always there for young professionals and students.
Accordingly to Howe, even if the crowdsourcing
model causes a disruption in design market like it did
in professional photography market, it “doesn’t mean
the end of design, advertising, journalism, or any
of the other fields — product design and innovation
come quickly to mind — in which it has started to
compete with traditional methods.” <...> Writers will
still write, designers will still design, photographers
will still take photographs. The structures in which
it all takes place, however, are about to change for-‐
ever.” (Howe, 2008, p.XXIV)
One of the possible hypothesis for the future are
mixed working models, where the traditional work
environment will exist alongside the new community
collaborative models and complete each other. There
is a need for institutions which are independent from
institutions where people work, because these inde-‐
pendent communities might be the source of crea-‐
tivity which doesn’t happen in traditional institutions
(Gabriella Coleman)57.
In design field this kind of symbiosis might happen
when design agencies and design companies will
start using the crowdsourcing platforms extensively,
like some of the examples described before. In case
of this scenario the role of designers might change
from being service providers to service enablers
(Valsecchi, 2008). Designers will be needed as the
central figure of this collaborative work, as enablers
of the design process, as creators of services that
enable design process – the meta-‐design services,
and by designing toolkits for user participation58.
NOTES
[55] http://www.wired.com/epicenter/2009/03/is-‐crowdsourcin/
[56] http://www.wired.com/epicenter/2009/03/is-‐crowdsourcin/
[57] http://www.niemanlab.org/2010/06/collaboration-‐
instead-‐of-‐the-‐crowd-‐gabriella-‐coleman-‐karim-‐
lakhani-‐on-‐how-‐people-‐work-‐together-‐online/
[58] http://www.knowledgepresentation.org/
BuildingTheFuture/Summaries/Sanders_summary/
SandersQuicktime/SandersMovie.html
Des
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60 2.3. PARTICIPATION AND DESIGN: FROM CUSTOMIZATION TO DESIGN CONTESTS
A SHIFT IN THE RELATIONSHIP BETWEEN PRODUCERS AND CONSUMERS
CO-‐CREATOR
ADOPTER
PARTICIPANT
USER
CONSUMER
CUSTOMER
1960s 1980s 2000s
FIG. 19: Image source: Liz Sanders, Participatory Design: Information and Adaptation, IIID Conference, 2004,
http://www.knowledgepresentation.org/BuildingTheFuture/Summaries/Sanders_summary/SandersSummary.html
During the last decade of the XX century, users role
in design changed dramatically. Earlier companies
did user research, mainly through questionnaires,
observation and tests. Then companies shifted to
user centered design by orienting design activities
around the users needs, and rethinking the whole
offering for satisfying those needs. Later on compa-‐
nies went a step further by creating personalization
and customization services, where the user could
ask for a personalized product (design-‐on-‐demand),
for instance by combining the skin of the product
from the existing given elements. Already from this
step on we can interpret the involvement as crowd-‐
sourcing -‐ outsourcing creative activities to the
crowd -‐ even if this is just a superficial intervention
of the users.
Successively the companies gave the user a further
freedom: to combine and create new products out of
existing elements and see their products to be pro-‐
duced. In this process usually the lead users, having
enough competence and dedication, were involved.
Some companies came even further by proposing
Design and crow
dsourcing
61
the user to create the whole concept of the prod-‐
uct and were choosing the best proposals through a
contest. Many firms started to use the crowd crea-‐
tivity to create marketing campaigns and for infor-‐
mation diffusion purposes.
An even higher involvement of users is achieved
in bottom-‐up initiatives like open design, where in
many cases there is no need for the manufacturer
or company anymore. The designer Ronen Kadushin
sees open design as a possibility to get away from
established power-‐structures (Guth, 2010, p.71).
Kadushin changed his designs for making their pro-‐
duction with simple means possible (CNC-‐Machines)
and his new Motto became: “production without tool-‐
ing”. This made the distribution of design free and
worldwide. Kadushin’s designs: a “Hack chair”, a
foldable fruit bowl, candle holders, lamps, tables etc.,
can be downloaded freely by anyone and reproduced
locally.
In the last step of user involvement stands Do-‐it-‐
Yourself design, when the user invents, conceives
and produces his design independently from a com-‐
pany. At this step however, the design is loosing the
mass production aspect (Von Hippel, 2005) and with
it the commercial aspects as well.
Nabeel Hamdi and Reinhard Goethert proposed a
model used in Action Planning project approach,
showing different levels of citizen involvement into
architectural project process (Menichinelli, 2006,
p.198). The matrix contains participation degrees
on vertical axis and project phases on horizontal
axis. This matrix is an effective tool for analyzing
which level of participation is suitable for different
projects and which tools and strategies to choose
(Menichinelli, 2006, p.198). The matrix is based on a
fundamental concept: participation of the community
is not an objective, it’s a tool for achieving better re-‐
sults for the same community.
The five degrees of participation are described
through the relation between the community and the
external agent (someone who projects for commu-‐
nity but is not part of the community, for instance an
institution):
No involvement of the community: the external
agent is the only actor responsible of all the
project aspects, the community is not involved.
Usually this happens when there is a very spe-‐
cialized knowledge needed. The project might
not correspond to the needs of the community,
but allows a very fast development.
Indirect involvement: the external agent is gath-‐
ering informations about the community from
indirect sources. For this kind of participation
there is a need of sufficient information about
the community and the capacity to analyze this
information. In this case the the risk of a project
non corresponding to the needs of the commu-‐
nity is less, however it’s not convenient in the
times of fast changes.
Consultative involvement: the external agent
develops the project by relying on informa-‐
tions received directly from the community.
Successively he makes proposals and expects
comments from the community. This method is
suitable for receiving acceptance of an idea, but
not suitable for receiving suggestions from the
community.
Des
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Involvement with shared control: at this level the
community and the external agent are involved
in the project on the the same level, where both
are stakeholders of the project.
Full control involvement: the community con-‐
trols the project process and the external agent
becomes a resource, observing the commu-‐
nity and providing professional support when
necessary (Hamdi, Goethert, 1997, from Men-‐
ichinelli, 2006).
We are going to modify slightly the model by adapt-‐
ing it to design process. For describing the design
process we are going to use the phases identified
by Cautela (2007). It’s a matrix with the action de-‐
fined by the horizontal axis (learning-‐doing) and the
characteristic of material produced in the process
(abstracting-‐materializing). In this matrix four phas-‐
es of design can be identified: research, analysis,
conceptualization and development. Research phase
is about finding inputs and base assumptions for
the project; analysis phase is needed for creating a
framework or a system of research results; concep-‐
tualizing means synthesizing what we learned from
INITIATE
NO INVOLVEMENT
More rapid and simple process but
with decreasing community role
A more complex and slow process
but with increasing community role
INDIRECTINVOLVEMENT
CONSULTATIVEINVOLVEMENT
SHAREDCONTROL
FULLCONTROL
PLAN DESIGN IMPLEMENT MAINTAIN
Minor definition project phases
user involvement level
Major definition
FIG. 20: Matrix of citizen involvement into architectural
project process (Menichinelli, 2006, p.198)
Design and crow
dsourcing
63
the analysis and creating a schematic representation
of a proposal, of an idea; development is the defini-‐
tion of the project in detail, it makes the concept tan-‐
gible and verifies its feasibility (Cautela, 2007). The
development phase comprises therefore prototyping
and evaluation elements. We include these elements
for the further analysis of crowdsourcing projects,
where there is a distinct outsourcing of prototyping
and testing elements to the crowd.
We would like to propose therefore a model of Hamdi
and Goethert applied to the design process. The ver-‐
tical axis has the same elements of the vertical axis
of Hamdi and Goethert matrix, while the horizontal
axis has the phases of design process: research,
analysis, conceptualizing, development (prototyping
and evaluation).
In the next section we are going to examine some
cases of crowd participation in design projects, and
analyze what benefit crowdsourcing brings to de-‐
sign companies. We chose a wide range of partici-‐
pation examples: from idea jams, to customization,
to design contests and testing services. The cases
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control
shared control
consultative
indirect
no participation
FIG. 21: Matrix of the involvement of the
participants into a design project
XBOX AVATARSXBOX AVATARS
UTESTUTEST
ASUS AND INTEL WEPCASUS AND INTEL WEPCLEGO MINDSTORMSLEGO MINDSTORMS
NOKIA BETA LABSNOKIA BETA LABS
DELL IDEASTORM
NOKIA APPS TO BE WIREDNOKIA APPS TO BE WIRED
FIG. 22: Analyzed cases of crowd participation in design projects
were analyzed through a literature review and ex-‐
amination of the project websites.
Des
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Michael Dell, the founder of Dell, created a direct
model by bypassing the middleman and selling cus-‐
tom built PCs directly to customers59. Therefore
the idea to ask directly to its customers about their
preferences and needs was a quite logical idea60.
Dell launches a crowdsourcing initiative called
IdeaStorm in 2007 and creates an ad-‐hoc website
where users would post ideas, suggestions, needs
and proposals to the website, then vote and discuss
them for being chosen successively to be imple-‐
mented by Dell. “Our goal through IdeaStorm is to
hear what new products or services you’d like to
see Dell develop. We hope this site fosters a can-‐
SEARCHING FOR OPPORTUNITIES: DELL IDEASTORM
FIG. 23: Dell’s IdeaStorm website screenshot
(source: www.ideastorm.com)
NOTES
[59] ttp://www.ideastorm.com/ideaAbout?pt=About+IdeaStorm
[60] http://www.youtube.com/watch?v=-‐
TFJwdD7Rno&feature=related
[61] http://www.ideastorm.com/ideaAbout?pt=About+IdeaStorm
did and robust conversation about your ideas.”61 The
initiative is comparable to collective product feature
suggestions. However, it stands a step earlier than
brainstorming process, because there is neither a
concrete problem nor a defined brief. The users are
invited to post any suggestion or idea that comes to
their mind, related to an existing Dell product or pro-‐
posals to create something that doesn’t exist, related
Design and crow
dsourcing
65
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control
shared control
consultative
indirect
no participation
to hardware or software. They don’t receive any re-‐
ward for their suggestions, just the satisfaction of a
response from Dell.
The platform of IdeaStorm gathers and sorts ideas
by their popularity and their posting date. Users can
browse through ideas by others, vote (“promote”
ideas or “demote” them), comment on them and add
their own ideas. As the articles are promoted and
their score increases, this allows Dell to see which
ideas are considered to be most important by their
users. The feedback of the company to the proposals
is reflected in the status of the idea: it can be “un-‐
der review”, “acknowledged” or “implemented”. The
process between these two status: “under review”
and “implemented” is invisible to the users, never-‐
theless Dell is actively involving its team-‐leaders,
industrial designers and vendors into solving the
problem individuated in the proposals62.
Dell expresses its presence by changing the status
of the ideas, or by removing comments, although this
interrupts the flow of idea and eliminates some ideas
that were born in the process of commenting. An-‐
other problem that Dell encounters are the double-‐
dippers: people that create more than one account
for voting for an idea.
Since the launch of the platform in 2007, Dell col-‐
lected 14.000 ideas, and implemented 417 of them.
Recently Dell made a change on the website: after
this collective opportunity-‐gathering session they
initiated a more targeted, relevant and time-‐bound
discussion around topics defined by Dell.
One of the most popular current topic in the IdeaS-‐
torm discussions is the inclusion of free or open
source software and operating system in Dell com-‐
puters. Dell listened to the numerous requests and
offered computers with Ubuntu63 preinstalled.
The IdeaStorm allows Dell to communicate with
their customers, learn from them and improve nega-‐
tive aspects of their products64. IdeaStorm platform
also enables feedback at a fraction of the cost from
the willing participants. However, without requiring
to give proofs during the registration if the user is
Dell’s customer, Dell cannot know if the users of the
platform are really Dell’s clients.
FIG. 24: Matrix of the involvement of the
participants into IdeaStorm project
NOTES
[62] http://www.youtube.com/watch?v=Y0SOXW_K56w
[63] Ubuntu is a free anoperating system based
on GNU/Linux: http://www.ubuntu.com/
[64] http://www.youtube.com/watch?v=-‐
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MASS CUSTOMIZATION
Another phase is user-‐led-‐innovation process, or
bottom-‐up process, where the users manipulate and
change the artifacts and suggest their new unex-‐
pected uses or new features. The step of custom-‐
izing the superficial features of a product, like the
skin, involves the user into the process of creation
much more than just user research and feedback.
Many companies from clothing and sports sectors,
to computing and car manufacturers (for instance
Dell and BMW) provide to customers the possibility
to personalize the skin. However, it stays a very su-‐
perficial involvement, because usually the user cre-‐
ates combinations of already existing elements.
There are also many examples of customization in
electronics and game design field, for instance with
Arduino65 board (both electronic system and code
can be prototyped) or Beagleboard. Bug Labs66 mod-‐
ular system of computing parts is also customizable
(“giving your business the power to go from proto-‐
FIG. 25: The XBox Avatars Website (source: http://
www.xbox.com/en-‐US/live/avatars/)
NOTES
[65] http://www.arduino.cc/
[66] http://www.buglabs.net/
[67] http://www.buglabs.net/testkitchen
type to production twice as fast at half the cost”).
Buglabs has also an open-‐source R&D laboratory
called Test Kitchen, where users can meet, build and
test their prototypes, collaborating with others.67
Design and crow
dsourcing
67
In the world of software development, Microsoft
with its Excel spreadsheet software is another ex-‐
ample of post-‐sale modifications by users (von Hip-‐
pel, 2005, p.128). StataCorp that produces and sells
Stata, a proprietary software program designed for
statistics, embraced the user-‐led innovation proc-‐
ess: they allow to develop new tests for operating
on Stata platform. This is used by advanced users of
Stata, many of them statisticians and social science
researchers, which develop tests and successively
publish them on their websites. Stata monitors this
development and incorporates the most successful
user-‐developed tests as modules of their software
(von Hippel, 2005, p.128).
Another example of user-‐led customization process
is the development of game modes and characters
in online computer games: vendors of online com-‐
puter games noticed that users deciphered the code
of the software and started developing game modes,
which attracted a large amount of followers. These
companies embraced this behavior and provided the
users with design tools for making it easier to them
to develop mods on their engines (von Hippel, 2005,
p.128). An easier possibility for personalization, ac-‐
cessible also to non-‐programmer gamers are the
tools integrated into the MMORPG68 games already
back in the 90ies: in the first series of DOOM game
there was included an editor similar to a simplified
CAD software, for modifying ambients and charac-‐
ters of the game (Ciuccarelli, 2007, p.87).
A more recent adaptation of customizable game
characters is the Microsoft’s Xbox game console
feature of customizable game avatars (every user
can choose or design his avatar). Users are able to
customize the shape of avatars body, the gender,
facial features, hair style and clothing69. In 2009 Mi-‐
crosoft released the Avatar MarketPlace where us-‐
ers can buy props (guitars, skateboards), premium
items and branded apparel for their Avatars70. Earn-‐
ing Achievements in the game can make users win
clothing for their avatars, for instance T-‐shirts and
First Aid Kit trophy. This involvement of the users
into customization process is beneficial for the com-‐
pany, that gains profit from the sells of virtual items
for Avatars71.
The customization is permitting to reduce the gap
that is produced by the stickiness of need informa-‐
tion, that von Hippel described as one of the main
characteristics of customer in-‐satisfaction. Sticky
need information is context specific, therefore dif-‐
ficult to formalize and transfer. The stickiness of
customer need information is including multiple fac-‐
tors, for instance the encoding of information. Cus-‐
tomers often use different languages for describing
their needs and different design parameters than the
manufacturer. Therefore customer research made
during development of new products is inaccurate.
Even in highly specialized industrial markets cus-‐
tomers face the difficulty in accurately specifying
their needs. Needs become more refined when cus-‐
tomers come in direct contact with the prototype of
the product. Such features for user co-‐design like
XBox Avatar is changing the user’s perception of un-‐
satisfied need, because some specifications of the
product are shifted into the domain of the user. 72
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control
shared control
consultative
indirect
no participation
NOTES
[68] massive multiplayer online role playing games
[69] http://www.gametrailers.com/video/e3-‐2008-‐xbox-‐360/37146
[70] http://www.xbox.com/en-‐GB/worldofreals/default.htm
[71] http://www.geardiary.com/2010/09/01/microsoft-‐shows-‐
empathy-‐for-‐recession-‐woes-‐by-‐raising-‐xbox-‐live-‐prices/
[72] http://open-‐your-‐innovation.com/2010/04/01/open-‐
innovation-‐crowdsourcing-‐and-‐the-‐rebirth-‐of-‐lego/
FIG. 26: Matrix of the involvement of the
participants into the XBox avatar project
Des
ign
and
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dsou
rcin
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68
HACKING AND USER-‐LED INNOVATION: LEGO MINDSTORMS
“Hacking is the interference in, or corruption of,
the authorship of designers and manufacturers,
usually by amateurs.” Scott Burnham
Lego experiences almost a bankruptcy in the begin-‐
ning of nineties, when children become more and
more interested in computers and video games. The
new elected CEO Vig Knudstorp is therefore to en-‐
gage the group in a new innovation policy. Around
the same time Lego becomes interesting to young
adults through the development of their programma-‐
ble toys.73 Lego initiates with robotics line toys called
Mindstorms production in 1998, originated from the
programmable brick invented at MIT Media Lab,
which can be programmed and connected to sensors
and motors using the official Lego software. This is
a quite revolutionary step in the history of the com-‐
pany, usually concentrated on production of tangible
toys and distant from the world of computers (Ciuc-‐
carelli, 2008, p.114).
FIG. 27: Lego Mindstorms website (source:
http://mindstorms.lego.com
NOTES
[73] http://open-‐your-‐innovation.com/2010/04/01/open-‐
innovation-‐crowdsourcing-‐and-‐the-‐rebirth-‐of-‐lego/
Design and crow
dsourcing
69
Lego addressed its usual target with this product,
however, about seven from ten buyers were adults,
because the process of its use is quite complex: the
instructions for managing the parts of Mindstorms
have to be written in programming language called
RCX-‐code. The kits are bought by informatics and
electronic experts that discover the construction
of Mindstorms through reverse engineering. Within
three weeks after its launch thousands of hackers
start working on it74. This is perceived as hacking
and attack to intellectual property by Lego, that even
starts a mass law-‐case against the hackers.
Later, however, Lego changes its position and de-‐
cides to add some changes to the licensing of
Mindstorms, adding “the right to hack”. This action
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control
shared control
consultative
indirect
no participation
changes radically the relationship user-‐manufactur-‐
er: Lego starts to learn from the changes proposed
by users and use this experience for production of
the next kits. Lego involves expert users in partici-‐
pation in beta-‐tests, as well as through a contest for
awarding best ideas. Lego also developes an lead-‐
user-‐innovation toolkit (according to von Hippel):
the Digital Designer tool75, which enables the user
to build their Mindstorms virtually, save them and
order the design, activating therefore the build-‐to-‐
order strategy. This close relationship with the us-‐
ers brought results: the Mindstorms product line is
a very successful line and the Mindstorm set is the
best-‐selling Lego ever.76
Lego adopted to the changes of the network econ-‐
omy differently that other companies (for instance
Sony sued their customers that hacked the Sony
Aibo robot). Lego learned the lesson very well, by
shifting the paradigm from being inventor, innovator
and producer, to the paradigm of user-‐led innovation
and by adopting the role of publisher (von Hippel).
A variety of manufacturers have found it profitable
to shift the tasks of custom product design to their
customers along with appropriate toolkits for inno-‐
vation (Von Hippel, 2005, p.148). Results of this are
development time cut by 2/3 and development costs
cut significantly (von Hippel, 2005, p.148).
FIG. 28: The involvement of the participants
into the Lego Mindstorms project
NOTES
[74] Eric von Hippel, Open Innovation & Lego
Mindstorms, http://fora.tv/2008/04/08/MITs_Eric_
von_Hippel_Open_Innovation#fullprogram
[75] Lego Digital Designer is an tool permitting to customize
Lego sets by arranging them from existing parts
[76] http://gizmodo.com/5019797/everything-‐
you-‐always-‐wanted-‐to-‐know-‐about-‐lego
Des
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70
PRODUCT FEATURE SUGGESTIONS: FIAT MIO AND WEPC BY ASUS
Suggesting product features is another form of par-‐
ticipation, which allows to reduce the gap between
manufacturer and customer. Asus launches together
with Intel the crowdsourcing project for “dreaming
your pc”, called WePc. Participants have a variety of
tools for submitting their ideas: from simply posting
a description, to selecting a picture of a pc, to draw-‐
ing and customizing their own picture. Additionally
there is a simple design-‐toolkit, which permits to
choose from the basis of existing pc drawings, mod-‐
ify them by adding a background and monitor picture
and add specifications of hardware and pricing. The
proposals can be published, voted and discussed
with other users. They can be also shared through
social networks. Additionally Asus provides a con-‐
test, where for answering “a question with a qualify-‐
ing comment” it’s possible to win a pc.77
FIG. 29: Asus WePc website (source: www.wepc.com)
NOTES
[77] http://www.wepc.com/vote/contest
Design and crow
dsourcing
71RESEARCH ANALYSIS CONCEP-
TUALIZINGPROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control
shared control
consultative
indirect
no participation
The WePc project is comparable to brainstorming for
interaction design ideas because many ideas are not
only about hardware, but also about specific interac-‐
tions and experiences that it is designed for. Asus
ensures on their website to use the ideas submitted
by the users for the design of Asus pc: “our designs,
feature ideas and community feedback will be evalu-‐
ated by ASUS and could influence the blueprint for an
actual notebook PC built by ASUS with Intel inside”78
Meanwhile, from the launch of the project in 2008 till
2010 Asus developed a concept pc prototype based
on users ideas: a dual screen netbook, that allows
multiple configuration options to suit users’ needs.
This product was based on discussions and submis-‐
sions from wepc website: modular/docking pc; kid
pc/theft mode; touch interface/more intuitive use;
multiple screens79. Another project -‐ Asus Waveface
was also inspired by users suggestions and discus-‐
sions according to the holders of initiative.80
This kind of user participation strengthens Asus
brand perception and turns Asus users into fans.
The discussion with the community is not a one time
discussion: Asus invites some of the leading con-‐
DESIGN CONTESTS: NOKIA APPS TO BE WIRED
Nokia Apps to Be Wired contest that took place in
Italy in April 2010 is an example of a collective brain-‐
storming in a design contest. The contest organized
and sponsored by Nokia and Wired invited the us-‐
ers, especially university students, to submit ideas
for mobile applications for Nokia phones. However,
this is a particular example, because the contest was
made of three phases and three possibilities to win
an award. During the first, ideation phase, thousands
of ideas were submitted on contest website, voted
and commented by users. Successively ten ideas
were selected by a jury (according to what is writ-‐
ten on contests website82, the user votes were taken
into consideration during the selection). The win-‐
ning ideas were rewarded with 1000 Euro prize. The
second phase of the contest was opened: developers
and developer firms were invited to choose one of
ten applications, develop it in two days and submit it.
tributors to have conversations with their industrial
designers. The initiative allows to build a community
around the project.81
FIG. 30: The involvement of the participants
into the Lego Mindstorms project
NOTES
[78] http://www.wepc.com/about/index
[79] http://www.wepc.com/discussions/view/9840/
Exciting_announcements_and_updates_from_CES
[80] http://www.wepc.com/discussions/view/9840/
Exciting_announcements_and_updates_from_CES
[81] http://www.sitepoint.com/blogs/2008/10/31/how-‐
to-‐crowdsource-‐your-‐research-‐development/
[82] http://www.nokiaideas.it/comunicato_app/
Des
ign
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dsou
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72
The developers of winning application “Buka Stop”
were rewarded with 30.000 Euro. The winning ap-‐
plication proposes to solve the problem of a national
emergency -‐ the “killer holes” on the streets of italy
which cause accidents and damages of vehicles.
With this application, every citizen is involved in this
road security campaign because it enables everyone
to send a photo of the hole noticed on the street to
the company responsible for the reparation.
In the third phase of the contest, all the developers
were invited to upload their application to Nokia Ovi
Store. The application that will be most downloaded
till 31 October 2010 will win an additional prize of
20.000 Euro. Nokia doesn’t get a direct profit from
selling the applications in this case, however a huge
marketing campaign is activated and a lot of word of
mouth is taking place, which draws peoples’ atten-‐
tion to Nokia and its Ovi Store.
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control
shared control
consultative
indirect
no participation
FIG. 31: Nokia Apps to be Wired contest website
(source: http://www.nokiaideas.it/en/contest/
FIG. 32: The involvement of the participants
into the Nokia Apps to be Wired contest
Design and crow
dsourcing
73
NOTES
[83] http://betalabs.nokia.com/about
[84] http://betalabs.nokia.com/about
[85] http://betalabs.nokia.com/about
TEST-‐DRIVING: NOKIA BETA LABS AND UTEST APPLICATION TESTING
Another way to participate on design of industrial
products or applications is testing. Testing is one
step farther the discussion about product features
and critics. Testing means an active participation on
product development last phase. Recently especially
in the world of software production there can be
seen a trend to make beta-‐releases of applications.
Beta-‐release means products or services that are of
“reasonably good quality, but may have rough edges
or occasional service breaks. They are not commer-‐
cialized yet, not guaranteed, and not officially sup-‐
ported. Usually they are also under active develop-‐
ment, free of charge and not used for commercial
purposes”83. However, recently many online services
and software are released and used by the communi-‐
ty in beta-‐release, some of them stay in beta-‐release
for a very long time. This trend was launched already
by Eric Raymond, who wrote in his “Cathedral and
Bazaar” essay: “release early and often”.
Nokia maintains a website for customers who test-‐
drive trial versions of cell phones and report back
to beta-‐lab community about their experience. Feed-‐
back from these “lead users,” Nokia executives say,
have been essential in determining the design and
functionality of the company’s phones. (Howe, 2008,
p.XI). Nokia expects the community of testers to be
lead-‐users, that means to possess a quite new and
advanced Nokia cell phone, that are willing to toler-‐
ate rough edges, that often get ideas of how to im-‐
prove gizmos they are using, want to make differ-‐
ence and are willing to share their opinions.84
The process of testing consists of following steps:
get a Nokia account, browse in the catalog of experi-‐
mental and beta applications, try them out and share
opinion: submit bug reports, suggestions, reviews
or questions to application forums. Nokia expects
the beta-‐lab members to be active and to connect
to other members by discussing, rating their con-‐
tributions, posting and answering to others posts.
The active community members earn an Active Con-‐
trbutor badge, visible in their profile. An additional
possibility is to earn the Top Contributor badge, by
the members that are active on the site and valued
by others: this happends when the other members
rate positively the posts and some of the posts are
picked up by Admins to Editors’ Picks. A very active
contribution during the current month is awarded by
Contributor of the Month badge. Some most active
contributors are invited to help admins and serve as
moderators of the site. By this Nokia wants to pro-‐
mote a “Community-‐Driven Open Innovation”85.
The Beta Labs is essentially a tool that enables the
developers and users have an unchaperoned dia-‐
logue, empowering both sides with a closer com-‐
FIG. 33: Nokia BetaLabs Website (source:
http://betalabs.nokia.com/)
Des
ign
and
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dsou
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74
munication and more valuable outcome.86 Tommi
Vilkamo from Beta Labs: the reason behind Beta
Labs is simply “trying to attract one percent of the
most passionate, loud voiced Nokia users. We want
to work with them, leading to users helping the in-‐
novation process”.87
UTest88 is another application testing platform, for
desktop, mobile, gaming and web applications. The
business model of this company works as a mar-‐
ket place, where testers and companies are brought
together: the community of 25.000+ testers from
different countries are taking advantage of being
able to improve their testing skills and earn some
additional money, while the companies receive the
value from the most wide-‐spread and numerous
tester-‐community of the world, for a fraction of cost
of a normal testing service. uTest is taking care for
involving their testers into different kind of partici-‐
pation -‐ from remote testing to specially organized
testing evenings (uTest bug battles) with pizza and
beer, where the best testers that found most bugs in
a faster time possible win substantial material priz-‐
es. uTest management underlines the importance
of testing web applications through their service
for the following reasons: web application testing is
very complicated nowadays because of the variety
of browsers, plug-‐ins, operating systems, third par-‐
ty apps, programming languages and more; a large
network of experienced testers can help through
this complexity; testing through a crowdsourcing
community makes the testing faster because of the
number of involved testers and therefore the app
can be brought to market faster. Microsoft and iWoot
are two of the companies that used uTest for their
projects with positive results: Microsoft managed to
launch the project on a very agressive schedule with
a good degree of testing coverage89. The online retail
company iWOOT used uTest for testing their Website
for a fraction of the cost required for internal testing,
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control uTest
shared control Nokia Betalabs
consultative
indirect
no participation
NOTES
[86] http://conversations.nokia.com/?p=378
[87] http://conversations.nokia.com/?p=378
[88] www.utest.com
[89] http://www.utest.com/spotlight/microsoft-‐
security-‐essentials?page=0,2
FIG. 35: The involvement of the participants into
the Nokia BetaLabs and uTest projects
FIG. 34: Utest website (source: www.utest.com)
in a fraction of time required usually and with a much
better quality: “We had four people testing internally.
They all said the new site looks great. Then we had
Design and crow
dsourcing
75
NOTES
[90] http://www.computerweekly.com/
Articles/2009/07/31/237123/Video-‐I-‐Want-‐One-‐of-‐
Those-‐website-‐tested-‐with-‐crowdsourcing.htm
CONCLUSIONS
For drawing conclusions we took in consideration
following aspects: complexity of the project, user
participation level, and benefits that both users and
companies achieve.
As we’ve seen the most analyzed cases, only one
or few elements of design process are outsourced
to the crowd by the most of the companies. Espe-‐
cially when it comes to very complex projects, like
consumer electronics, the crowd gets a few precise
tasks, like concept proposals or technical sugges-‐
tions. When the company involves the community in
more than one task, it is usually split into precise
phases, like in Nokia Apps to be Wired project.
RESEARCH ANALYSIS CONCEP-TUALIZING
PROTOTYPINGDEVELOPMENT
EVALUATIONDEVELOPMENT
full control Nokia Apps to be Wired
Nokia Apps to be Wired
uTest
shared control Dell Asus Microsoft XBox, Lego
Nokia BetaLabs
consultative Dell, Asus Asus
indirect
no participation
FIG. 36: The summary of participants
involvement into analyzed projects
45 people testing externally saying they had found
30 bugs,” -‐ Sagar Vadher, the head of IT at iWOOT90.
In both described cases -‐ Nokia Beta Labs and uTest
only the last step in application development -‐ the
testing -‐ is outsourced to the crowd with a shared or
full control over the process.
Des
ign
and
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dsou
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76
As we’ve seen there is a different approach to
crowdsourcing when there are different needs of
customers. In the case of Dell IdeaStorm there is a
little user participation required, that can be com-‐
pared to product feature suggestions. The users are
not rewarded except the psychological rewards, for
instance the satisfaction that their request was im-‐
plemented. There is an idea selection and filtering
mechanisms implemented. The company benefits
from the discussion with the users and from the
information about their needs and preferences ob-‐
tained in a fraction of time and cost. This process
can be retained a crowdwisdom and crowdvoting
initiative.
DESIGN CASES DESIGN PROCESS KIND OF PARTICIPATION CROWDSOURCING TYPE BENEFITS TO DESIGN COMPANIES
MASS CUSTOMIZATION
PRODUCT FEATURE SUGGESTIONS
THE COMPANY BENEFITS BY INVOLVING EMOTIONALLY THE USERS, SUPPORTING CUSTOMER FIDELITY AND INCREASING BUZZ AROUND THE INITIATIVE. ANOTHER BENEFIT IS TO SELL THE ACCESSOIRIES AND APPAREL FOR AVATARS.
WEPC BENEFITS FROM USER PARTICIPATION, NEW IDEAS AND VIRAL NETWORKING EFFECTS.
NOKIA BENEFITS BY CUTTING COSTS OF PROFESSIONAL TESTING SERVICES AND AT THE SAME TIME IT GAINS CUSTOM-‐ERS' FIDELITY AND PRODUCT ADOPTION.
CROWD-‐CREATION, CROWD-‐FUNDING
CROWD-‐WISDOM, CROWD-‐CREATION,
CROWD-‐VOTING
BETWEEN CROWDWIS-‐DOM AND
CROWDCREATION
BETWEEN CROWDWIS-‐DOM AND
CROWDCREATION
DESIGN CONTESTTHE COMPANY BENEFITS FROM USER ATTRACTION, VIRAL EFFECTS , ADVERTISEMENT OF THEIR APP STORE
CROWD-‐CREATION, CROWD-‐VOTING
TESTING
TESTING
COMPANIES THAT USE UTEST BENEFIT FROM CUTTING THE COST OF APPLICATION TESTING AND TAKING ADVANTAGE OF THE LARGE NETWORK OF TESTERS
HACKING
THE COMPANY RECEIVES BENEFITS FROM LEARNING FROM USER INNOVATION, EMPOWERING ITS USERS TO CREATE AND THEREFORE CUTTING THE COSTS OF PRODUCTION.
CROWD-‐CREATION, CROWD-‐FUNDING
CROWD-‐WISDOM, CROWD-‐VOTING
THE COMPANY BENEFITS FROM THE DISCUSSION WITH THE USERS AND FROM THE INFORMATION ABOUT THEIR NEEDS AND PREFERENCES OBTAINED IN A FRACTION OF TIME AND COST
RESEARCH
EXECUTION
EXECUTION
EXECUTION
EXECUTION
CONCEPTION
CONCEPTION, EXECUTION
IDEA JAMS, SEARCHING FOR OPPORTUNITIES
CASE STUDY ANALYSIS: DESIGN PROCESS full control shared control
FIG. 37: The analysis of crowdsourcing design cases
Design and crow
dsourcing
77
In the case of XBox Avatar, the user is involved a
step further, by customizing the design of the prod-‐
uct, even if it’s limited to a number of possible com-‐
bination of existing elements. In this process we
see crowdcreation, crowdfunding (people are buy-‐
ing accessories for their Avatars). The customiza-‐
tion permits to reduce the gap that is produced by
the stickiness of need information. The company
benefits by involving emotionally the users, by sup-‐
porting customer fidelity and increasing buzz around
the initiative.
User involvement in Lego Mindstorms goes further
than in Xbox Avatars. Even if it started as a hack-‐
ing project, Lego Mindstorms is another example of
mass customization. Lego supports user-‐led innova-‐
tion by selecting lead users and empowering them
as responsible for supporting and teaching other us-‐
ers. The designs created by users through the dig-‐
ital designer toolkit are produced and therefore this
is more similar to design-‐on-‐demand model. This
process has crowdcreation and crowdfunding ele-‐
ments. Users are rewarded psychologically through
attention, featuring of best designs and reputation in
the community. The company receives benefits from
learning from user innovation, empowering the us-‐
ers and therefore cutting the costs of production.
Asus WePc is an example of a collective brainstorm-‐
ing. The company already have a defined problem in
this cases and expect ideas about project features,
look-‐and-‐feel, and functioning. The ideas are se-‐
lected through user rating in the same way like in
PRODUCT USE INCENTIVES
PROFESSIONAL INTEREST,MONETARY INCENTIVES
SET PROBLEM UNSET PROBLEM
crowdwisdom, crowdvoting,collective brainstorming
user feedback, viral effects
possible material prizes
crowdwisdom, crowdvoting;
searching for design opportunities
benefit from gettinguser feedback
at a fraction of costno material reward
NokiaBeta Labs
NokiaApps to be Wired
Crowdcreationcrowdvoting
crowdfunding,benefit from buzz,
viral effectscontest form
LegoMindstorms
WePc
crowdcreation customization user empowerement benefit from sticky information,reducing production cost,psychological reward
uTESTcrowdwisdom
and crowdcreationbenefit from low cost testing
direct material reward
crowdwisdomand crowdcreation
benefit from free testing,psychological rewards
Xbox
crowdcreation customization,
benefit from sticky information
psychological rewards
FULL CONTROL SHARED CONTROL
DellIdeaStorm
FIG. 38: The matrix of crowdsourcing design cases
Des
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78
IdeaStorm project. In the case of Asus WePc best
ideas are rewarded with a material reward. However
the main reward is the opportunity to see the ideas
to realize in an Asus Pc. This process has therefore
crowdwisdom, crowdcreation and crowdvoting ele-‐
ments. The company benefits from user participa-‐
tion, attention and viral networking effects.
Nokia Apps to be Wired is a crowdsourcing project
mainly for getting ideas about new applications and
for executing them. In the second phase of the project
it is more similar to a traditional design contest with
companies, because both individual programmers as
well as companies are invited to participate and the
price is very substantial. Nokia benefits from crowd
participation, brand awareness, viral effects as well
as advertisement for their app market. This project
contains crowdcreation and crowdvoting elements.
Nokia Betalabs community is involving the users in
one precise phase of the process: product testing.
This task is very well suited for crowdsourcing, the
same way like bug fixing in open source develop-‐
ment, because it’s splittable in small tasks and ben-‐
efits from a high number of participants. This case is
somewhere between crowdwisdom and crowdcrea-‐
tion, because it requires knowledge of the system
as well as creativity for solving the problems. No-‐
kia benefits by cutting costs of professional testing
services and at the same time it gains customers’
fidelity and product adoption.
uTest is similar to Betalabs even if its business mod-‐
el is similar to a mediator or broker. The companies
that work with uTest benefit from the large network
of testers, low testing cost and a high efficiency.
This process is between crowdwisdom and crow-‐
dcreation.
As we see in the previous table, all the companies
involving users in their design process benefit from
it. However it can be noticed, that the areas of re-‐
search are less explored crowdsourcing cases for
continuative user participation and not just one-‐time
campaign.
We analyzed the cases further by putting them into
the matrix with two variables. The vertical axis of the
matrix is defining the incentives that the crowd re-‐
ceives from the contribution: the incentives deriving
from the direct product use, or professional interest/
monetary incentives. The horizontal axis of the ma-‐
trix is defined by variables “set problem” (when the
problem is well defined by the company) and “unset
problem” (the company didn’t identify the problem
yet, still looking for opportunities). This matrix al-‐
lows us to individuate the clusters of crowd partici-‐
pation. The cases allocated in the left-‐top quadrant
of the matrix are customization cases, where the
company receives benefits from reducing the gap
of needs/information about needs and empowering
the user. In this case the user benefits directly from
the use of the customized product. The cases placed
in the right-‐top quadrant are “idea-‐jam” examples,
where the company benefits from receiving informa-‐
tion about users’ needs at a fraction of cost and time,
as well as from the viral effects. The two bottom
quadrants relate to the cases of more professional
services where more control is given to the crowd,
Design and crow
dsourcing
79
like in Nokia Apps to be Wired and uTest projects. In
this case the companies benefit from a fully devel-‐
oped product, the access to a wide network of pro-‐
fessionals. Another benefit is the cutting of the costs
for the professional services.
The analysis showed that in most cases the design
process has a partial user involvement and the com-‐
plete control is assigned to the crowd only in the
cases of well defined projects, and mainly in the ex-‐
ecution phase. The project complexity and the task
dimension plays an important role too. Such projects
like XBox Avatars have a lesser project complexity
than the car in the case of Asus WePC. When the task
becomes too complex, the intervention of the com-‐
pany is important. This leads to a conclusion that the
cases with less project complexity and smaller tasks
are better adapted to crowdsourcing. This confirms
the findings of Benkler, mentioned in the previous
chapter (see “Incentives and motivations in open in-‐
novation communities”).
We analyzed the benefits of the companies that use
crowdsourcing and how for different scopes differ-‐
ent crowdsourcing model is adopted. Some of the
analyzed projects have interaction design elements,
however we would like to explore better what is in-‐
teraction design and how crowdsourcing can be ap-‐
plied in the design process of web applications.
Des
ign
and
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dsou
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80 2.4. INTERACTION DESIGN AND CROWDSOURCING
WHAT IS INTERACTION DESIGN?
According to Dan Saffer “Interaction design is about
people: how people connect with other people
through the products and services they use. Interac-‐
tion designers create those products and services”
(Saffer, 2007, p.XIV). Even if interaction design ex-‐
isted since a long time, the rise of networks and per-‐
vasive computing might make it to “one of the main
liberal arts of the twenty-‐first century.”92
Interaction design is tricky to define because of its
interdisciplinary roots: in industrial design, human
factors and human-‐computer-‐interaction and also
because a lot of it is invisible. A narrow definition of
interaction design is: “The design of the subjective
and qualitative aspects of everything that is both dig-‐
“We need Interaction design as a dis-‐cipline that can create solutions with human and subjective values in a digital context”
Bill Moggridge91
ital and interactive creating designs that are useful,
desirable, and accessible”, while a broader definition
is “design of everything, both digital and interactive”
(Moggridge, 2007, p. 659).
Interaction design as a young discipline tries to de-‐
fine its place between the related disciplines like
Information Architecture (IA), Industrial Design (ID),
communication design (and graphic design, CD),
user-‐experience design (UX), user-‐interface engi-‐
neering (UIE), Human-‐Computer-‐Interaction (HCI),
Usability Engineering (UE) and Human Factors (HF).
Also the listed disciplines are young and in phase of
definition. (Saffer, 2007, p. 17).
The interdisciplinary aspect of interaction design,
the same way like the interdisciplinarity of design
discipline in general, makes the participation of pro-‐
fessionals from different fields crucial for its proc-‐
ess. The founder of Fit Associates Marc Rettig ar-‐
gues that professions like graphic design, software
development, industrial design, theater and cinema-‐
tography, biology, counseling and therapy (because
of empathic view on users) and anthropology are im-‐
portant for interaction design. Especially, a new kind
of linguistics, called designed interaction linguistics,
is crucial for interaction design discipline (Saffer,
2007, p.16).
The purpose of interaction design is to foster com-‐
munication -‐ an interaction -‐ between two or more
human beings or between human and artificial en-‐
tity capable of responding in some manner, such as
computer, mobile phone or a digital appliance. (Saf-‐
fer, 2007, p.5). However, Interaction Design is not
necessarily only about interaction with computer
screens. The interaction design products can be dig-‐
ital (software, web applications) or analog (robots),
NOTES
[91] Bill Moggridge, Designing Interactions, MIT Press, 2007, p.658
[92] http://mitpress.mit.edu/catalog/item/
default.asp?tid=10083&ttype=2
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physical (PdAs) or incorporated (workflows), or
some combination thereof (Saffer, 2007,p.7).
Interaction design is by its nature contextual (Saf-‐
fer, 2007, p.4), therefore involving the community
for which interaction is created, is important. The
practice typically centers on “embedding information
technology into the ambient social complexities of
the physical world 93”. The problems that interaction
designers have to solve are often very complex prob-‐
lems, involving many people (stakeholders); they
have very fluid and scarcely defined confines and
unclear possible solutions. Design scholar J.H.Rittel
calls these kind of problems wicked problems.(Saf-‐
fer, 2007, p.25) Therefore there is a need of insight
into the complexities, which can be achieved, as
described in the beginning of the chapter, through
the intervention of networked communities, through
their intrinsic complexity.
USER-‐EXPERIENCEDESIGN
INDUSTRIALDESIGN
INTERACTION DESIGN
INFORMATIONARCHITECTURE
COMMUNICATIONDESIGN
USER-‐INTERFACEENGINEERING
USABILITYENGINEERING
HUMAN-‐COMPUTERINTERACTION
HUMANFACTORS
FIG. 39: Interaction design relation with other
disciplines (source: Saffer (2007))
NOTES
[93] http://mitpress.mit.edu/catalog/item/
default.asp?tid=10083&ttype=2
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INTERACTION DESIGN FRAMEWORK ELEMENTS
Further on, we are going to describe the interaction
elements proposed by Bill Verplank . Accordingly to
Verplank, the interaction design framework consist
of the following elements to be considered in every
project: 1. Motivation, 2. Meaning, 3. Modes and 4.
Mappings.
1. Motivation -‐ errors and ideas
Interaction design often starts from understand-‐
ing of the problems that people face (observation),
that means the errors or constraints. Many people
are motivated by the problems that they see and er-‐
rors that they observe (Moggridge, 2006). Design
also starts with ideas. Ideas and errors or problems
are creating motivation for starting a design project.
An example of this element is when people realized
the problem of not being connected to their friends
and loosing contacts with old university friends after
graduation. This was a motivation for inventing the
Friendster web service.
FIG. 40: Interaction design framework elements (source: Verplank (2009))
Design and crow
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2. Meaning -‐ metaphors and scenarios
When designing an interaction design concept it is
important to invent a good metaphor (invention),
which connects two things we would not thought
about before, for instance “this is not a computer
but a desktop” (Moggridge, 2006). The second ele-‐
ment that gives meaning to design are the scenarios
-‐ which tell the story of the users: where are they,
who are they and what are they doing. Optimally an
interaction design project needs to have a variety
of metaphors and scenarios. An example of a good
metaphor is “in the cloud” -‐ the remote data storage
on distributed servers.
3. Modes -‐ models and tasks
In order to create a conceptual model of interaction,
it’s important to know what the users are thinking
about. The modes are the behaviors that are defined
by what the users try to accomplish and what are
the tasks. There must be a step-‐by-‐step interaction
analysis for creating the conceptual model that user
will understand. For instance a conceptual model of
Facebook is that it connects you with your friends
and let’s you know what they are doing. The task in
this case would be to establish connections to your
friends or to “make a friend request”.
4. Mappings -‐ displays and controls.
Interaction designers usually design some kind of
displays and some kind of controls as a result of the
project (appearance). Display is the representation
of things that user manipulates through controls, for
instance buttons. The controls need to be mapped
into display. These mappings are the behaviors that
connect the controls to the display. For instance on
a website a login button is a control and click of this
button is the behavior that connects it to the display,
where the main page is loaded.
Previously we were talking about the building blocks
or the constructing elements, but we didn’t talk about
the process. Below we are going to describe the in-‐
teraction design process elements according to Bill
Moggridge.
INTERACTION DESIGN PROCESS
Accordingly to Bill Moggridge, the interaction design
process consist of ten elements: constraints, syn-‐
thesis, framing, ideation, envisioning, uncertainty,
selection, visualization, prototyping, evaluation.
However, the ten elements should not be seen as a
linear process, but rather an iterative process.
Constraints. Constraints come from everything that
can be useful for the project: ”The State of the Art”,
the needs and wants of the users, mental models
and expectations brand awareness, functional con-‐
straints, technology, environment, financial con-‐
straints, business constraints, competitive analy-‐
sis, conversations with relevant people, briefing
discussions,<...>”(Moggridge, 2007, p. 729). Usually
this phase is called research phase. Design research
is particularly important in large projects, which are
connected to unfamiliar domains and topics.
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Synthesis: it occurs as a subconscious process in
the shared mind of the design team when it absorbs
all of the relevant issues (Moggridge, 2007, p. 729).
This process phase is usually not described in the
literature about design process, because it’s hap-‐
pening on an invisible level, as the process of “the
invisible part of the iceberg”. This part of the proc-‐
ess is usually considered the mysterious process of
creativity, when solutions and inspiration come from
most unexpected sources.
Framing. Framework helps to create order from
the chaos of constraints and findings. There many
possibilities to frame the project: through a journey
through the experience (for instance a storyboard or
a use case), analysis of people’s attitudes or a hierar-‐
chy of attributes. Framing is required in the analysis
phase, when designers analyze the research results
for finding its implications on design (Saffer, 2007,
p.85). During this phase designers are finding out
patterns in their research data and creating maps,
diagrams or matrixes.
Ideation. There are multiple levels of design ideas:
some of them encompass the whole project, while
others consider only details (Moggridge, 2007, p.
731). A good framework helps to guide the ideation
process which usually takes place throughout the
whole project. The concept generation phase may
involve iterative rounds of discussions, brainstorm-‐
ing and refinements.
Envisioning is a phase when ideas are materialized
into some sort of representation. It is a communica-‐
tion of the idea to other people, that helps to under-‐
stand what the idea really is.
Uncertainty is the phase usually following the envi-‐
sioning, the visualizing and the prototyping phases
-‐ when deep uncertainties and doubts are coming
by analyzing the potential of the solution. Therefore
some alternative solutions should be created and
evaluated. The “shared mind” of the team is asking
a lot of questions during the phase of uncertain-‐
ties like: is it simple enough to understand? Can it
be made to work quickly? Is it consistent with what
comes before? (Moggridge, 2007, p. 734).
Selection. In the selection phase a manageable
number of alternatives must be selected for bring-‐
ing them to the next stage (Moggridge, 2007, p. 734).
Visualization element is related to both envisioning
and prototyping (Moggridge, 2007, p.734). The dif-‐
ference is that in the phase of envisioning the visu-‐
alization of the idea has the aim to give an overview
or a glimpse into the concept. In the further concept
representation and prototyping phase the aim of
this representation is to convince about the poten-‐
tial of the concept, to present it in a very realistic
way. Tools and techniques used in this phase are
sketching (for instance for interface design), model
making, storyboarding, making work flow diagrams,
use cases, moodboards and wireframes and others
(Saffer, 2007).
Prototyping. “Prototyping is about testing any aspect
of the way a design is expected to work” (Moggridge,
2007, p.734). As interaction design is an iterative
process, there can be many prototyping trials: early
prototypes might be rough and quick, while late pro-‐
totypes might include the most of the aspects of the
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INTERACTION DESIGN PROCESS ELEMENTS
VISU
ALIZ
ATIO
N
PRO
TOTY
PING E
VALUATION CONSTRAINTS SYNTHESIS FRAMING
SELECTION UNCERTAINTY ENVISIONING
IDEATI
ON
final design and look like the final design. The final
prototype before the release for implementation is
likely to look like the final design and include com-‐
plex interactions, behaviors and appearance which
can be tested during the evaluation phase (Mog-‐
gridge, 2007, p.734).
Evaluation is needed many times during the devel-‐
opment process (Moggridge, 2007, p.734). It can be
made by stakeholders -‐ team members, clients who
are assigned to the process, or users. More evolved
and complete prototypes require a more structured
user evaluation. The results of the evaluation can
be added to the constraints and another cycle of the
development of the artifact is triggered. According
to Moggridge evaluation must be started early and
made as often as possible.
Previously we defined the elements of interaction
design process and the building blocks, however
we didn’t talk about crowdsourcing opportunities
for each phase. We are going to conduct a survey
with some interaction designers for understanding,
what interaction design phases they consider to be
adapted for crowdsourcing.
FIG. 41: Interaction design process elements
(source: Moggridge (2007))
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In order to understand what are the opinions of
interaction designers about using crowdsourcing
in their design process and which application of
crowdsourcing would be most useful, we conducted
an online survey94 with some interaction designers
and design managers from different companies in
europe.
Among the questions about design company and
position the questionnaire contained the following
questions:
1. What research approaches/techniques do you
usually use for your interaction design projects?
2. What do you think about crowdsourcing applied
to design process?
3. Do you think that crowd involvement/crowd-‐
sourcing could be useful in your interaction de-‐
sign projects?
4. In which phases of your design process would
crowd involvement be especially beneficial? For
example choose among the following phases or
add your own:
Research
Analysis
Conceptualization
Visualization
Prototyping
Evaluation/testing
Other (please specify)
5. Would you use a crowdsourcing platform for
involving users into your interaction design
projects?
The questionnaire was answered by 12 interaction
designers, five of them based in germany, two in
france and four in italy. The most of the designers
are operating on the international level, for instance
the designers from the Vodafone group, Frog design
and Ideo. The most of the participants of the survey
have a senior designer, project manager or owner/
founder position and many years of experience in
the field. The research techniques most used by
the interviewed designers are interviewing, trend
grasping, desk research, ethnographic observation,
blue sky research and model building. The most of
the interviewed designers think positively about
crowdsourcing applied to design, some of them are
already using it for testing and feedback. Many of
them retain crowdsourcing to be a useful technique
for gathering unusual and original insights and a
feedback from a general array of participants, but
not for the execution of complex design jobs. 63% of
participants retain crowdsourcing technique useful
for their interaction design projects. The things they
retain positive about crowdsourcing is the possibil-‐
ity to get feedback, gather many different opinions.
The doubts of participants that responded negatively
are mainly about the limited target audience of their
NOTES
[94] http://www.surveymonkey.com/s/HS7L388
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projects and the big amount of time needed to ana-‐
lyze the responses.
The most of the respondents retain evaluation/test-‐
ing, research and prototyping as well as visualiza-‐
tion and analysis phases of interaction design proc-‐
ess which could benefit best from crowdsourcing.
The most of the participants (70%) would use the
crowdsourcing platform in their projects. The nega-‐
tive concerns are: the difficulty to involve people, the
uniforming of the responses, the difficulty to filter
out useful things out of a lot of “noise” and how to
handle a big amount of input.
The survey results show that the majority of the re-‐
spondents take the idea of crowdsourcing positively
and would use a crowdsourcing platform in their
projects, mainly in the research, analysis, prototyp-‐
ing, visualization and evaluation phases. The critical
points that have to be overcome are: how to achieve
a high involvement of the participants, the filtering
and analysis of the results, avoiding the uniform re-‐
sponses (ensure a high heterogeneity level of par-‐
ticipants95).
FIG. 42: Interaction design survey results (source: http://
it.surveymonkey.com/MySurvey_Responses.aspx?sm=mjFA
U30h6qwRZ1aNbntTAYGu4qTaVFDQX07%2buplMOlg%3d
NOTES
[95] See in the previous chapter “the conditions
for building crowd intelligence”
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In this chapter we described the cases of design
crowdsourcing according to different kinds of user
participation. We saw that according to project com-‐
plexity, project type and business goals the compa-‐
nies were choosing different crowdsourcing models.
We’ve noticed that in the case of more complex and
abstract design project problems, the involvement of
the crowd is much lower, than in the case of less
complex tasks that have to do with the execution part
of the project. We’ve seen that crowd participation
is very suitable for “idea jams” -‐ for ideation and
concepting, as well as filtering of ideas and evolving
them further. This process can be collaborative and
a high amount of knowledge&information is shared.
In the case of the execution part of design projects
we see that contest model works better and less col-‐
laboration is taking place there. This crowdsourcing
type is mainly seen in the delivery of professional
design services, like in the case of uTest or Nokia
Apps to be wired.
We also described interaction design elements and
process and web application design layers.
Additionally we conducted a research about interac-‐
tion design and crowdsourcing with some interaction
designers. Their answers confirmed our hypothesis
about crowdsourcing opportunities in the phases of
research, prototyping, visualization and evaluation of
interaction design projects. The answers also point-‐
ed out the critical points about crowdsourcing proc-‐
ess: the filtering of useful results out of the noise,
the difficulty to handle the big amount of input and
the issue of involvement of the participants.
The research results bring up the hypothesis that
crowd involvement in interaction design process
should be guided by a company especially in the
elements of researching, planning, synthesizing
and framing, as well as evaluating the results of
crowd-‐creation. For this reason there is a need for a
platform that acts as intermediary between the en-‐
terprises that need a web application and the partic-‐
ipants that are passionate about interaction design
and want to contribute to such projects.
However we still don’t know how interaction design
process looks in crowdsourcing platforms, to what
extent the crowd is involved in different process
phases and what tools support this process. We don’t
know either what kind of business model the plat-‐
form should adopt for optimal crowdsourcing results
and sustainability of the community.
The analysis of three crowdsourcing platforms in the
next Chapter will provide us with these informations.
The three cases are quite different among them and
deal with different interaction design projects, nev-‐
ertheless they address very well the previously men-‐
tioned issues.
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CHAPTER 3
ANALYSIS OF THE CROWD-‐SOURCING PLATFORMS
The purpose of this chapter is to find out how interaction design projects are managed in crowdsourcing platforms. For this purpose we chose three cases of interaction design and crowdsourcing, quite different in their business model. The projects that were conducted on the platforms are very close to our topic of social web applications design: one case is a social networking application and two cases are web design projects.
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The purpose of this chapter is to find out how inter-‐
action design projects are managed in crowdsourc-‐
ing platforms. For this purpose we chose three cas-‐
es of interaction design and crowdsourcing, quite
different in their business model. The projects that
were conducted on the platforms are very close to
our topic of social web applications design: one case
is a social networking and crowd-‐funding applica-‐
tion and two cases are web design projects.
Accordingly to the crowdsourcing guidelines that
we created at the end of the first chapter “Guide-‐
lines for crowdsourcing project”, and accordingly to
the crowdsourcing and design issues described in
the previous chapter, we synthesized the following
framework for the analysis of the case studies:
1. Business model
2. System (system map)
3. Design process (on the example of a product
designed on the platform)
4. Project type/complexity
5. Tools that support design process
6. User involvement level in the project
7. Collaboration level
8. Feedback from platform administration or/and
customers
9. Transparency of information
10. Structure/roles
11. Access of knowledge&information (project
page, search, archive)
12. Mechanism of signing up
13. Intellectual property protection
14. Reward system
We conducted an analysis of the design process of
a product designed in the system, for analyzing in
which part of the activities the user is involved and
at which level. This allowed to create process pat-‐
terns for every project and compare the patterns
of the three crowdsourcing cases at the end of the
study. We based the analysis on the scheme of web
application design elements by James Jesse Garret.
The elements of user experience in designing web
applications are the five layers accordingly to Garret:
in the first layer there are user needs and site objec-‐
tives deriving from business, creative or other goals.
In the second layer we see functional specifications:
the functionality of the site that has to be imple-‐
mented. In the third layer there are the elements of
interaction design, that for Garret represent the user
tasks defining how user interacts with the web site.
In the fourth layer we see the interface elements and
the information design: presentation of information
that is needed to facilitate understanding. And final-‐
ly, in the last layer there are the elements of visual
design: the look-‐and-‐feel.
In addition to the five layers we added the engineer-‐
ing layer, because it is present in one of the cases (in
the case of Cambrian House).
One of the chosen cases -‐ Cambrian House -‐ failed
and closed the platform, while other two cases man-‐
aged to build a more or less sustainable business.
One of the hypothesis that we would like to proof
through this analysis is that the kind of design ac-‐
tivity and the proportion of the activity outsourced
to the community influence the business model and
Analysis of the crow
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93
MAPPINGS
CONCRETE
ID ELEMENTS WEB APPLICATION DESIGN LAYERS DETAILED ELEMENTS
ABSTRACT
MODES
MEANING
MOTIVATION
ANIMATION
ACCESS
TASK FLOW
ACTIVITIES
TECHNOLOGY
STRUCTURE
NETWORK
MAPS
IDENTITY
TRUST INCLUSION
ASSOCIATIONS
SHARING
COLLABORATIONCOMMUNITY
INTUITIVENESS
INTERFACE PARADIGM
NARRATIVE
COMMUNICATION MEMORY
METAPHOR
ERROR
USABILITY
CONTROLS
FEEDBACK INVOLVEMENTBEHAVIOR
AFFORDANCE
CONTEXT
MANIPULATION
SCENARIO
DISPLAY
MODELINTERACTION RHYTHM
FIG. 44: Interaction design elements for
design of social web applications
FIG. 43: The elements of user experience, Jess James Garrett,
source: http://www.jjg.net/elements/pdf/elements.pdf
the tools used in the platform. This hypothesis was
addressed by few researchers (Chanal, 2008, p.25).
Chesbrough (2006) underlined that the open innova-‐
tion paradigm gave birth to a new type of company,
called “Innovation intermediaries”. These companies
act as market places who either help innovators use
external ideas, or help inventors find markets where
others can use their inventions to mutual benefit
(Chanal, 2008). Chesbrough identified two models of
intermediaries: the agent, that represents one side
of the transaction, and the market place, bringing
parties together for achieving transaction (Chanal,
2008). He argued that an intermediary should be
able to help the customers to define the problem to
be solved and manage the problem by identifying
both parties -‐ problem seekers and problem solv-‐
ers (Chanal, 2008). Some of our examined platforms
represent a market place and deal with many compa-‐
nies -‐ CrowdSpring, ReDesignMe -‐ while Cambrian
House represent one of the transaction parties: the
community.
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Introduction
Cambrian House is a crowdsourcing platform found-‐
ed in 2005 by Michael Sikorsky. “Cambrian House
lives and breathes to liberate ideas that get stuck in
the backs of creative minds around the globe,” ar-‐
gues Michael Sikorsky96. Cambrian house is a pio-‐
neering business idea in tapping the crowds for new
software ideas.
BUSINESS
MODEL
Va
lue
pro
po
sit
ion
Designers/entrepreneurs can get their idea real with the
support of the community, develop it without need of in-‐
vestment and profit from it
Supporting the whole project development process from
idea generation to development to sales, no third parties
involved into the process a part from CH investors
crowdsourcing new software ideas and supporting them
in their realization, marketing and sales
Money received from investors, profits from product sales
(CH takes 50% of the top for product management, sales
and marketing)
Individual and small business markets: software develop-‐
ers, investors and designers
Compete on low cost of development and innovation gen-‐
eration from a collective effort
Va
lue
ne
two
rk
Va
lue
ch
ain
Re
ve
nu
e
ge
ne
rati
on
Ma
rke
t
se
gm
en
t
Co
mp
eti
tiv
e
str
ate
gy
FIG. 45: Website of Cambrian House (source:
www.cambrianhouse.com)
FIG. 46: Business model of Cambrian House
Analysis of the crow
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The innovativeness of the model lays not only in har-‐
nessing the crowd for ideas, but also in supporting
the development, marketing and selling process. All
committers are rewarded only if the idea succeeds.
Cambrian House team defines the project as crow-‐
dwisdom and crowd-‐participation case: “We want to
bring crowdwisdom and crowd-‐participation togeth-‐
er <...> it’s social software crowdsourcing”97.
Cambrian House is a platform where idea genera-‐
tors, marketers and investors get together for de-‐
veloping new software ideas. The platform team
supports them in marketing and business questions
as well as in the development of the projects. Par-‐
ticipants that propose ideas can vote on ideas of
others and participate in Idea Contests where the
“Champions” are chosen. Cambrian House is then
searching for project manager for every idea, which
has to take care for advertising the project, defining
jobs, searching for people etc. When the project is
developed the platform administration assigns re-‐
ward points to the team accordingly to their input.
The points act as percentage of the share of the rev-‐
enues for the project, if the project gets commercial-‐
ized.
CAMBRIAN HOUSE -‐ SYSTEM MAP
platform
the crowd
investors
marketers
champions
ideas
marketers investors champions platformmoderator
the restof the community
financial flowimmaterial flow
material flow
vote, comment,contribute
active communitymembers
develop,market, sustainmarket, sustainmarket, sustain
$
expertiseexpertiseexpertiseexpertise
support
revenues
$
part ofthe revenues
$
FIG. 47: System map of Cambrian House
NOTES
[96] http://www.gamevortex.com/gamevortex/
news.php/933/crowdsourced-‐game-‐development-‐
game-‐jobs-‐up-‐for-‐gwabs-‐pc.html
[97] http://www.youtube.com/watch?v=
YpCx8crjYxk&feature=related
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96Platform aspects Characteristics Failures/vulnerabilities
1. Business model Agent: helping innovators to develop their business, supporting them in marketing, production and financing Difficulty to fund the project development
2. Project type/complexity Software projects, high level of complexity
3. Tools supporting design process
Guided submission of the idea, idea refinement and enhancement mechanisms;
Idea promotion and voting mechanisms: multi-dimension voting on people, product, plan, potential, pitch, thumbs down/up, prioritization emoticons voting; IdeaWartz - tournaments of champions - where 16 ideas combat in four rounds, the winning proposal wins funding and fame (Libert&Spector, 2007)
Tools for threaded commenting/comment rating, managing a job, starting a discussion, wiki, promote a business, source code repository
Asynchronous communication tools: direct messaging, forum with the feature of uploading pictures, external discussion groups, for instance
google groups
task management tools are absent;
the overall communication structure is confusing and disorganized, it's difficult to keep track of the process
4. User involvement level in the project
High user involvement throughout the whole process: developed by people for people model; however the more complex project tasks are
done by internal CH team
the crowd never stepped forward to do the
developing;
5. Collaboration level High collaboration level. collaboration is supported by the system: through job assignment mechanisms; users build on each others ideas and
collaborate on project tasks;
Difficulty to keep track of the system and no clear
project management tools hinders successful collaboration;
6. Feedback from platform administration and/or customers
A lot of feedback from the CH team
7. Transparency of information The most of information concerning the project is transparent some steps in software development are not clearly
communicated to the community and dispersed over different communication tools
8. Structure/roles A flat horizontal structure, however the internal CH team has more responsibilities than the rest of the crowd. Roles: simple participants,
idea champions (whose idea won), investors, marketers
people didn't realize that CH was just an engine for
project development;
the core team ended up doing all the work;
9. Knowledge access (project page, search, archive)
The project site shows the members, comments, contributions and open jobs; project archive; search mechanism; tools for keeping track of
financial state of the business, awards and network
Different areas overlapping: ideas section and ideas
bazaar
10. Mechanism of signing up The entrance barriers for participating are low, therefore a huge amount of ideas is generated Triviality of most of ideas and difficulty to vote on
the growing amount of ideas
11. Protection of intellectual property
The Intellectual property of ideas stays to the author of the idea, however CH plans to earn revenue by implementing transaction fees when
royalties and Cambros are exchanged between members (Libert&Spector, 2007, p.13).
12. System of rewards Material plus psychological rewards. Material rewards with royalty points, or Cambros, the internal platform currency, where 1 Cambros
equals 1 dollar
"Everyone is a shareholder" mechanism is not clear
nor functioning;
No reward for the most of the functions in a project like idea promoting/suggesting/blogging etc
Analysis of the crow
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Example of a developed product: FilmRiot
FilmRiot is a social networking and funding plat-‐
form for independent film producing. It is an online
community-‐based service which allows independent
producers to seek for support and funding from the
public. The producers can post on the platform the
information about the movie, for instance scripts,
storyboards, trailer etc. They can also seek for dif-‐
ferent kind of support, either donations, a loan or
sale of equity (shares)98. The project was started
and developed at Cambrian House. We are going to
analyze mainly the web application development el-‐
ements. We extracted the information from the ar-‐
chive of Cambrian House website, by analyzing the
dashboard of the project, the posted jobs and the fo-‐
rum discussions as well as the external discussion
on google groups.99 and google docs100
The project won the IdeaWartz contest in 2006 and
was launched in November 2007. The development
continued till 2008 and stopped together with the
activity of Cambrian House (Cambrian House closed
down the community site in 2008).
The project team consisted of 19 members and the
Business Champion (responsible for the project)
Andy Doan, who worked as a clerk at a factory and
did web site design and programming for small busi-‐
nesses in his free time.
The analysis of the project shows, that only a small
group of people were working on the project while
the rest of the crowd was just commenting and post-‐
ing suggestions. There was a big communication and
project documentation problem, because the core
group decided to use google groups for the work,
which was not automatically accessible by the rest
of the CH members. One part of the process was
therefore documented in the google groups, one part
in google docs, some in the wiki and some in the
forum of CH. This made it difficult to follow the proc-‐
ess.
The design process of FilmRiot is not linear therefore
it’s difficult to represent when exactly which project
phase started. The first prototype got launched quite
early -‐ already after three months after the idea-‐
tion of the concept. A market test was conducted,
with surveys and pre-‐sells. After that development
started -‐ new features were suggested, more re-‐
search was done, new interface and new graphical
style was created. There is less discussion about
the interaction and graphical elements however, only
some initial interface mockups are created by the
team-‐members, while the rest of the work is done
by a graphic designer that the team assumes from
outside. Unfortunately after july 2007 the project
destiny is not clear, there is only a message from
Andy Doan appearing in Jan 2008, that the group is
searching for a graphic designer. According to CBS
News, in 2008 FilmRiot has already 70 members
FIG. 48: The aspects of the platform of Cambrian House
FIG. 49: The logo of Film Champ, former Film
Riot, source: www.cambrianhouse.com
NOTES
[98] http://www.cambrianhouse.com/business/view/fundablefilms/
[99] http://groups.google.com/group/fundable-‐films
[100] https://docs.google.com/Doc?id=ajk494h7dn38_115fxbq53
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and 11 film projects.101 The project is comparable by
its innovativeness to similar crowdfunding projects
that appear in the same timespan, for instance the
project “The Swarm of Angels”102 or the italian ver-‐
sion of crowdfunding -‐ Produzioni dal Basso103. Un-‐
fortunately the project disappears when Cambrian
House’s platform closes down.
The administrative Cambrian House team mainly
helped the process by assigning the project man-‐
ager, helping doing the market test, organizing demo
days, searching for funding and creating marketing
campaign. This example shows us that a project
of such a complexity like a social web application
needs a very good project management and more
guidance from the company. Especially the planning
and frameworking is missing in the layer “functional
specifications”, which should be defined on the basis
of the previous research findings. This plan/frame-‐
work has to be transparent, available to all the par-‐
ticipants and guide the whole design process.
CREATING THE IDEA
DEVELOPING CONCEPT
FIRST INTERFACE
LOGO, GRAPHICS
BLOG RESEASE
BUG FIXING
NEW INTERFACE
DETAILED FEATURES
NEW STRUCTURE
FEATURE SUGGESTIONS FEATURE SUGGESTIONS
FEATURE SUGGESTIONS
FIRST DEMO LAUNCH
MARKET TEST
RADIO PROMO
DEVELOPING BM DISCUSSING STRATEGY
RESEARCH ONSIMILAR PROJECTS
RESEARCH ONFILM TOPICS
WORKBOOK PAGEINTERFACE
DEVELOPING FIRSTPROTOTYPE IN FLASH
RESEARCH ABOUTE-‐COMMERCE
INTERFACEMOCKUPS
RESEARCH ABOUTHOSTING
FULL CONTROLCAMBRIAN HOUSE FILM RIOT WEB APPLICATION
AUGUST -‐ OCTOBER 2006 NOVEMBER 2006 -‐ JANUARY 2007 FEBRUARY -‐ APRIL 2007 MAY 2007 -‐ JULY 2007
SHARED CONTROL CONSULTATIVE CONTROL
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FIG. 50: Diagram showing the design process of FilmRiot
web application on Cambrian House platform
NOTES
[101] ttp://www.youtube.com/watch?v=wTprBa3yDxU
[102] http://aswarmofangels.com/
[103] www.produzionidalbasso.com
[104] http://www.youtube.com/watch?v=QYyXX3jVwwI
Results of the platform activity:
From it’s founding in 2005 Cambrian House man-‐
aged to gather a community of 50.000 members that
came up with 6935 ideas. Sikorsky’s company raised
about 8 million dollars in venture capital since then
(Libert & Spector, 2007). In 2008 Cambrian House
closed down their CH platform and transferred what
rested from the community to the new start-‐up sup-‐
porting platform VenCorps104. Nowadays Cambrian
Analysis of the crow
dsourcing platforms
99
House is only selling/licensing crowdsourcing plat-‐
forms (Chaordix) to clients. In addition to VenCorps,
Cambrian House kept some of the projects that came
out of crowd collaboration: desktop fighter game
Gwabs105, independent-‐film funding service Film-‐
Riot, charity Greedy or Needy106 and mobile app test-‐
ing site Mob4Hire107. However, according to several
sources, the most of those projects were developed
by Cambrian House internal team themselves.108
CEO and founder Michael Sikorsky: “We are a great
innovator, but when it came to infusing venture
capital and deep investing experience into the com-‐
munity, we have chosen to seek a partner to realize
the promise of commerce that we made to our com-‐
munity.”109 “Indeed, our model failed. <...> The limit-‐
ing reagent in the startup equation is not ideas, but
amazing founding teams. A key assumption for us,
which proved out NOT true: given a great idea with
great community support and great market test data,
we would be able to find (crowdsource) a team will-‐
ing to execute it OR we could execute it ourselves.
We needed amazing founding teams for each of the
ideas – this is where our model fell short. What we
learned: it would have been better to back great
teams with horrible ideas because most of the heavy
lifting kept falling back on us, or a few select com-‐
munity members. A vicious cycle was created lead-‐
ing all of us to get more and more diffuse. Hence: the
wisdom of crowds worked well in the model, but it
was our participation of crowds aspect which broke
down. Trying to find people willing or capable to take
on the offspring (our outputs) of the CH model was
hard and/or incredibly time consuming.”110
From this talk we can draw the following conclu-‐
sions: the crowd-‐wisdom part of the project usually
works well, however the crowd participation, team-‐
building and collaboration is more difficult to con-‐
duct and needs a well through-‐thought system with
suitable incentives and accordingly designed tools.
NOTES
[105] http://download.gwabs.com/login.aspx
[106] http://www.greedyorneedy.com/
[107] http://www.mob4hire.com/
[108] http://techcrunch.com/2008/05/12/when-‐crowdsourcing-‐
fails-‐cambrian-‐house-‐headed-‐to-‐the-‐deadpool/
[109] http://www.cambrianhouse.com/press-‐
releases/20080520-‐doors-‐more-‐than-‐open/
[110] http://techcrunch.com/2008/05/12/when-‐crowdsourcing-‐
fails-‐cambrian-‐house-‐headed-‐to-‐the-‐deadpool/
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Introduction
CrowdSpring is a crowdsourcing company founded
by Ross Kimbarovsky and Mike Samson in 2008.
“crowdSPRING was started to help people from
around the world access creative talent, and to help
creatives from across the globe find new custom-‐
ers.”
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and creatives for graphic design and copywriting serv-‐ices through crowdsourcing with legal advice
Supporting startu-‐ups and companies to develop website design
Being mediator-‐platform between SMEs and creatives
Listing fee to post a project (for "buyers", 39$), plus 15% fee on each award ("buyers" have to award the winning projects)
Small/medium enterprises, freelance designers, copywrit-‐ers and amateurs
Differentiation on offer -‐ access to the services without geographic boundaries, at low cost and with legal protec-‐tion; for creatives: to work with real customers
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MODELFIG. 51: CrowdSpring website screenshot
(source: www.crowdspring.com)
FIG. 52: CrowdSpring business model
Analysis of the crow
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CrowdSpring underlines the fact that its services
are directed to small/medium enterprises and start-‐
ups, that cannot afford expensive design services:
“By helping Buyers reach countless creatives across
the globe, we’re changing the game for the little guy.
Now small businesses, one-‐man shops and individu-‐
als anywhere can tap into a global pool of creatives
for logo design, web design, company name, product
name, packaging design, and many other graphic de-‐
sign, industrial design and writing projects.”111.
The founders of the platform have background in
law, therefore they created a framework of legal ad-‐
vice and protection both for “buyers”(enterprises)
and “creatives” (designers and amateurs). Crowd-‐
Spring was the first crowdsourcing platform work-‐
ing with design agency Crispin Porter + Bogusky, the
initiative described in the previous chapter.
On CrowdSpring platform anyone who needs a web-‐
site can post his brief and start a contest. The con-‐
test holder (called CH by participants) indicates the
reward, the given time and compiles a description of
the project, his preferences and what functions and
features there have to be on the website, and up-‐
loads additional files like company logo, pictures etc.
Participants start proposing their designs directly
and upload their interface proposals that usually look
like a finished website. Often there is a discussion
between the contest holder and participants, that
want additional information or wish their design to
be rated. Participants cannot rate on others designs,
they only can comment.
By observing the project pages and discussions that
take place on them, often a conflict between contest
holder and participants can be seen: they blame the
contest holder for disinterest, for not giving feed-‐
CROWDSPRING -‐ SYSTEM MAP
platform
the crowd
enterprisemanagers
platformmoderator
crowdspringcommunity
financial flowimmaterial flow
material flow
challenge
fee for challenge placement, reward
challenge
?
$
financial reward
enterprise
websitedesign
websitedesign
$
back, for not accepting their proposals. This conflict
leads often to withdrawal of designs and quitting.
The rest of participants express their in-‐satisfaction
about the time spent uselessly. There is a real lack
of iterative process of prototype building and evalu-‐
ation, and especially there is a gap between the
problem-‐setting and the ideation phase. The missing
research, synthesis and framing phase can lead to
superficial and un-‐motivated solutions.
FIG. 53: CrowdSpring system map
NOTES
[111] http://www.crowdspring.com/about-‐us/
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102Platform aspects Characteristics Failures/vulnerabilities
1. Business model Market place: bringing designers and enterprises that need website design together; contest form
2.Project type/complexity Type of the project: graphic and web-design projects, writing services Clients ask often for a full web development (with coding)
3. Tools supporting design process
the submission of a project requires a high creative effort and proprietary creativity tools
tools for voting for an entry in a contest - the contest holder vote box and the crowd vote box (crowd can only increase the vote, not decrease it, for keeping the spirit of constructive feedback)
information and tutorials for design on the blog page
asynchronous communication tools: commenting, forum, direct messaging
no creativity support toolkits
4. User involvement level in the project
user involvement only in a particular part of the service
5. Collaboration level there is no communication between users on the project page; only some users post their designs in the "Forum" page for getting other users feedback; since everyone can see each others work, they are informed about what everyone else is doing and a funneling effect takes place.
no collaboration happens between users, there is a highly competitive atmosphere;
6. Feedback from platform administration/customers
Feedback from CH (contest holder) through rating of the project and through comments on activity page Clients often don't have any preparation about design and pick not necessarily the "best" designs, but the ones that to them look "best"
7. Transparency of information
Quite transparent system - the activity and projects in a contest are visible, except the "Pro" projects protected with an NDA. Each users participation, won entries, portfolio and ratings by customers are visible
8. Structure/roles hierarchic structure: the contest holder and the platform administration has all the power and control over the process
9. Knowledge and information access (project page, search, archive)
Clearly structured system: sections for browsing project, going to blog or forum, or post a project; the challenge page has the gallery with the entries, project details with the brief, project activity and creative tips for designers; dashboard consisting of project in which the user participates or which he buys (if I am contest holder), watch-list, messages, profile info and portfolio
10. Mechanism of signup Entrance barrier for creatives is low, entrance barrier for buyers is 39$ fee for posting a project
11. Protection of intellectual property
the intellectual property of the project passes to the Contest Holder only in the case he accepts it and pays the reward to the submitter
12. System of rewards Material reward for the projects that won the contest, psychological rewards are status and reputation supported on the platform through posting the winning entries to users' profiles; creatives are classified by the quantity of their participation (the ones that submitted more entries are on top)
Users are building on each others ideas, however, the ones that participate in this process of building don't receive any reward
Analysis of the crow
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Process of project development
An enterprise posts a challenge -‐ crowd posts ready
design proposals -‐ contest holder rates designs -‐
contest holder decides the winner -‐ wrap up phase
(the winner has to prepare the files for CH) -‐ pay-‐
ment to CrowdSpring and the winner -‐ eventual con-‐
tinuation of collaboration between the winner and
the enterprise.
Product designed within the system
We take as an example a website designed for the
company called “Homecare Homebase”, a software
company specializing in the medical home care and
hospice industries112. The company needed interface
design for their new website.
The company described exactly the project brief,
what they do and what kind of style they like, how-‐
ever some of the descriptions were quite ambigu-‐
ous and lacking in professional definitions, for in-‐
stance: “warm and welcoming” look. The customer
described exactly the technical specifications, the
technological platform on which the website will be
developed, the specifications of the information ele-‐
ments, as well as wireframes showing the position
of the interface elements.
The project took place between 7th and 21st July and
attracted a participation of 27 creatives that posted
225 entries at all. The level of participation was high
in comparison to other projects and was mainly due
to the high reward (1000$) and an active participa-‐
tion of the contest holder, that was giving feedback,
FULL CONTROLCROWDSPRING WEBSITE FOR “HOMECARE HOMEBASE”
7-‐14 JULY 2010 14-‐21 JULY 2010 21-‐28 JULY 2010 28 JULY -‐ 4 AUGUST 2010
SHARED CONTROL CONSULTATIVE CONTROL
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ASKS
BRIEF DEFINITION
WIREFRAMESPROVIDED BY THE CLIENT
MAIN INTERFACEELEMENTS FROM CLIENT
RATING ENTRIES
BRIEF UPDATE
DECIDING THE FINALISTS
NARROWING DOWNTO 3 DESIGNS
AWARDING THEWINNER
BRIEF UPDATE
WEBSITE INTERFACE DESIGN SUBMISSION
WEBSITE VISUAL DESIGN SUBMISSION
FIG. 54: (on the left page) CrowdSpring platform aspects
FIG. 55: (on the right page) The process of
product development in CrowdSpring
FIG. 56: (bottom) The Wireframe provided by the contest holder
in the creative brief, source: http://www.crowdspring.com/
project/2286186_homecare-‐homebase-‐website/details/
NOTES
[112] http://www.crowdspring.com/project/2286186_
homecare-‐homebase-‐website/details/
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CROWDSPRING WEBSITE FOR “HOMECARE HOMEBASE” AWARDED ENTRY
10 JULY 11 JULY 12 JULY 13 JULY 14 JULY 15 JULY 16 JULY 17 JULY 18 JULY 19 JULY 20 JULY 21 JULY
Analysis of the crow
dsourcing platforms
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FIG. 57: The Diagram showing the “funneling” of the interface design process of Homecare Homebase website (based on analysis of the entries of the project “Homecare Homebase”, that took place in July 2010)
CROWDSPRING WEBSITE FOR “HOMECARE HOMEBASE” AWARDED ENTRY
10 JULY 11 JULY 12 JULY 13 JULY 14 JULY 15 JULY 16 JULY 17 JULY 18 JULY 19 JULY 20 JULY 21 JULY
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rating and adding informations during the contest.
Nevertheless many of the participants withdrew
their designs113.
Through the whole process of the contest we can
see clearly that design was evolving and design-‐
ers were building on each others ideas. The contest
holder, according to suggestions of CrowdSpring
was giving low ratings in the beginning of the project
and increased the rating level gradually. At the end
of the contest the CH narrowed down the submitted
designs to 3 finalists and on 2nd of August 2010 he
rewarded the winner.
It is interesting to notice that there was no direct
connection between activeness of participants and
the winning design: the most active participants
that submitted many entries and participated from
the beginning of the contest didn’t win. Many of the
most active participants only got 3 star ratings. The
winner, cloud168 only submitted 5 entries on 19 july
from 8 a.m. to 7 p.m. and they are basically only two
designs with minor variations, and all of them got 4
star rating.
The diagram above shows some of the submitted en-‐
tries from 10 to 21 july. The process works as a “fun-‐
neling process” according to CrowdSpring’s CEO
Kimbarovsky, when people are informing themselves
of others’ designs and of contest holder’s ratings,
in order to improve. For making the funneling proc-‐
ess visible only some entries were selected and put
into the diagram. Very similar entries and variations
of the same design from the same participant were
avoided. We can see from the diagram that the de-‐
sign process of participants was inspired by others’
entries, it is visible in some repeating elements like
images, buttons, colors and the overall organization
of the informations in the layout.
The participants orient themselves to the indications
of the brief very much. They are also very influenced
FIG. 58: (On this page) The winning entry for Homecare
Homebase website on CrowdSpring platform, by user
named Cloud168, source: www.crowdspring.com
NOTES
[113] crowdSpring FAQ explains that participants withdraw
their designs when they are not satisfied with the rating
of CH or when they change their idea to participate
Analysis of the crow
dsourcing platforms
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by the ratings of the Contest Holder. It can be seen
that they follow the preferences of Contest Holder
blindly and in consequence don’t provide many crea-‐
tive and original solutions.
A very high amount of participants is submitting
quite acceptable quality design of webpages, howev-‐
er, only one of the wins the award. Unfortunately the
rest of the participants that participate in the proc-‐
ess and add value to it don’t get rewarded. It can be
also seen that no conversation between participants
takes place and a very competitive mood is created.
Comparing this project to the other projects hosted
on CrowdSpring it can be seen that other projects
didn’t have the same amount of entries. After study-‐
ing their brief and the activity, we can draw the con-‐
clusion that the high involvement of contest holder,
the bigger reward and the clearly formulated brief
leads to a better community participation.
The limitation of crowd involvement in the project
has both positive and negative sides: the fact that the
company provides clear brief and framework for the
web application project is very positive. It is provid-‐
ing constraints and indications that inspire the de-‐
sign process. However, the fact that the participants
are not involved in the previous design layers like
“Needs/Objectives”, “Functional Specifications” and
“Interaction design” is affecting the awareness of
the process as well as their interest for the project.
One can clearly see that the designs of most partici-‐
pants are simply “styling” or “creating a shell” to an
interaction design product. The results are therefore
lacking in originality and innovativeness.
By providing a very clear and restrictive brief and by
limiting the involvement of the participants, Crowd-‐
Spring doesn’t explore the real possible benefits of
crowd participation. According to Adam Fletcher,
an entrepreneur that funded several crowdsourcing
platforms, crowdsourcing provides unexpected and
creative solutions: “It’s a really hard balancing act,
as if you have a very clear idea what the winning de-‐
sign should look like before you start then you don’t
need to hold a crowdsourcing contest, just call an
agency.”114
Results
Since 2008 CrowdSpring reached more than 72.000
creatives, more than 1 million entries, more than
13.000 projects with an average 120 entries per
project and collaboration with over 11000 small
businesses and a few big ones, among them Star-‐
bucks, Forbes and LG. 96% of the businesses would
recommend CrowdSpring according to their online
survey115. In the provided example of the website for
Homecare Homebase we can see that the “buyer”
or the Contest Holder is engaged with CrowdSpring
already for a few months with nine projects116, this
shows that the customers are in general satisfied
with the provided service. We can assume that one
of the main reason for returning to the website is the
low cost of provided services.
NOTES
[114] http://www.thezig.co.uk/which-‐risks-‐and-‐problems-‐
will-‐companies-‐that-‐run-‐crowdsourcing-‐business-‐
models-‐face-‐in-‐the-‐future-‐amongst-‐other-‐things/
[115] http://www.crowdspring.com/
[116] http://www.crowdspring.com/user/cserold/
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Introduction
ReDesignMe is another example of crowdsourc-‐
ing applied to design activities. In many ways this
platform, launched in 2008 by Maxim Schram in
Netherlands, is similar to CrowdSpring, however it
presents several differences. Initially ReDesignMe
platform had two sections: design critique and RDM
challenges. Design critique section permitted the
users to upload photos of design objects they use
everyday, criticize them, show critical points, dis-‐
cuss possible changes with the community. Unfortu-‐
nately the RDM critique section disappeared later on.
The second section offers RDM challenges proposed
by RDM customers, where the brief is defined with
the help of RDM team and where the customers pay
a placement fee. Everybody can propose a solution
to the challenge, either by describing it, by uploading
sketches or photos or by using RDM design tool -‐
where it is possible to design on the top of an image
or start from zero. FIG. 59: RedesignMe website (source: www.redesignme.com)
Analysis of the crow
dsourcing platforms
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The toolkit is very simple and contains all the nec-‐
essary functions -‐ drawing with a pencil, selecting
a color, selecting basic textures and even adding a
note. Users proposing a solution which fits clients’
needs, receive a prize in credits, that can be used
for buying products in RDM store (for instance elec-‐
tronic goods) or converted to vouchers spendable in
some online stores (Ciuccarelli, 2008, p.125)
The reward for the participation in the contests is
not a direct financial reward, but a virtual currency,
called RDM, where 100 RDM correspond to 10 euros.
The contest holder pays the project fee from which
part of the money is converted into RDM points,
which he uses for rewarding the participants. Usual-‐
ly more than one participant is rewarded with points,
even if the amount of every reward is very small -‐
about 50 RDM’s. However when more participants
are receiving the reward there is less tension and
we can see more discussion happening in the com-‐
munity. This can be observed through the compari-‐
tion with CrowdSpring, where there is no discussion
between participants.
The earned RDM points can be used for “buying”
consumer electronics products in the Redesignme
shop section, where iPods, cameras, drawing pads
and other items are available.
Currently ReDesignMe works with small and me-‐
dium enterprises, and a few bigger customers like
Pickwick and Vodafone.
REDESIGNME -‐ SYSTEM MAPplatform
the crowd
enterprisemanagers
platformmoderator
RedesignMe community
financial flowimmaterial flow
material flow
challenge
fee for challenge placement, reward
challenge
?
$
reward in points,exchangeable in productsor currency
enterprise
designconcepts
design concepts
partnerselectronicdevices
retailers of electronicdevices
$
FIG. 60: RedesignMe system map
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Va
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and creatives for various design services
ReDesignMe is a mediator between enterprises and their customers, partnership with province of North Brabant, that gives co-‐creation vouchers to innovative SMEs.
Being mediator-‐platform between SMEs and creatives
Fee of 25% to post design challenges (for companies) and providing private co-‐creation portals as SaaS (Software as a Service) solution, consultancy services in co-‐creation
Small/medium enterprises, freelance designers and ama-‐teurs
Differentiation on their offer -‐ access to a creative com-‐munity for creative insights and market research; differ-‐entiation on low cost of research&development activities
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BUSINESS
MODEL
Process of project development
Placement of challenge (enterprise) -‐ proposals to
the challenge (RDM community) -‐ reviewing, com-‐
menting, rewarding best solutions (Enterprise) -‐ im-‐
plementing the solutions (enterprise).
Product designed on the platform
An example of an RDM challenge, one of the first
challenges right after the opening of the platform,
was Vodafone Betavine web application for mobile
devices. The challenge that Vodafone was seeking
from the participants was to design a more user-‐
friendly web application. The challenge concerned
especially the features and the interface design ele-‐
ments. It is not a typical RDM challenge, which usu-‐
ally deal with product redesigns, services or logo
design.
The fact that it took place right after the launch of
RedesignMe platform shows that it was rather an
FIG. 61: RedesignMe business model
FIG. 62: (The opposite page) RedesignMe platform aspects
Analysis of the crow
dsourcing platforms
111Platform aspects Characteristics Failures/vulnerabilities
1. Business model Market place: bringing designers and enterprises that need a design concept together; contest with multiple contest winners
2.Project type/complexity Type of the project: product design, service design, design concepts, graphic design, web design Clients ask often for a full web development (with coding)
3. Tools supporting design process
It is easy to submit a design, because a redesign tool for drawing is built into the page.
social networking functions like adding someone to a network, following someone and placing a "shout" - a short message on someones profile page; "redwork" - a redesigners network tool for building your own designers network173; and inviting people from outside to join;
tools for voting for the entries - both community and contest holder can vote through thumbs up/down tool and comment; when voting everybody needs to clarify his/her vote
unfortunately the saving function of the drawing tool doesn't work;
4. User involvement level in the project
User involvement only in a particular part of the service, Usually no continuation of collaboration
5. Collaboration level There is definitely more collaboration taking place between users than on CrowdSpring platform: more users receive rewards (sometimes 10 users can be rewarded with RDM points), therefore they are more collaborative and giving advices to each others about design, tools user etc.
6. Feedback from platform administration/customers
Feedback both from community and contest holder (thumbs up and down tool), commenting
7. Transparency of information
Quite a transparent system - the activity and projects in a contest are visible to everybody
8. Structure/roles The platform managers and the contest holders act as benevolent dictators; users act as peers. Mainly three roles: reading, commenting and contributing to a challenge; the levels of participants: Beginner, Creative, Innovatior, Expert, Genius and are calculated by the amount of earned RDM points.
9. Knowledge and information access (project page, search, archive)
Quite a clear structure: sections for challenges, community, redesigns (last proposals of community members), RDM shop and Forum;
The challenge page can be designed according to look and feel of the brand;
The Profile page contains profile information, portfolio, redesigns added and personal connections in RDM network; each users number of posted projects, earned RDMs and number of comments are visible.
some inconsistencies in navigation, it's not immediately clear how to participate in the challenges
10. Mechanism of signing up
Entrance barrier for creatives is low, entrance barrier for buyers is a fee for posting a project, starting from 130 (for basic package) and from 390 for "gold" package with privacy and longer time period options
11. Protection of intellectual property
The intellectual property belongs to the contest holder
11. System of rewards Reward with virtual currency of ReDesignMe - RDM points, that can be converted into money via paypal (500 RDM = 50 euro) or can be spent in RDM shop (on electronic devices like drawing pad, iPod etc.); Multiple users are rewarded with small rewards; psychological reward: reputation in the community, advancement status: "Beginner", "Creative", "Innovatior", "Expert", "Genius" status. Creatives are classified by quantity of RDM earned and by quantity of projects submitted
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an interesting example how an interaction design
project is developed in such a community.
The diagram below shows the participation patterns
of Betavine project. After the brief was announced,
a discussion about requests and features for the
Betavine website started. The discussion concerned
mainly feature suggestions, however a few members
also made suggestions for interface and visual de-‐
sign as well as the name of the website and usabil-‐
ity concerns. These were purely textual messages
though. The most of the entries concerned just in-‐
terface and visual design elements, that contained an
interface mockup accompanied by a textual descrip-‐
tion. A few members posted a more complete con-‐
cept, together with interaction elements, description
of interaction scenario, technical specifications. One
member tried to post an animated prototype, which
was not allowed by the technical characteristics of
the platform.
One of the interesting things to observe is that there
was just a small uniformization effect in the pro-‐
posed designs. The most of the members tried to
propose something different and to cover different
design elements (visual elements, colors, text, tech-‐
nical specifications). This shows a big independency
of the members.
Even if the most of the interface mockups were not
very original or outstanding, we can see the value
of the crowdsourcing process rather than it’s visual
results. The participants gave many insights about
the perceived needs of users of the application, for
instance what features would be more used and
more important, the scenarios of use, etc. Some of
the users gave very good suggestions for usability of
the application, for instance the user named “kamal”:
“I felt that the color combination also needs to be
changed say light yellow and pink fonts on white
background is not that readable. Imagine if your mo-‐
bile screen display is not that good, or you are trying
to read it at afternoon when the sun is shining, you
won’t be able to read it properly. Also do take care
of designing the pages so that it can be accessible
for color blind people. You might use this website to
check it how a colorblind person may see it. http://
colorfilter.wickline.or...”
FIG. 63: One of the contest entries by the user Hummel111,
implemented by Betavine, source: http://www.
redesignme.com/challenge/58/vodafone/betavine/
experiment. 29 members of Redesignme took part
in the contest, that started in March 2008 and ended
around february 2009 (the end of posting entries
and comments is intended) . The project got award-‐
ed with few iPods (at this time there was no vir-‐
tual currency system implemented yet) and some of
the ideas got implemented by Vodafone accordingly
to Maxim Schram, the founder of RedesignMe. It is
Analysis of the crow
dsourcing platforms
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FULL CONTROLREDESIGNME VODAFONE BETAVINE WEBSITE
MARCH 2008 -‐ MAY 2008 JUNE 2008 -‐ AUGUST 2008 SEPTEMBER -‐ NOVEMBER 2008 DECEMBER 2008 -‐ FEBRUARY 2009
SHARED CONTROL CONSULTATIVE CONTROL
NEED
S/OB
JECT
IVES
FUNC
TION
ALSP
ESIF
ICAT
IONS
INTE
RACT
ION
DESI
GNIN
TERF
ACE
DESI
GNVI
SUAL
DESI
GNEN
GINE
ERIN
G/DE
VELO
PMEN
T
BRIEF DEFINITION
COMMUNITY MANAGERREQUEST
COMMUNITY MANAGERFEEDBACK
DISCUSSION ABOUTNEEDS
DISCUSSION ABOUTFEATURES
DISCUSSION ABOUTFEATURES
DISCUSSION ABOUT ICONSAND TEXT ELEMENTS
DISCUSSION ABOUTVISUAL ELEMENTS
DISCUSSION ABOUTTHE LOGOTYPE
TECHNICALSPECIFICATIONS
INTERFACE MOCKUP INTERFACE MOCKUP
INTERFACE MOCKUP
INTERFACE MOCKUP
INTERFACE MOCKUP INTERFACE MOCKUP
INTERFACE MOCKUP INTERFACE MOCKUP
LOOK-‐AND-‐FEEL MOCKUP
LOOK-‐AND-‐FEEL MOCKUP
INTERFACE MOCKUP
VISUAL DESIGN
TECH. SPECIFICATIONS
INTERFACE MOCKUP
INTERACTION SCENARIO
CSS SPECIFICATIONS
INTERFACE MOCKUP
INTERACTION SCENARIO
INTERFACE MOCKUP
INTERACTION SCENARIO
The results of this project would be probably much
better if the community management was more ac-‐
tive in the discussions. Nevertheless a notable en-‐
thusiasm of the community can be seen.
Other two examples of projects made on ReDesign-‐
Me platform -‐ projects of logos for startup compa-‐
nies -‐ showed that involvement in commenting and
communicating with the community and higher re-‐
wards assured higher user participation -‐ a study
made by ReDesign team themselves117.
Results
In two years ReDesignMe built a community of
5102 people, creatives, students and amateurs (the
number of the community members corresponds to
the ideal number of 5000 mentioned by Jeff Howe
(Howe, 2008). Only a small part of the community
-‐ 153 members -‐ are really active and earned RDM
points. ReDesignMe platform has seen fifty chal-‐
lenges so far and 3 of them are open currently. So
far, the community was challenged with very diverse
challenges: to create marketing plans, logo designs,
gadgets design, improve or refresh products and ad-‐
just the layout of a website. In total there were 234
ideas and designs submitted of which 72 have been
awarded with a total prize money of Euro 2250.118
FIG. 64: Diagram showing the design process of the
challenge “Betavine” for Vodafone, that took place on
Redesignme platform. The connected boxes mean that
the same entry contained different aspects, for instance
elements of visual, interaction and interface design.
NOTES
[117] http://www.redesignme.com/crowdwise/2010/03/06/
succesful-‐logo-‐co-‐creation-‐for-‐2-‐start-‐ups/
[118] http://www.redesignme.com/crowdwise/2010/06/10/
sme-‐challenges-‐innovation-‐through-‐co-‐creation/
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By analyzing the case studies from the point of view
of their design process, it can be seen quite clearly
how different design process implies different struc-‐
ture of the platform and business model. There can
be seen “clusters” of crowdsourcing platforms here.
Cambrian House belongs to the first cluster, where
the community is strongly involved in the design
process, and is partially moderated, followed and
supported by the platform team. The projects that
take place on these platforms are very complex and
require a lot of different expertise. In this case the
platform plays an important role of supporting prod-‐
uct development. This is the case of crowd-‐wisdom,
crowd-‐creation, crowd-‐voting and crowd-‐funding.
The web application design process seemed to be
very unorganized in this case, therefore the project
has to be planned and managed carefully through
all the web application design elements. None of
the elements should be forgot or undertaken. It is
important to have project management tools and to
guide the community through product development,
by dividing it in clear steps with clear rules. A good
balance of material and psychological rewards has
to be respected. Supporting asynchronous commu-‐
nication (for transparency of process), making the
process modular with different sizes of modules (re-‐
member granularity aspect outlined by Benkler), so
everyone can find the right amount of contribution.
There should be good tools for filtering the ideas, but
not discourage too much the development of failing
ideas, if there is a good team around it.
Crowdspring belongs to the second case. This case
requires less moderation because the project part
crowdsourced to the community is much smaller.
Therefore the platform has the role of a pure bro-‐
ker that brings clients and communities together.
The business model that the platform adopted is a
broker and contest organizer. This is the case of
crowd-‐creation. Design process in this case was
too restricted to only one aspect -‐ the creation of
visual design of a website. The participants were
not allowed to change the specifications, features
or wireframes therefore their involvement was very
limited. The exclusion from the whole design proc-‐
ess brings to poor results that are not necessarily
innovative -‐ the real opportunities of crowdsourcing
stay unexplored. On the other hand, the positive as-‐
pect about this model is the fact that the process is
guided and limited by the company, the brief is very
clear and therefore the results of the crowd produc-‐
tion are very focused. In this crowdsourcing case it
is important to support communication and collabo-‐
ration between users, provide design tools and idea-‐
funneling. Less competitive and more collaborative
atmosphere that can be stimulated through a more
distributed reward system. The customers should
provide a constant feedback to the community.
Redesign me belongs to the same cluster like
Crowdspring: also in this case the platform has the
role of market place, bringing together the contest
holders and participants. However, in this case the
community is given the task to create the concept as
well as provide some insights for the research and
Analysis of the crow
dsourcing platforms
115
not only restricted task like in CrowdSpring. The re-‐
ward is much smaller and not payed out directly like
in CrowdSpring, but used as virtual points through
the e-‐shop section of the platform, where consumer
electronics products can be acquired. More equal
distribution of the reward among the participants
leads to less competitive atmosphere and to more
communication (also due to the smaller size of the
community -‐ 5000 members). The design process
is not very well organized and explained and the
project management tools are missing. The chaotic
commenting of users about one or another topic and
the lack of focusing lead to results that are difficult
to integrate into real design. The design process is
supported by the integrated toolkit, however it is
not working perfectly. There can be seen educa-‐
tion situation on the platform, where some partici-‐
pants share their knowledge with others. This could
be supported even better by splitting projects into
phases and stimulating participants learn from each
other and build on each others ideas.
By analyzing the case studies we’ve noticed a rela-‐
tion between the 12 elements of analysis. Therefore
we propose a framework where we map the ele-‐
ments/issues. These important issues for building a
crowdsourcing platform are: the involvement of the
platform into the process/the business model, col-‐
laboration between participants, system of rewards,
CASE STUDY ANALYSIS: DESIGN PROCESS
NEEDS/OBJECTIVES
FUNCTIONALSPECIFICATIONS
INTERACTIONDESIGN
INTERACTIONDESIGN
INTERFACEDESIGN
VISUALDESIGN
ENGINEERING/DEVELOPMENT
NEEDS/OBJECTIVES
FUNCTIONALSPECIFICATIONS
INTERACTIONDESIGN
INTERFACEDESIGN
VISUALDESIGN
ENGINEERING/DEVELOPMENT
NEEDS/OBJECTIVES
FUNCTIONALSPECIFICATIONS
INTERFACEDESIGN
VISUALDESIGN
ADMINISTRA-‐TION TASKS
Crowd-‐wisdom, crowd-‐creation,
crowd-‐voting, crowd-‐funding
Agent: helping inno-‐vators to develop their business, sup-‐porting them in mar-‐keting, production and financing
Job management and project man-‐agement dashboard, wiki, forum, direct messaging. Difficult over-‐view of the project process, not completely transparent process. Project management and collabora-‐tion should be supported better administrative team of CH.
Good tools for posting entries, rating, good process overview. However the communication and entry posting areas are separated, no comment possibility. Partici-‐pants cannot rate. Highly competi-‐tive athmosphere, no collaboration between participants.
Good tools for project process and documentation -‐ commenting, rating on entries, uploading multi-‐ple files. Good reward distribution system. Integrated design toolkit. Project should be split in phases. More feedback from contest holder.
Market place: bring-‐ing designers and enterprises that need website design together;
Market place: bring-‐ing designers and enterprises that need a design con-‐cept together;
crowd-‐creation
Crowd-‐wisdom, crowd-‐creation,
crowd-‐voting
PLATFORM NAME DESIGN PROCESSCROWDSOURCING
TYPE BM ASPECTS PLATFORM CHARACTERISTICS
FULL CONTROL SHARED CONTROL CONSULTATIVE CONTROL
FIG. 65: Summary of the analyzed study cases
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Cambrian house Crowdspring Redesignme
1. Business model Agent: helping innovators to develop their business, supporting them in
marketing, production and financing
Market place: bringing designers and enterprises that need website design together; contest form
Market place: bringing designers and enterprises that need a design concept together; contest with multiple contest winners
2.Project type/complexity
software projects, high level of complexity graphic and web-design projects (only visual design part) Redesigning or designing concepts for service, product, interaction design
3. Tools supporting design process
Guided submission of the idea, refinement, promotion and voting
mechanisms: Tools for threaded commenting/comment rating, managing a job, discussion, wiki, source code repository; direct messaging
tools for voting for an entry in a contest; design tutorials; commenting, forum, direct messaging
Redesign tool built-in; social networking functions, voting, commenting
4. User involvement level
High user involvement throughout the whole process: developed by people
for people model; however the more complex project tasks are done by internal CH team
user involvement only in a small part of interaction design process: the interface design
user involvement only in a particular part of the service, Usually no continuation of collaboration
5. Collaboration level
High collaboration level. collaboration is supported by the system: through
job assignment mechanisms; users build on each others ideas and collaborate on project tasks;
No collaboration nor communication between the users, only a funneling effect takes place
sometimes collaboration happens (max two users), high discussion level, sharing knowledge
6. Feedback from platform administration/customers
A lot of feedback from the Cambrian House team Feedback from the CH (contest holder) through rating of the project and through comments on activity page
Feedback both from community and contest holder (thumbs up and down tool), commenting
7. Transparency of information
The most of information concerning the project is transparent Quite transparent system - the activity and projects in a contest are visible, except the "Pro" projects protected with an NDA.
Quite a transparent system - the activity and projects in a contest are visible to everybody
8. Structure/roles flat horizontal structure, however the internal CH team has more
responsibilities than the rest of the crowd. Roles: simple participants, idea champions (whose idea won), investors, marketers
hierarchic structure: the contest holder and the platform administration has all the power and control over the process
The platform managers and the contest holders act as benevolent dictators; users act as peers. The levels of participants: Beginner, Creative, Innovatior, Expert, Genius and are calculated by the amount of earned RDM points.
9. Knowledge and information access
Confusing system. project site shows the members, comments,
contributions and open jobs; project archive; search mechanism; tools for keeping track of financial state of the business, awards and network
Clearly structured system: challenge page, project brief, activity feed, dashboard; watch-list, messages, profile info and portfolio
Archive of old projects, challenge section with info about the company, profile page, search function, community page
10. Mechanism of signing up
The entrance barriers for participating are low, therefore a huge amount of
ideas is generated
Entrance barrier for creatives is low, entrance barrier for buyers is 39$ fee for posting a project
Entrance barrier for creatives is low, entrance barrier for buyers is a fee for posting a project, starting from 130 (for basic package) and from 390 for "gold" package with privacy and longer time period options
11. Protection of intellectual property
Intellectual property of ideas stays to the author of the idea the intellectual property of the project passes to the Contest Holder only in the case he accepts it and pays the reward to the submitter
the intellectual property belongs to the contest holder
1 2 . S y s t e m o f rewards
Material rewards with royalty points, or Cambros, the internal platform
currency, where 1 Cambros equals 1 dollar
Monetary reward for the projects that won the contest Reward with virtual currency of ReDesignMe - RDM points, that can be converted into money via paypal (500 RDM = 50 euro) or can be spent in RDM shop
Analysis of the crow
dsourcing platforms
117FIG. 66: Summary of crowdsourcing platform analysis
NOTES
[119] http://www.thezig.co.uk/which-‐risks-‐and-‐problems-‐
will-‐companies-‐that-‐run-‐crowdsourcing-‐business-‐
models-‐face-‐in-‐the-‐future-‐amongst-‐other-‐things/
feedback and transparency, structure of the design
process, project complexity, user roles, tools sup-‐
porting the process etc.
1. Business Model.
The business model of “Agent” like the case of Cam-‐
brian House is difficult to sustain because of the lack
of investment and support from external companies.
The other extreme -‐ the “Market” model of Crowd-‐
Spring, which sees the platform as a professional
design services provider is not sustainable either
from a long term perspective (the innovators might
feel undertaken and abused as virtual sweatshop
workers). There is a need of a model that is in the
middle: that acts as an advisor, not only bringing
the two parties together, but providing consultancy
services and helping companies to adopt a suitable
crowdsourcing model for their specific needs.
2. Project complexity.
Project complexity one of the factors determining
the crowdsourcing process. Adam Fletcher, crowd-‐
sourcing entrepreneur and manager, writes how
crowdsourcing design project type is deciding the
process of crowdsourcing. For instance the project
complexity influences the way crowdsourcing model
should work: the more complex is the project, the
more vital is feedback and comments by many par-‐
ticipants: “That product has to solve many different
problems, for many different people, things the origi-‐
nal designer may have never considered. Feedback
and versioning will allow that.”132 Fletcher also men-‐
tions that producing a consumer electronics prod-‐
uct like at CrowdSpirit requires an intervention of
different professionals and is a much more complex
project than designing a T-‐shirt like at Threadless.
As we see from the study cases, some of them re-‐
quired a very high level of collaboration and knowl-‐
edge of different people than the others. For instance
in Cambrian House the collaboration of people with
different expertise was indispensable -‐ web design-‐
ers, programmers, graphic designers, interface de-‐
signers etc. In a different case like CrowdSpring,
interface designers could come along with the prob-‐
lem-‐solving by themselves.
3. Tools for collaboration.
The tools of crowdsourcing platform should have
the following features: 1) they have to support trans-‐
parency and communication between users. How-‐
ever mainly asynchronous communication should be
supported, that is easier documentable and visible
to all the users; 2) the tools for communication of
advancement of the project and other projects suc-‐
cesses; 3) tools for structuring the design process;
4) tools for rewarding and feedback from the enter-‐
prise; 5) tools for creation directly on the website (so
there is no need for proprietary design programs)
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4. Involvement of the participants.
By analyzing the different study cases we came to
a conclusion, that there must be a balance between
user involvement and collaboration. The platforms
that involved users in the whole process of prod-‐
uct development were rather unstable. For instance
Cambrian House failed at this point, because the
crowds didn’t go forward when it came to develop-‐
ment phase (as we mentioned previously). Crowd-‐
Spirit was another crowdsourcing platform attempt-‐
ing to follow Cambrian House example that had to
change their business model soon as they realized,
that there must be an enterprise involved in the
process, that alone crowd creativity is not enough
for producing a product.120
5. Structure of the design process.
The structure of the project process is also cru-‐
cial for the success of the platform. Every step of
the process has to be defined: when the process is
spontaneous and self-‐organized, the people don’t
feel guided and don’t know what actions to take (the
failure of Cambrian House).
The interaction design process in three analyzed
cases confirms our hypothesis about crowdsourcing
opportunities in different interaction design phases:
the crowdsourcing process is very suitable for gath-‐
ering insights about needs and perceived problems
in the “Needs and objectives” layer as well as feed-‐
back for functional specification definition in the
“Functional Specification” layer. New and original
interaction scenarios can appear in the “Interaction
design layer” (what can be seen in the analyzed Re-‐
designme project). “Interface design and Information
design” layer can benefit from different points of
view on what information elements are more use-‐
ful and how they can be organized on the screen.
However this phase could be facilitated by providing
wireframing toolkits with already existing interface
design elements. Visualizing is another area that is
well adapted for crowdsourcing as we have seen
in the previous examples, however it can be more
effective when the participants are involved in the
previous layers and guided through the process by
providing them a framework, which can be a project
plan, a diagram showing the project specifications,
a graphic that summarizes the research results and
provides guidelines for the project, etc. Analysis and
frameworking is often the missing link in the previ-‐
ously analyzed cases. As mentioned before a good
framework determines the results of the project.
This element of the process should be guided by the
company or the platform administration.
6. Collaboration between participants.
Another conclusion made from analysis is the fac-‐
tor of collaboration between the users and with the
enterprise: the platforms that managed a good level
of conversation and collaboration appear to be more
stable and sustainable, like ReDesignMe. However
the level of collaboration required depends also on
type of project (the more complex tasks require a
higher level of user collaboration).
NOTES
[120] according to David Lionel, the founder and
CEO of CrowdSpirit, www.crowdspirit.com
Analysis of the crow
dsourcing platforms
119
PLATFORM INVOLEVEMENT IN THE BUSINESS MODEL
AMOUNT OF MONETARY
REWARDS
TOOLS SUPPORTING
DESIGN PROCESS
USER INVOLVEMENT LEVEL
IN THE PROJECT
COLL
ABOR
ATIO
N
FEEDBACK FROM ADMIN/
CUSTOMERS
TRANSPARENCY OFINFORMATION
FLATNESS OF THE
ORGANIZATIONAL
STRUCTURE
KNOWLEDGE AND
INFORMATION ACCESS
PROJECT COMPLEXITY
PROT
ECTIO
N OF T
HE
INTE
LLEC
TUAL
PRO
PERT
Y
OF TH
E CO
NTRIB
UTOR
S
ENT
RANC
E BA
RRIE
R
CASE STUDY ANALYSIS: VARIABLES
FIG. 67: Variables of the analysis of the case study
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7. Feedback and transparency.
The feedback is another crucial factor: users have
to see the feedback of the enterprise and the proc-‐
ess of the project. Where there is a lot of feedback,
users are more motivated. The project should be
documented and accessible to everyone: all the dis-‐
cussions, files, informations that have to do with the
design process have to be organized in a way that
everyone can join the process and have an overview
of it at any time.
8. User roles and the structure of the community.
From this case study research we came to a conclu-‐
sion that there are three main user categories cru-‐
cial for running a successful crowdsourcing project
1) the active users, that participate and post actively
2) the less active users that comment and rate 3)
the passive users that only browse and read. Adam
Fletcher, underlines the importance of the less ac-‐
tive and passive users: “I’m talking instead of the
people who lack the design talent to submit, but
instead rate, give feedback and connect with other
members to keep the message boards and blogs in-‐
teresting places to go while you wait for new prod-‐
ucts to buy, or designs to vote on. These guys are
the lifeblood of the company, the ambassadors...”121
The structure of the community should be based
on meritocracy like in FLOSS communities. A be-‐
nevolent dictator (initiator of the project in CH case)
should control and manage the process. In the case
of “market” model like CrowdSpring or RedesignMe
the community manager together with the contest
holder should be involved in the process as facilita-‐
tor and enabler of the design process.
9. Access of knowledge&information.
Access to knowledge&information facilitates the de-‐
sign process. The main points that have to be ac-‐
cessible in the system are: information about the
project, the brief and the company, the project ac-‐
tivity with entries, comments and votes (it can be
set to private if the Contest Holder wants to have
privacy); project archive, success stories, search
mechanisms, available awards, watch-‐list, profile
infos (can be private or public) participant portfolio,
community information
10. Sign up mechanism.
The signing up should be for free for the innovators
and should contain entrance fee for the contest hold-‐
ers. The experience with CrowdSpring shows that
entrance fee of 39$ can be to small because this
doesn’t make the contest holder feel responsible for
rewarding the results. Different available “plans” like
at Redesignme starting at 130 Euro give the choice
opportunities as well as ensure the reward to the
community.
11. Intellectual property protection.
In CrowdSpring and RedesignMe the intellectual
property belongs to the community till the moment
the Contest Holder rewarded the project. From this
point on the IP passes to the Contest Holder. How-‐
ever CrowdSpring provides consultancy and IP pro-‐
NOTES
[121] http://www.thezig.co.uk/which-‐risks-‐and-‐problems-‐
will-‐companies-‐that-‐run-‐crowdsourcing-‐business-‐
models-‐face-‐in-‐the-‐future-‐amongst-‐other-‐things/
Analysis of the crow
dsourcing platforms
121
tection services and therefore ensures the rights
of both sides. At Cambrian House the IP passes to
the company (Cambrian House) after the idea is se-‐
lected through IdeaWartz competition process: this
might influence negatively the contribution level of
the ideator of the service, especially because the
monetary reward system is not defined very clearly
at Cambrian House either. Ensuring a clear and well-‐
defined IP protection system is very important for a
platform that delivers professional services to com-‐
panies, like CrowdSpring is doing.
12. System of rewards.
The rewarding system is also an important factor:
the platforms where the rewards are distributed
more equally between users (like ReDesignMe) cre-‐
ate less tension between users. They feel more in-‐
volved because of their passion for the subject or
because of the educational interests, rather than just
material rewards. The amount of financial reward
does not necessarily correspond to growing amount
of participants and doesn’t ensure the functioning of
the model according to David Lionel122. Psychologi-‐
cal rewards and expectation of collaboration can be
much more effective “there are high profile exam-‐
ples like Threadless hiring the guy that won there
12, 13 times.” (Adam Fletcher)123. Learning benefits
should also be underlined by the administration of
the system, for instance in ReDesignMe people ex-‐
change their knowledge and give tips to each other,
while in CrowdSpring there is a blog where tutorials
and other information is posted.
By mapping the 12 elements into the matrix above,
we can see some relations between the elements.
First of all, a higher collaboration between users and
higher user involvement leads to a critical situation
like Cambrian House, where much effort has to be
put into holding the project together, managing the
design process, the community and keeping the re-‐
ward promise. The other extreme is CrowdSpring,
where no collaboration is happening and the partici-‐
pants are involved only into a very small and limited
design task. RedesignMe is more in the middle be-‐
tween the two platforms. According to our analy-‐
sis of the communities, we’ve seen that the Cam-‐
brian House model of the community was not very
sustainable, as well as the model of CrowdSpring,
where there is a lot of tension and coming-‐and-‐go-‐
NOTES
[122] http://www.crowdspirit.com/blog/174-‐10-‐
idees-‐recues-‐sur-‐le-‐crowdsourcing
[123] http://www.thezig.co.uk/which-‐risks-‐and-‐problems-‐
will-‐companies-‐that-‐run-‐crowdsourcing-‐business-‐
models-‐face-‐in-‐the-‐future-‐amongst-‐other-‐things/
ing of people. RedesignMe exist already since a few
years and its small community keeps growing. We
can see a quite high level of participation and dia-‐
logue between the members. This might be again the
confirmation of the theory of Clay Shirky about com-‐
munity size, mentioned in the first chapter (see “The
conditions for building crowd intelligence”).
The question that we would like to ask further is: is
it possible to create a balanced crowdsourcing plat-‐
form where all of the described elements are solved
in a balanced and sustainable way? We try to answer
this question in the following chapter.
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A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
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A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
CHAPTER 4
PLATFORM FOR CROWD-‐SOURCING INTERACTION DE-‐SIGN IN SOCIAL WEB APPLI-‐CATIONS The questions that we are trying to answer in this project part are the following: what value could crowdsourcing of social web applications bring to companies, how to organize the crowdsourcing design process for the design of social web applications, what business model to choose and how to develop the platform according to the previous findings.
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WEB APPLICATIONS: INTRODUCTION
Previously (in the second Chapter) we described
interaction design elements and building blocks. In
this chapter, before describing the project, we are
going to introduce the social web applications and
the opportunities that crowdsourcing presents in the
design process of such applications.
Recently the market for interaction design in crea-‐
tion of digital products -‐ especially web applications
is growing exponentially.
Web application is an application, or a software
product, that can be accessed over a network, over
intranet or internet. It can mean also an application
that is hosted in a browser-‐controlled environment
and therefore programmed in a browser-‐supported
language, for instance java-‐script. Web application
structure is usually broken into layers or “tiers”.
The most of the web applications contain three tiers:
presentation (the browser), application (an engine
using a dynamic web content technology, containing
application logic) and storage (a database that con-‐
tains informations). There is a big similarity between
desktop applications and web applications -‐ and the
borders between the categories are blurring more
every day (Moggridge, 2006). However the web-‐ap-‐
plications are different from software, because they
don’t need to be installed or purchased (sometimes
access to them might require a registration and pay-‐
ment) and they can be accessed everywhere and
used at the same time with many other users. This
is one of the main conveniences of web applications,
that they don’t have to get installed and the updates
can be distributed automatically. Another reason of
the popularity of the web applications is the ubiquity
of web browsers used as a client124, and the constant
access to internet that many people have. Further-‐
more, another advantage of web applications is the
cross-‐platform compatibility eliminating the need to
care for different operating systems and only requir-‐
ing to use certain browsers. The benefits of using
web applications instead of desktop applications can
be reassumed as following:
1. Web applications don’t need to be “rollout” in
the enterprises with complex configuration and
installation processes -‐ they can be run in the
browser;
2. They don’t require much space in the disk of the
client;
3. There is no need for upgrade procedure, be-‐
cause all the update procedures are done auto-‐
matically on the server;
4. It is easier to integrate web applications with
other web applications and functionalities, for
instance e-‐mail and web-‐search;
NOTES
[124] A client is an application or a computer
system that accesses a remote service or another
system known as server through a network
4.1. INTERACTION DESIGN OF SOCIAL WEB APPLICATIONS
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NOTES
[125] McKinsey Quarterly conducted a Survey with
2847 executives worldwide in 2007, source: https://
www.mckinseyquarterly.com/How_businesses_are_
using_Web_20_A_McKinsey_Global_Survey_1913
5. Web applications provide cross-‐platform com-‐
patibility.
Jess James Garrett synthesized the elements of
user experience in web design (that we described
in the previous chapter), which is showing clearly
the shift from content-‐oriented web and interaction-‐
oriented web (the shift from web 1.0 and web 2.0).
Before web 2.0 it was reasonable to talk about de-‐
sign of web sites and today it’s more reasonable to
talk about design of web applications, which inte-‐
grate more rich user interaction. Nowadays in the
design of web applications it is more important to
define how the users will interact with the system,
rather than what content will be present there, there-‐
fore Web applications are rather task-‐oriented than
information oriented.
Nowadays we can observe the proliferation of web
applications that provide much more features and
interactivity than just clicking and searching: they
allow us to chat in real time, to add pictures, to post
our content, to comment and vote, to create our
friendship and professional networks, to broadcast
our information and so on. The data is saved not on
our desktop but on the server of the provider. These
technical peculiarities make it possible not only si-‐
multaneous access to the application but also a si-‐
multaneous collaborative design and programming,
where results can be seen immediately. Typical
web applications are webmail, online shops, social
networking sites and so on. The latter -‐ social net-‐
working sites -‐ is a growing aspect of web 2.0 ap-‐
plications, because it corresponds to one of the main
needs of the user -‐ to socialize.
SOCIAL WEB APPLICA-‐TIONS FOR B2C COM-‐MUNICATION
The social interaction aspects have been integrat-‐
ed into many Enterprise 2.0 applications, because
enterprise managers recognized the importance of
social aspects in B2C communication (Business-‐
to-‐Customer). Enterprise 2.0 software is a soft-‐
ware that integrates the web 2.0 characteristics,
for instance the enterprise social software, which
includes social and networked modifications to cor-‐
porate software used for internal and external com-‐
munication. The main features it provides are collab-‐
oration, information sharing and social networking.
The typical tools that social software includes are:
wikis, search tools, blogs, microblogging, rss feeds,
idea banks, user social profile, social search, file
sharing, groups, social bookmarking, social net-‐
working functionalities etc.
Accordingly to McKinsey Qurterly Global Survey125
“How Businesses are using Web 2.0”, 80% of sur-‐
veyed executives of companies are using or are
planning to invest into web 2.0 services for their
business. 70% of the respondents of the survey
used the web 2.0 technologies to interface with their
customers for customer services (34%), customer-‐
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to-‐business feedback (19%) or for acquiring new
customers and new markets (47%). This shows that
many enterprises realized the benefits of socializa-‐
tion of their employees, customers and stakehold-‐
ers, therefore they start to integrate social functions
into their corporate websites or integrate web serv-‐
ices for internal and external interaction. Corporate
blogs, wikis and social networks become more and
more common in the corporate culture. Commercial
social networks is one of the versions of the social
functionalities integrated into corporate websites.
This kind of service supports commercial function-‐
alities and trust building between the customer and
the brand. This kind of social networking is also
called brand networking and is part of the wider
CRM (customer relations management) field in the
Enterprise management. The earlier described Dell
IdeaStorm and Sony Ericsson SE-‐dot initiatives can
be interpreted as a hybrid of brand networking and
crowdsourcing.
Social software for B2C relations and marketing
purposes brings the following benefits
it allows positive public relations: “social soft-‐
ware tools allow businesses to put a human face
on their organization leading to more effective
public relations with their clients and customer”
(Pressley, 2006, p.5, through Brown&Heinrich,
2005)
it allows to respond immediately to customer
concerns and build effective customer-‐to-‐cus-‐
tomer communication
getting “a fresh perspective from the customer”
(Pressley, 2006, p.5, through Cone, 2005)
engaging in a conversation with the customers
through user-‐generated-‐content applications126
allowing to harness ideas from the customers
enhancing the process of viral marketing in-‐
creasing the speed in which customers share
their experiences and opinions
reducing marketing expenses
generating a better exposure for the business127
The most used application fields for social media are
the following: Publicity, marketing and advertising,
direct online selling, Research&Development, com-‐
munication, collaboration, customer service (Thonis,
2009). The growing web 2.0 trend in corporate cul-‐
ture can be visible in the participation of enterprises
in Facebook communication, corporate blogs, cus-‐
tomer support forums, “twittering” etc. There is a
growing demand of social web applications for B2C
communication and marketing purposes accord-‐
ing to Alterian study, where 66% of 1068 market-‐
ers worldwide stated that they are going to invest
in social media and transfer one fifth of their direct
marketing budget for funding social media marketing
(Alterian study, via Techcrunch, source: http://tech-‐
crunch.com/2010/01/21/alterian-‐social-‐media-‐mar-‐
keting-‐study/). There has never been a time more
NOTES
[126] IAB 96Platform Status Report, User Generated Content,
Social Media and Advertising -‐ an Overview, 2008, source:
http://www.iab.net/media/file/2008_ugc_platform.pdf
[127] Alterian study, via Techcrunch, source: http://techcrunch.
com/2010/01/21/alterian-‐social-‐media-‐marketing-‐study/
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important to market businesses online because an
increasing number of consumers is going online for
looking what is on offer, investigate what people
say about brands, purchase products or services128.
In this growing demand for social web applications
there is a possible field of engagement for interac-‐
tion designers and developers. Let’s see first what
are the most used applications of social media for
marketing purposes.
1. Corporate Blogs -‐ used for distributing the in-‐
formation about the company and getting cus-‐
tomers feedback
2. Social Media Platform profile -‐ a company cre-‐
ates a profile on Facebook or MySpace for com-‐
municating with the customers. The customers
can add the page to their “friends” network or
become a “fan”.
3. Applications on social media platforms: devel-‐
oped with personalized features requested by
the company on an existing social media plat-‐
form like Facebook. Many of those applications
are UGC (user-‐generated-‐content, allowing us-‐
ers to express their likes, dislikes, communi-‐
cate and post content); Open Social launched
by Google in 2007 is a platform which allows
to write social media applications for multiple
platforms like MySpace, Friendster, Linked-‐in
etc. An example of a branded application on Fa-‐
cebook is Nike Training widget.
4. Social Bookmarking -‐ allows consumers to
share their favorite web destination by sub-‐
mitting links to social bookmarking sites like
Digg129, Delicious130 or Reddit131. Publishers and
NOTES
[128] http://www.marketing.co.uk/b2c-‐sector/
marketing-‐for-‐the-‐b2c-‐sector/
[129] www.digg.com
[130] http://delicious.com
[131] www.reddit.com
portals often add the social bookmarking fea-‐
tures to their content.
FIG. 68: Nokia Conversations corporate blog, source:
http://conversations.nokia.com/
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5. Widgets -‐ portable applications that allow users
and sites to have a hand on the content, have re-‐
cently become a popular form for brand distri-‐
bution. The publisher of the content can control
the widget, while the user can integrate it into
his website, blog or social networking profile
(IAB report, 2008)132. There are two ways for
publishing the widget: by paying the usage fee
to the platform distributor or have the platform
distributor sell the advertising for a revenue
share. Alternative to advertising in and around
widgets embodying content, widgets can be the
advertising message itself (IAB report, 2008).
The examples of widgets are weather widget
from weather.com or NBA rankings widget. The
widgets are rapidly gaining in popularity as a
social media tool (IAB report, 2008).
6. Custom social hub. Custom communities are
the hub for a brand to entertain or engage the
users through interesting content, games, polls,
quizzes or contests. Common examples are the
custom communities of brands like Nike or Adi-‐
das on MySpace or Facebook.
7. Dedicated channels: a company creates their
own community on a content-‐sharing site like
Youtube.
8. Branding wrappers or “skins”: this transforms
the social networks landing page into a brand
experience: with images, videos, music and
wallpapers. The user can often turn their profile
page into a branding wrapper page by becoming
therefore an advocate of the brand.
The described forms of social media present oppor-‐
tunities and change the way companies communi-‐
cate with the customers: it changes from one-‐way
communication to an interaction. The companies that
choose social web applications to present their prod-‐
ucts to the customers enter an environment where
the conversation is owned and led by the customers
themselves. This requires the companies to behave
differently than they are used to. The guidelines for
the B2C communication on social media are there-‐
fore (from IAB report, 2008, Deuze, 2008):
1. Becoming part of the social media environment
and therefore not lead a conversation but talk
with the customers;
2. Not only promote the brand but provide an add-‐
ed value to the customers: for instance by en-‐
tertaining them, by providing a useful service,
by engaging them into a conversation with other
people etc.;
3. Follow the rules of User-‐generated-‐Content -‐
“speak the language of users”;
4. Being credible, present clearly the objectives;
FIG. 69: Nike Training widget, source: www.facebook.com
NOTES
[132] Interactive Advertising Bureau, User Generated Content,
Social Media and Advertising -‐ an Overview, source: http://
www.iab.net/media/file/2008_ugc_platform.pdf
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5. Being authentic: not trying to cheat on consum-‐
ers;
6. Ensure transparency of the campaign/applica-‐
tion: no hidden objectives or rules; all the steps
of the process and what is happening on the
platform should be visible to the customers.
What can crowdsourcing bring into the process?
What benefits can crowdsourcing bring to the design
of social web applications for companies? First of all,
social web applications is a service for the existing
or potential customers of the company, therefore let-‐
ting it design by the community of interaction design
professionals increases the possibility to predict the
needs and expectations of the customers. Crowd-‐
sourcing of advertisement for companies has already
shown its benefits in many cases (Howe, 2008). So-‐
cial web applications for marketing purposes is be-‐
tween advertisement and web design field, therefore
we can suppose, that if it works well in advertise-‐
ment business it can work well in social web ap-‐
plication business. A variety of ideas, originality and
freshness of proposals as well as viral effects are all
advantages of crowdsourcing process. Accessing a
pool of wide-‐spread talent is another advantage. An
additional motivation is the complexity of the design
of social web applications, where many factors have
to be taken in consideration: the community factors,
the interaction scenarios, the technological issues.
Therefore for creating a successful social web ap-‐
plication multi-‐disciplinary knowledge and compe-‐
tences are needed, which can be harnessed from
a wide-‐spread number of interaction designers and
programmers. Another factor that makes social web
application suitable for crowdsourcing is that the de-‐
sign and the testing can be made in a community of
potential customers therefore by learning from the
first insights (“release early and often”). An addition-‐
al benefit that crowdsourcing can bring to the design
of social web applications is the increasing of brand
awareness in the community of co-‐creators.
Social web applications are suited for co-‐designing
them with the community because by their nature
they are addressed to solve the communication is-‐
sues of a community. Therefore getting feedback
from the community (of customers of a brand for
instance) is important for every step of the process
when defining the structure and the design aspects
of the social web application. Another reason why
social web applications should be crowdsourced is
the opportunity for the enterprise to “test” its com-‐
mercial social application in the community and tai-‐
lor it to the needs of the community.
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User needs and site objectives
The first bottom level in designing web applications
is about defining the users needs that can derive
from observation, from identified errors and prob-‐
lems that user meet with existing interfaces and
from their expressed and unexpressed needs. It also
contains the identification of Site Objectives: what
are the business or creative derived goals for the
site. In the case of social web applications it has to
be taken into consideration as we mentioned before,
that the sociability, the community and its needs, the
activities of the community, the sharing and collabo-‐
ration are important issues as well as how to build
relations between people based on trust. This layer
has to do especially with the question “why?”: “Why
BUILDING BLOCKS OF SOCIAL WEB APPLICATION DESIGN
According to what we found out during research about interaction design elements, dimensions and the elements of user experience and the peculiarities of social software design, we are going to attempt to synthesize the important elements for the design of social web applica-‐tions. We are not going to concentrate on the engineering part, but rather on the interaction design part of the design. We are also going to describe how the different parts might benefit from crowdsourcing.
does the company need the social web application?”,
“Why should it get implemented?” The answers to
these questions could get clear during the research:
the social web application is needed in this company
primarily for keeping everyone updated on the last
projects, or to create a denser social network, to
keep in touch with remote collaborators, etc. The
answers depend on the activity of the company and
the situation.
Some of the aspects of social networking web ap-‐
plications can be found in the definitions brought by
1st International Workshop on Social Software Engi-‐
neering and Applications132:
“Social software engineering, can be defined as
the application of processes, methods, and tools to
enable community-‐driven creation, management,
deployment, and use of software in online environ-‐
ments.”
During the mentioned workshop the following char-‐
acterization of social web application requirements
was proposed:
NOTES
[132] http://www.cs.tut.fi/sosea08/
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1. The software has to be community -‐ centered:
focusing on community rather than individuals;
2. Collaboration/collectiveness: supporting the
collaboration between users;
3. Companionship/relationship: making explicit
the associations between people;
4. Social activities: the software has to be de-‐
signed to support human activities and address
social issues;
5. Social inclusion: the software should support
social inclusion by fostering links and building
trust133.
These factors have to be taken into consideration
when designing social web applications addition-‐
ally to the interaction design elements that we men-‐
tioned before.
This first layer would benefit from crowd participa-‐
tion especially because this would help to identify
the needs that users have when dealing with social
web applications, the perceived problems, the trends
in communication and socialization.
This layer corresponds to the “constraints” process
element from the scheme of Moggridge. The con-‐
straints phase offers opportunities to reset the prob-‐
lem and is crucial for creating innovation (Laurel,
2003, p.149). Broader thinking allows to break out
from current mind-‐set, therefore talking to experts
from different fields, with different perspective and
frame of reference is crucial in the research process
(Laurel, 2003, p.148).
MAPPINGS
CONCRETE
ID ELEMENTS WEB APPLICATION DESIGN LAYERS DETAILED ELEMENTS
ABSTRACT
MODES
MEANING
MOTIVATION
ANIMATION
ACCESS
TASK FLOW
ACTIVITIES
TECHNOLOGY
STRUCTURE
NETWORK
MAPS
IDENTITY
TRUST INCLUSION
ASSOCIATIONS
SHARING
COLLABORATIONCOMMUNITY
INTUITIVENESS
INTERFACE PARADIGM
NARRATIVE
COMMUNICATION MEMORY
METAPHOR
ERROR
USABILITY
CONTROLS
FEEDBACK INVOLVEMENTBEHAVIOR
AFFORDANCE
CONTEXT
MANIPULATION
SCENARIO
DISPLAY
MODELINTERACTION RHYTHM
The innovative breakthroughs are also connected
to the phenomenon of the stickiness of information,
defined by Eric von Hippel, that takes into considera-‐
tion the user-‐led invention process, where the idea
for changing a product or for inventing a new one
originates from bottom-‐up. According to von Hippel
the gap of the stickiness of information should be
FIG. 70: Interaction design elements for
design of social web applications
NOTES
[133] http://en.wikipedia.org/wiki/Social_Software_Engineering
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avoided during the whole design process, therefore
the exchange with the users should happen as often
as possible.
Saffer provides an example of developing an online
banking application, where during the user research
designers find out that users want to see their ac-‐
count status in every page (Saffer, 2007, p.29).
Without user research designers might have not
found out about this exigence.
The needs and expectations of users are not al-‐
ways formalizable (Ciuccarelli, 2008). Showing pic-‐
tures of the concept, prototypes or visualizations is
making this task easier, however there is a need of
mechanisms that translate the information received
from users to formalizable and “codified” state
(Ciuccarelli, 2008). A toolkit designed for user the
creative involvement of users and analysis of these
informations could be a solution. The tools that Asus
was providing in the WePc project were a first trial
to create with a different medium of expression, than
traditional “idea jams134” tools. Other possible tools
for conducting research, especially for organizing
information and creating connections are Mindmap-‐
ping tools for creating diagrams used to represent
words, ideas, or other items arranged around a cen-‐
tral node.
Functional Specifications
Functional Specifications or “feature set” are the
detailed descriptions of functionality that the web
application has to include in order to meet the goals
and users needs specified in the previous layer. This
layer deals principally with the question “what?” –
what functionalities will the application offer. In this
section it has to be answered, what collaboration
tools there will be provided, what will be communi-‐
cation channels, what kind of communication will it
be – synchronous (chat or VoIP clients) or asynchro-‐
nous (wiki, messages) or mixed. What functionalities
will the community need, what are the main activi-‐
ties of the community and what are the features sup-‐
porting them. What will support trust building? What
material will community members share – pictures,
videos, bookmarks, textual information, other files?
What will be the content of the application – mainly
user generated content or also deriving from other
sources? What access restrictions will there be?
What will be the context of interaction? What will be
the associations between people – friendship asso-‐
ciations, groups according to interests? And another
more technical question to ask – what will be the
structure of the application: what “triers” will it have
and what sections etc.
In this phase already the questions about the mean-‐
ing of the service should be asked: what could be
the possible use scenarios? This part is similar
to building a plan or a framework for the project
which corresponds to the findings from the previ-‐
ous layer. Frameworking should be mainly executed
by the company together with the crowdsourcing
platform administration, because as we saw in the
previous analysis of participation in design, the firm
has to analyze and interpret the expressed and un-‐
NOTES
[134] traditional “idea jams” tools comprise
commenting, posting short texts and voting
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expressed users needs and “translate” them into
specifications and functionalities. In this phase us-‐
ers could participate by providing feedback about the
company decisions.
The Functional Specifications layer corresponds to
the synthesis and the framing elements from Mog-‐
gridge’s scheme. This is when designers synthesize
the research and create a framework for the next
phases. The tools commonly used in this process are
diagrams, mindmaps, blueprints specifying the func-‐
tionalities and connections between them etc.
Interaction Design
In this layer the questions “how?” are asked -‐ how
will the interaction be for facilitating users task and
how the user will interact with the functionality of
the application. In this phase interaction scenario is
defined as well as the conceptual model of interac-‐
tion and what will be the tasks of the user. TaskFlow
diagrams are elaborated where the narrative aspects
of the interaction as well as rhythm of interaction
should be made clear. Different user behaviors are
taken into consideration, therefore elaborating per-‐
sonas profiles can be useful. The aspects of usability
of the application are elaborated that is connected
to the kinds of controls, the manipulation (direct or
indirect manipulation), the intuitiveness of use etc.
In this layer crowd participation could be useful for
ideating the concept of interaction and getting new
and unexpected points of view. This process is simi-‐
lar to defining a theater scenario (user-‐computer in-‐
teraction has been compared to the theater by Bren-‐
da Laurel135). In the theater scenario different users
or personas can have different behaviors connected
to their goals. Crowd participation might be useful to
have a wide range of possible interaction scenarios.
The crowdsourcing interaction design could be simi-‐
lar to a collective scenario building where different
roles, interactions and touch-‐points are defined.
The interaction design layer corresponds to the ele-‐
ment of ideation and envisioning, however the ele-‐
ments of uncertainty and selection as well as pro-‐
totyping and evaluation can be also present. Tools
that can be used in this phase are moodboards
which help to define and communicate the overall
mood of the concept, mindmaps for organizing the
brainstorming, personas, storyboards as well as use
cases and flow chart diagrams for defining the inter-‐
action in a more detailed way.
Interface design and information design
In the fourth layer interface elements are defined
to facilitate user interaction with the functionality.
Information design elements are elaborated to facili-‐
tate understanding of the controls and of the content.
In this layer the interface metaphors or paradigms
are defined, for instance what elements will corre-‐
spond to information containers, what elements will
trigger controls -‐ clickable buttons or drag-‐and-‐drop
elements etc. The interface elements consist of con-‐
trols, like buttons, sliders, knobs, input boxes, dials
etc. Other elements typically present in a web ap-‐
plication are labels, text boxes, submit buttons, error
messages, hyperlinks, menus, toolbars with widgets,
NOTES
[135] In her book Computers as Theatre Brenda Laurel is
talking about similarity between Theater and User-‐Computer
Interaction, especially of the narrative aspects of interaction
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content placeholders. The type of display and the
technical constraints will also affect the choice of
the interface. In oder to provide affordance differ-‐
ent metaphors and animations can be adopted (for
instance a closed container might not disappear im-‐
mediately after closing but slide away instead). The
interface elements also act as maps or paths, that
indicate the way and make the model of interaction
comprehensible.
In the case of interface design crowdsourcing could
provide a variety of different interface concepts.
However it should be more connected to the inter-‐
action layer than it happens in the crowdsourcing
initiatives like CrowdSpring or 99Designs136, where
interface design is reduced to graphic arrangements
of traditionally used website elements. The design
of this layer should be guided by the company and
MAPPINGS
CONCRETE
ID ELEMENTS WEB APPLICATION DESIGN LAYERS DETAILED ELEMENTS DESIGN PROCESS CROWDSOURCING OPPORTUNITIESDESIGN METHODS AND TOOLS
ABSTRACT
MODES
MEANING
MOTIVATION
ANIMATION
ACCESS
TASK FLOW
ACTIVITIES
TECHNOLOGY
STRUCTURE
NETWORK
MAPS
IDENTITY
TRUST INCLUSION
ASSOCIATIONS
SHARING
COLLABORATIONCOMMUNITY
INTUITIVENESS
INTERFACE PARADIGM
AVAILABLE TECHNOLOGY“BlUE SKY” RESEARCH
ETHNOGR. OBSERVATION
ETHNOFUTURISM
DIAGRAMS
BLUEPRINT
TESTING
GRAPHS
MINDMAPPING
MINDMAPPING
MOODBOARD MINDMAPPING
FLOW CHART
USE CASES
PERSONAS
STORY BOARDS
WIREFRAME USABILITY TEST
USABILITY TEST
USABILITY TEST
USABILITY TEST
CLICK-‐THROUGH PROTOTYPES
UI DESIGN TOOLS
HIGH-‐FI PROTOTYPES
SURVEYS
STATE OF THE ART
INTERACTION SCENARIOS DIFFERENT BEHAVIORS
VARIETY OF VISUALS
VARIETY OF VISUALS
UNEXCPECTED METAPHORS
PROJECT CONTEXT
ONLY FEEDBACK
UNEXPECTED IDEAS
“STICKY” INFORMATION ACCESS
VISUALIZATION
EVALUATION
PROTOTYPING
VISUALIZATION
EVALUATION
EVALUATION
ENVISIONING
UNCERTAINTYSELECTION
IDEATION
PROTOTYPING
PROTOTYPING
FRAMING
SYNTHESIS
CONSTRAINTS
NARRATIVE
COMMUNICATION MEMORY
METAPHOR
ERROR
USABILITY
CONTROLS
FEEDBACK INVOLVEMENTBEHAVIOR
AFFORDANCE
CONTEXT
MANIPULATION
SCENARIO
DISPLAY
MODELINTERACTION RHYTHM
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the platform administration, in a continuous dialogue
with the co-‐creators.
The interface layer corresponds to visualization and
prototyping elements in Moggridge’s scheme. This
is when the interaction concept is connected to the
FIG. 71: Interaction design elements for design
of social web applications: summary
NOTES
[136] www.99designs.com
controls and elements which the user manipulates.
For this process the tools like wireframing and low-‐fi
and click-‐through prototypes are used, which bring
“into life” the interactions and task flows defined in
the previous layer. Wireframes are the most impor-‐
tant documents that designers produce when work-‐
MAPPINGS
CONCRETE
ID ELEMENTS WEB APPLICATION DESIGN LAYERS DETAILED ELEMENTS DESIGN PROCESS CROWDSOURCING OPPORTUNITIESDESIGN METHODS AND TOOLS
ABSTRACT
MODES
MEANING
MOTIVATION
ANIMATION
ACCESS
TASK FLOW
ACTIVITIES
TECHNOLOGY
STRUCTURE
NETWORK
MAPS
IDENTITY
TRUST INCLUSION
ASSOCIATIONS
SHARING
COLLABORATIONCOMMUNITY
INTUITIVENESS
INTERFACE PARADIGM
AVAILABLE TECHNOLOGY“BlUE SKY” RESEARCH
ETHNOGR. OBSERVATION
ETHNOFUTURISM
DIAGRAMS
BLUEPRINT
TESTING
GRAPHS
MINDMAPPING
MINDMAPPING
MOODBOARD MINDMAPPING
FLOW CHART
USE CASES
PERSONAS
STORY BOARDS
WIREFRAME USABILITY TEST
USABILITY TEST
USABILITY TEST
USABILITY TEST
CLICK-‐THROUGH PROTOTYPES
UI DESIGN TOOLS
HIGH-‐FI PROTOTYPES
SURVEYS
STATE OF THE ART
INTERACTION SCENARIOS DIFFERENT BEHAVIORS
VARIETY OF VISUALS
VARIETY OF VISUALS
UNEXCPECTED METAPHORS
PROJECT CONTEXT
ONLY FEEDBACK
UNEXPECTED IDEAS
“STICKY” INFORMATION ACCESS
VISUALIZATION
EVALUATION
PROTOTYPING
VISUALIZATION
EVALUATION
EVALUATION
ENVISIONING
UNCERTAINTYSELECTION
IDEATION
PROTOTYPING
PROTOTYPING
FRAMING
SYNTHESIS
CONSTRAINTS
NARRATIVE
COMMUNICATION MEMORY
METAPHOR
ERROR
USABILITY
CONTROLS
FEEDBACK INVOLVEMENTBEHAVIOR
AFFORDANCE
CONTEXT
MANIPULATION
SCENARIO
DISPLAY
MODELINTERACTION RHYTHM
Pro
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par
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136
ing on products (Saffer, 2006). They are means of
documenting the features of the product as well
as technical and business requirements and some
elements of visual design, like the controls. Wire-‐
framing is also a visualization tool that is crucial for
communicating the product to the stakeholders: the
clients see whether the design meets the business
goals, programmers see how the design works and
how to code it, visual designers see what visual ele-‐
ments have to be designed. Copywriters see what
they need to write (Saffer, 2006). The community of
potential users can see what functionalities the site
has and whether it meets their needs. The evaluation
element is present in this layer as well -‐ as early the
evaluation of usability and intuitiveness starts -‐ as
better the design will be. The positive thing about
crowdsourcing testing process together with the
creation process is that the cross-‐fertilization of the
processes is happening. The users create and test
their designs reciprocally, which may lead to a faster
and more efficient design process.
Prototyping is a very important tool in designing a
web application. It can start with a paper prototype,
however a digital prototype is more comfortable for
testing it when many stakeholders are involved into
the process and in the case of on-‐line participation.
They are easily distributed and tested. The only dan-‐
ger in this phase is that the clients may think it’s the
final product (Saffer, 2006).
Visual Design
Visual design layer has to do with the graphic treat-‐
ment of interface elements – their “look” and the
“look-‐and-‐feel”. This layer is connected very closely
to the previous layer and is also influenced by the
bottom layer, by the goals of the business and the
existing corporate identity elements. Visual design
consist of organization of the elements as well as
personality or style. The organization constructs a
visual narrative, through which designers can com-‐
municate the steps for task completion, the relation-‐
ships between information, the hierarchy between
interface elements. This has to do with the maps,
paths and districts mentioned in the previous chap-‐
ter. The second aspect of visual design – the person-‐
ality – is achieved through colors, typography, pat-‐
terns, images, and visual elements which are design
to communicate a message to the audience (Saffer,
2006).
This layer is very suitable to crowd participation
because the result of such co-‐creation process can
give a variety of graphic design inspirations. How-‐
ever, the brief has to be communicated very clearly
in this phase, especially the strategy of the compa-‐
ny, the existing corporate identity elements and the
goals of the business. At the same time this phase
can be used for testing the ideas conceived in the
previous layers.
Web application business as well as software busi-‐
ness adopted online participation methods for devel-‐
oping parts of the application, for creating the visual
aspects of web sites. However, the previous parts of
Project part
137
the process are often missing, therefore the design
is often disconnected from the context and the brief
defined by the company.
The visual design layer is connected to visualization,
prototyping and evaluation elements as well as the
previous layer. In this phase the visual elements are
defined more precisely and high-‐fi prototypes are
created as well as all the UI design and corporate
identity elements are defined and tested.
Conclusions
The graphic above is summarizing the points men-‐
tioned before: the web application design elements,
layers, detailed elements, design process elements,
techniques and tools as well as crowdsourcing op-‐
portunities for each phase.
Pro
ject
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138 4.2. DEFINITION OF THE PROBLEM AND THE STRATEGIC QUESTIONS
As we mentioned above, the design of social web
applications for B2C communication and market-‐
ing purposes is an emerging field, which is going
to grow in the future. Therefore there is an emerg-‐
ing need for social web application design. Numer-‐
ous design agencies specialized in web design and
software development integrate the “design for web
2.0” services, however it stays a niche market and
the amount of request from the companies is in-‐
creasing. One of the reasons of this growth is the
speed of development of technical platforms and
tools, the variety of social media platforms and the
migration of consumers from one social network to
the other. In order to stay in pace with these devel-‐
opments the companies have to predict and develop
fast new ways of accessing the customers com-‐
munities. Therefore either it is a development of a
new social web application or the integration of new
social functions into existing corporate website, or
adapting an application developed for one platform
to the other platform (for instance from Facebook to
OpenSocial, from Facebook to an iPhone application
etc.) – there is an increasing need for interaction de-‐
sign and development services.
As we mentioned in the previous chapters, crowd-‐
sourcing can bring benefits to the process of social
web application design: it brings different opinions
of people spread over the globe together, it combines
different competences and knowledge, it leads inter-‐
action designers, visual designers and programmers
under one “virtual roof”– therefore by stimulating a
productive atmosphere for discussion and opinion
exchange. It increases the chances to provide un-‐ex-‐
pected ideas and solutions. An additional motivation
that we mentioned before is the community-‐oriented
nature of the social web application which can ben-‐
efit from the insights of the community developing it.
It can be released and tested early enough, through
automatic crowd-‐voting and selection mechanisms
mentioned above.
However, there is also a risk to develop a service
similar to the described case studies and to fall into
the same pitfalls of participant un-‐satisfaction, tem-‐
porariness of the community, superficiality and uni-‐
formity of the results. For this reason we need to
create a solution, which differentiates from the de-‐
scribed services from the point of view of the busi-‐
ness model and the tools provided to the community.
Interaction design of social web applications is a
complex process, to which crowd-‐participation can
bring benefits when the process is organized well,
when there are tools supporting the community
building and the design process. The questions that
we are trying to answer in this project part are the
following: what value could crowdsourcing of social
web applications bring to companies, how to organ-‐
ize the crowdsourcing design process for design
of social web applications, what business model to
Project part
139
choose and what kind of platform should be devel-‐
oped. The main strategic questions are:
1) What business model will the platform adopt?
2) Who are the target customers of the platform
(companies and innovators)?
3) What product/services does the Platform offer to
its customers (companies and innovators)?
4) Define the value proposition for the customers
(both companies and innovators)?
5) How to demonstrate the value of the service to
the customers?
6) How to access the two-‐sided market?
7) What are resources and capacities needed to im-‐
plement the platform?
The main questions regarding the platform system
are (referred to the issues identified in the previous
chapter):
1) What is the project type/project complexity?
2) What tools will be needed for supporting the de-‐
sign process?
3) To what extent should participants be involved in
the project?
4) How to enable and support collaboration be-‐
tween members of the community?
5) How to motivate members in order to ensure
their contribution and to provide value. How to
provide feedback?
6) What is the right incentive/reward system?
7) How to organize knowledge&information ac-‐
cess?
8) What kind of organizational structure should the
platform adopt?
9) What are the entrance barriers to the platform?
10) Managing the IP issues with the contributors and
the customers, according to the nature of the
knowledge transferred.
In the following text we are going to describe the
Project strategy, the System (how it works?) and the
Implementation of the platform. The Project Strategy
section aims to answer all the questions related to
the business model as well as the project strategy.
The System section contains the system map, the
service description, the motivations of the custom-‐
ers, the scenario describing a use case, the benefits
that every participant receives. The Implementation
section contains the platform development part: the
web application architecture, the wireframes as well
as visual design elements and the technological part
of the platform.
Pro
ject
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140 4.3. THE BUSINESS MODEL AND THE STRATEGY OF THE PLATFORM
According to Chanal and Caron (2008) through Voe-‐
lpel et al. (2004), “The term business model can be
defined as the particular business concept (or way
of doing business) as reflected by the business’s
core value proposition for customers; its configured
value network(s) to provide that value, consisting of
own strategic capabilities as well as other (e.g. out-‐
sourced/allianced) value networks and capabilities
to continually sustain and reinvent itself to satisfy
the multiple objectives of its various stakeholders.”
For defining the business model of Cobeee we used
the business model proposed by William Chesbrough
(Value Proposition, Market Segment, Elements of the
Value chain, Revenue Model, Position in the Value
Network and Competitive Stategy).
Introduction. For achieving competitive advantage
companies should integrate social media strategy
into their projects, that changes the way how the
companies communicate with their consumers and
promote their brands. Social media tools are known
for adding a value into companies marketing and
Customer Relationship Management (CRM) proc-‐
esses137. The need for social web application design
and development is growing as mentioned above as
more and more companies are willing to invest into
the social media. We decided to concentrate on the
social web application design for B2C communica-‐
tion and marketing especially for the companies that
want to increase brand awareness and promote their
new products and services.
Instead of giving the task of designing the social
web applications to design and software develop-‐
ment agencies companies could crowdsource this
process, for the reasons and benefits we mentioned
above. Crowdsourcing could bring in a variety of
fresh ideas outside the field of view of the market-‐
ing department of the company. The service that is
directed to a community and should speak the lan-‐
guage of a community could be designed by people
that are closer to those communities -‐ the partici-‐
pants of crowdsourcing process.
However, one of the biggest challenges in creating
a crowdsourcing platform is creating a well consoli-‐
dated and loyal community, as well as a community
where the members are independent and possess
heterogeneous knowledge and competences. The
crowdsourcing initiative shouldn’t have superficial
and low quality outcome. For achieving this, we need
to create a network of professionals that are able to
provide high quality services. Therefore there is a
need to provide an added value and incentives strong
enough for attracting the participants.
For this reason we decided first of all to concentrate
on a creation of a co-‐creation space for interaction
designers and programmers, which provides them
with necessary tools for design, communication,
documenting and managing the process. The basic
functionalities are provided as a Freemium plan,
NOTES
[137] for the reasons we listed above in “Social Web Applications”
Project part
141
while the advanced tools can accessed with a Pre-‐
mium account, paid as a yearly/monthly subscrip-‐
tion. After having a more or less consolidated com-‐
munity of at least 400 members, we introduce the
companies as the possible customers of the com-‐
munity. The companies join Cobee when they need
to design a social web application for promotion of
their products/services. The design process is or-‐
ganized in three main parts: the selection part, the
design part and the implementation part. The selec-‐
tion part is open to all the participants for free and
is organized in a form of a collective brainstorming:
for the research and concept generation phases. For
this first part the participants are supported by the
tools for mind-‐mapping, drawing and wire-‐framing.
After the research and concepting phases the first
selection is conducted: the most promising direc-‐
tions are selected by the company and the platform
moderator; the groups of participants with similar
ideas are suggested (if they want they can join the
groups). The company retributes the best ideas with
a monetary prize. In the second – the design part
the groups work on the project through interaction,
interface and evaluation phases. After the end of
this part, the company can decide about proceeding
with the project and developing the application. The
company has to retribute the group/groups for their
work. If the company’s decision is to proceed, the
“implementation” phase is open to the members of
the selected group/groups, which can also search
for developers external for the group if they don’t
have sufficient programming knowledge. Cobee is in
partnership with some software development com-‐
panies as well, which can bring in their competences
in this phase. The selected group develops the appli-‐
cation using the programming and project manage-‐
ment tools provided by Cobee and the company pays
the group on a previous accordance of the wages.
Value proposition. For the companies: Develop inno-‐
vative social web applications through the participa-‐
tion of the creative community passionate about in-‐
teraction design, without geographic boundaries and
with multi-‐disciplinary knowledge and competences.
Gaining added value to their design process through
original and unexpected solutions. Get solved de-‐
sign issues as well as technological issues of a fast
changing social application landscape through the
multiplicity of knowledge and competences pos-‐
sessed by the Cobee community.
Va
lue
pro
po
sit
ion For companies: develop innovative social web applica-‐
tions through a multi-‐disciplinary pool of professionals; for designers: improve competences, socialize, collaborate
Intermediary between interaction design and program-‐ming professionals and companies that need interaction design service
Intermediary platform that connects B2C sector compa-‐nies with the innovators in interaction design field.
Revenues from the challenge placement fees, 30% from the project reward, from the premium subscriptions
Companies: Consumer Products Companies, mainly ap-‐parel, footwear, consumer electronics; Participants: inter-‐action design freelancers, programmers
Focus on differentiation: differentiate by a unique service (occupying the niche in interaction design for social web applications and providing collaboration space and tools)
Va
lue
ne
two
rk
Va
lue
ch
ain
Re
ve
nu
e
ge
ne
rati
on
Ma
rke
t
se
gm
en
t
Co
mp
eti
tiv
e
str
ate
gy
BUSINESS
MODEL
cobee
FIG. 72: Cobee business model
Pro
ject
par
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142
For the innovators: get access to design tools and
become part of a community with similar interests,
find collaborators, participate on interaction design
projects with real customers, gain new knowledge
about interaction design.
Market Segment: companies: mainly companies op-‐
erating in B2C sector, providing products and serv-‐
ices for consumer market: consumer electronics,
automotive industry, apparel, beauty products, ac-‐
cessories; companies which need an external social
branding or B2C communication platform especially
for marketing purposes, for instance for presenting
their new products, for letting consumers customize
their product, for engaging them into a game-‐like or
entertaining application.
Innovators (participants of the projects): freelance
interaction designers, programmers and amateurs
interested in interaction design
Elements of Value chain: intermediary platform that
connects B2C sector companies with the innovators
in interaction design field.
Revenue generation: revenues from from project
placement fees (100%) and a percentage from the
reward fees (30%). For instance if a firm pays 1000
euro award for the project, Cobeee’s bottom line will
be 300 euro (without subtraction of the taxes). An
additional revenue source is the payment for the
subscription of Premium services by the advanced
community members, and the fee from the software
development companies which wish to participate in
the second (implementation) phase.
Position in value network: mediation between the
companies and innovators, partnership with web
tool providers (tools that are going to be integrated
on the platform) and software development compa-‐
nies.
Competitive Strategy139: differentiate on exclusivity
of offer (provide qualitative design research data,
design concept and implementation service) and
the combination of tools for design and program-‐
ming. Provide a niche service (interaction design
crowdsourcing platforms for social web application
design, which provide a full service for the whole
design and implementation process, don’t exist yet).
The competitors in this field would be international
interaction design agencies, which both design and
develop social web applications. Cobee competes
with them by providing tools for collaboration, equal-‐
ity of the participation and access to projects, the
advantages of a networked community of practice,
with multi-‐disciplinary professionals without time or
space boundaries.
For the purpose of mediation between the com-‐
panies and the community of users, the proposed
platform could adopt the “innovation intermediary”
or brokering strategy. However the business model
of Cobee would be between the brokering and the
agent service, because additionally to a simple in-‐
termediation Cobee design manager and platform
moderator would provide firms consultancy services
by suggesting the crowdsourcing model they should
adopt, according to their exigences. Cobeee plat-‐
form should be therefore quite flexible and provide
tools that can be customizable for each separate
case. Innovation intermediary specialized in crowd-‐
sourcing for benefit of their clients can take care
not only for the platform, but also for the service of
developing the right crowdsourcing model for the
NOTES
[138] strategy is about how the business is going to differentiate
to compete with its rivals: what customers is it going to serve
and what products and services will it offer (Magretta, 2002)
Project part
143
COBEE -‐ SYSTEM MAP
INNOVATION INTERMEDIARY
CONSUMER
PRODUCT
COMPANY
CROWDSOURCING
PLATFORM FOR
SOCIAL WEB APPLICATIONS
INTERACTION DESIGNERS
AND DEVELOPERS
Needs a social web
application for
communication with
the consumers (B2C)
and marketing
purposes
?
Offers crowdsourcing
service for social web
application design
?
Need tools for collabo-‐
ration and freelancing
opportunities; offer
ideas and concepts
?
$
IDEAS, DESIGN,
END PRODUCT
$
financial flow
immaterial flow
material flow
FIG. 73: Cobee system map
Pro
ject
par
t
144
problem of the client (Chanal, 2008, p.25). However
Cobee would not only consult the companies as an
advisor, it would also provide services for the com-‐
munity of interaction designers and programmers
in first place. Cobee would provide them with tools,
with support, with the space for collaboration and a
marketplace for their projects. Cobee would there-‐
fore be the advisor of the companies as well as the
advisor of the community.
Resources and capacities necessary to develop the
concept and its solution
The estimated implementation time would be around
3 months by using the open source social network
technology as well as plugins of external providers.
The resources necessary to develop the platform
are:
1. Management resources for creating the busi-‐
ness plan and financial plan (at least one busi-‐
ness management expert for the time of imple-‐
mentation)
2. Marketing resources for building the marketing
campaign (at least one online marketing expert
for the time of implementation)
3. Design resources (service and communication
designers, at least 1 person for the implementa-‐
tion time)
4. Developer resources for programming the plat-‐
form (1 developer engaged in implementation
and helping to create the mash-‐up)
5. Platform moderation (at least 1 moderator from
the Cobee team, that would support and com-‐
municate with the community)
By counting together the requested resources we
get the number of 12 months work for one person,
as well as one full-‐time engaged person for platform
moderation. The technology needed for implementa-‐
tion of the platform:
1. An open source social networking platform
2. Mindmapping tool from Wisemapping, that can
be used for free (with a possibility to embed the
widget on the website)
3. Interface wireframing tool from Mockingbird
(www.gomockingbird.com), available for 25
projects and unlimited number of users at 40$
a month, or Mockflow, (http://www.mockflow.
com/signup/), available for 4,91 Euro a month
for unlimited users and projects
4. Drawing widget integrated in the web applica-‐
tion, which can be used for free (SVG-‐edit from
Google, www.svg-‐edit.com)
5. Costs for using the tools of version control for
programming: the service provided by Bean-‐
stalk, for 40 Euro a month for 40 users and
12GB storage space (http://beanstalkapp.com/)
6. Server costs: around 34 Euro a month for an ad-‐
vanced hosting with 100 Gigabyte of space and
1000 Gigabyte of traffic a month (http://www.
fastnom.it/hosting-‐reseller.html)
Project part
1454.4. SERVICE/SOLUTION (HOW)
The platform works first of all as a collaboration
space for a community of interaction designers and
programmers. The designers and programmers can
join the basic (Freemium) service for free, while
the Premium service with the use of the tools pro-‐
vided in the “Implementation” part would require a
subscription fee. The designers and developers can
search for collaborators in Cobee network as well
as develop their interaction design projects and pro-‐
pose them to the public or companies interested in
their work in the projects space. The platform con-‐
sist therefore of three areas: the Basic Area, the Pro
Area and the V.I.P. Area (= Very Interesting Projects).
Cobeee is a co-‐creation space for interaction designers and programmers as well as an innovation intermediary platform between com-‐panies and a community of interaction design innovators. The aim of the platform is to provide the space and tools for collaboration for interaction design and programming professionals, as well as an interaction design service to the companies that need to implement social web applications for external communication (B2C), for marketing and branding purposes. The name Cobee refers to the following concepts: co-‐design, collaboration, communication and “bee” as a symbol for collective intelligence. It is a platform for collaborative knowledge gen-‐eration, based on knowledge exchange process, and on experience-‐based learning.
A MULTI-‐SIDED, MULTI-‐LEVEL PLATFORM
The basic area consists of a collaboration space for
interaction designers and programmers, on which
they can use the basic tools: all of the design tools
except the Code repository tool; the network analy-‐
sis tool, the wall and the account dashboard (will be
described later). The members of the community can
join others projects from the Pro level or work on
their individual projects. The basic participants can
take part in the V.I.P. projects. They cannot manage
their own group-‐project space though, for which the
Pro subscription is required.
The Pro area is accessed by paying the subscription
fee (monthly or annually). This area provides more
advanced tools: the Code Repository, the Project
Analysis dashboard. The members of this area can
participate in the V.I.P. projects or work on their own
collaborative projects. They can search for collabo-‐
rators through the wall announcements or through
the social network.
The V.I.P. area can be accessed by companies by
paying a subscription fee (by according the plan pre-‐
viously).
Pro
ject
par
t
146
BASIC PRO
V.I.P
V.I.P.
V.I.P.
PRO
V.I.P.PRO
DASHBOARD
ACCOUNT
PLATFORM TOOLS
MIND-MAPPING
DRAWING
WIREFRAMING
CODING
self.redirect('/blog/')
elif which == 'list'
NETWORKING
COMPANY
MANAGER
COBEE
MANAGER
V.I.P.
PARTICIPANT
PRO
MEMBERS
BASIC
MEMBER
WALL
BLOG
BASIC
V.I.P.PRO WHO: ADVANCED PARTICIPANTS, WHAT: INITIATE PROJECTS, USE THE ADVANCED TOOLS, CALL FOR COLLABORATORS
= VERY INTERESTING PROJECTS, WHO: COMPANIES, PARTICIPANTS, WHAT: CO-DESIGN PROJECTS IN A MULTI-STAGE SELECTION PROCESS
WHO: BASIC PARTICIPANTS (FREEMIUM ACCOUNT), WHAT: USE THE BASIC PLATFORM TOOLS FOR INDIVIDUAL PROJECTS COBEE PLATFORM
TARGET GROUP:
INTERACTION DESIGNERS
AND PROGRAMMERS
FIG. 74: Cobee – map of the areas
Project part
147
BASIC
PRO
WORK ON PERSONAL PROJECTS
JOIN V.I.P. AREA
JOIN PRO AREA
CONTRIBUTE TO OTHERS
TARGET GROUP:
INTERACTION DESIGNERS
AND PROGRAMMERS
BASIC AREA TOOLS
ACCOUNTMIND-MAPPING DRAWING WIREFRAMING NETWORKING WALL
COBEE PLATFORMBASIC WHO: BASIC PARTICIPANTS (FREEMIUM ACCOUNT), WHAT: USE THE BASIC PLATFORM TOOLS FOR INDIVIDUAL PROJECTS
PRO
BASIC
MEMBERS
PRO
MEMBERS
WORK ON PERSONAL PROJECTS
JOIN V.I.P. AREA
SEARCH FOR CONTRIBUTORS
TARGET GROUP:
INTERACTION DESIGNERS
AND PROGRAMMERS
PRO AREA TOOLS
ACCOUNTMIND-MAPPING DRAWING WIREFRAMING NETWORKING WALL
COBEE PLATFORM
DASHBOARD
PRO WHO: ADVANCED PARTICIPANTS, WHAT: INITIATE PROJECTS, USE THE ADVANCED TOOLS, CALL FOR COLLABORATORS
CODING
self.redirect('/blog/')
elif which == 'list'
JOIN PRO AREA
TARGET GROUP:
INTERACTION DESIGNERS
AND PROGRAMMERS
V.I.PCOMPANY
MANAGER
COBEE
MANAGER
V.I.P.
PARTICIPANTBASIC
MEMBERSPRO
MEMBERS
BLOG
CO-DESGN SOCIAL WEB APPS WITH A COMPANY
V.I.P. AREA TOOLS
ACCOUNTMIND-MAPPING DRAWING WIREFRAMING NETWORKING WALL
COBEE PLATFORM
DASHBOARDCODING
self.redirect('/blog/')
elif which == 'list'
V.I.P. = VERY INTERESTING PROJECTS, WHO: COMPANIES, PARTICIPANTS, WHAT: CO-DESIGN SOCIAL WEB APPS
THE V.I.P. = VERY INTERESTING PROJECT AREA
Cobee, as an innovation intermediary platform, will
contact design companies that need to design and
implement social web applications for themselves or
another company. The company signs up for one of
the subscription plans proposed by the platform and
formulates the challenge brief according to the in-‐
dications provided by the Cobee platform. After that
the company pays the participation fee (depending
on the plan), the challenge is posted to the platform
“Challenges” section and is visible to the partici-‐
pants. The participants can take part in the project
by placing entries, joining other’s projects, com-‐
menting on other entries or voting.
The process is divided in phases and can have differ-‐
ent durations accordingly to the plan chosen by the
company. The project is divided in three main parts:
Selection, Design and Implementation. The Selection
Part consist of “Research” (the research about needs
and objectives is made as well as opportunities and
inspirations are posted) and “Concept” phase, when
the concept of the project is proposed. After the se-‐
lection phase the company decides to form a group/
groups for entering the design part, consisting of
“Interaction design” (the interaction system, scenar-‐
io, use cases, task flows etc. are defined), “Interface
design” (the main interface elements and visual ele-‐
ments are defined) and “Evaluation” (the company as
well as the participants can test the prototypes, vote,
comment, evaluate the entries). The participation
has the form of an initial collective brainstorming in
the selection part and group-‐work in the design part.
At the end of the Selection part the best ideas are
selected and retributed with monetary rewards. The
ideators are incouraged to form groups with other
people that might add to their idea. The design part
consist of a group work, where one or few groups
or individuals can be selected at the end for entering
the implementation phase. The work in design and
implementation phases is rewarded as a freelance
work. At the end of each phase the company can de-‐
cide to close the contest or to proceed, however the
initial accordance of the plan has to be respected: for
instance if the company took the basic plan, just for
gathering ideas in the research phase, it can close
the project after the research phase finished. If the
company has the advanced plan, where the interac-‐
tion design phase is included, it has to continue the
project till this phase and reward the community.
After the evaluation phase the company can decide
to proceed to the Third part: the Implementation of
the application. In this phase the selected group can
accord the wages with the company, without any in-‐
FIG. 75: Cobee “Basic” Area FIG. 76: Cobee “Pro” Area FIG. 77: Cobee “V.I.P.” (= Very Interesting Projects) Area
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termediation of Cobee. The winning group can de-‐
cide to develop the application by themselves or to
invite a developer or a designer from the community.
If they don’t find enough competences, Cobee en-‐
gages a developer from the network of the partners,
software development companies. In this case the
wages of every group member are decided with the
company managers.
By doing this Cobee combines therefore the crowd-‐
sourcing model with the business model of an inter-‐
action design agency: in the first part the participants
take part in a collective brainstorming and selection
process, while in the second part they work for the
company as freelancers.
The platform’s activity is going to be brokerage of
knowledge in the area of social web application de-‐
sign. The brokerage of knowledge service will con-‐
sist in bringing together the community of interac-‐
tion designers and programmers with companies
that need their services.
FIG. 78: Social web application design
elements and Cobee design processCONCRETE
SOCIAL WEB APPLICATION DESIGN LAYERS COBEE DESIGN PHASES
ABSTRACT
III PART
II PART(DESIGN)
I PART(SELECTION)
RESEARCH
CONCEPT
INTERACTION
INTERFACE
EVALUATION
IMPLEMENTATION
The service that Cobee platform provides consists
in providing a framework platform for the interaction
design process of social web applications. For this
purpose we take the social web application design
elements defined previously and simplify the steps
till a manageable level.
The design process on Cobee platform will consist of
six phases, which are represented by “Project Phas-‐
es” on the platform. Before the design process there
is going to be the brief definition phase.
Project part
149
Briefing
The Brief definition is when the brief of the chal-‐
lenge is defined by the company together with Co-‐
bee administration. The Brief is defined accordingly
to Brief definition indications provided by Cobee
as well as the subscription plan. According to the
subscription plan the durations of different project
phases will be proposed (they can be also changed
during the project). The platform administration can
help to define the brief according to the needs of the
company. As soon as the brief is defined and posted,
it becomes visible on the project challenge page.
During the definition of the brief the following points
should be included: the finality of the project, the
target consumer group, the brand identity elements
which have to be reflected, the expectations about
the service, the functionalities and features that the
application should include.
1. Research
During the research phase the community is invited
to post inspirations, ideas, observations and desk
research elements. They can use Mind-‐Mapping and
text tool in this phase. The Mindmaps and posts are
tagged by the participants and therefore the platform
administration and the company have a clear “ten-‐
dency” structure at the end of this phase, which per-‐
mits to make analysis of the process and to define
the framework, web application functionalities and
goals of the project. This part has to be conducted
by the design company together with the platform
administration. The framework can be created in the
form of a mind-‐map, a diagram, a plan with objec-‐
tives specifications and functionalities that have to
be present on the platform.
2. Concept generation
During this phase the participants are posting their
ideas and concepts for the project in the form of
Mind-‐Maps and text. The participants are enticed to
provide ideas and concepts of a social web applica-‐
tion, including the aspects like the community, the
tools needed, the collaboration support, the activities
that happen in social web applications, the techno-‐
logical aspects.
At the end of these first two phases the most inter-‐
esting directions and ideas are identified both by the
community, the platform moderator and the company
manager. The best ideas get retributed with a mon-‐
etary reward. As soon as the main directions are
identified, the participants are encouraged to cre-‐
ate groups with other users that have similar ideas/
directions, however this is not a forced creation of
groups.
3. Interaction
Interaction part starts after the framework is defined
at the end of the research and concepting phases. In
this part the participants are welcomed to define the
interaction scenario, the behavior, the involvement
of the community, the narrative, the task flow as well
as the interaction model. It is also requested to de-‐
fine the usability part connected to intuitiveness, to
the controls and kinds of manipulation as well as the
overall structure of the social web application. The
participants will be supported by the build in tools for
drawing and Mind-‐Mapping.
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FIG. 79: V.I.P. area – the process of a social web application design
COBEE PLATFORMV.I.P. = VERY INTERESTING PROJECTS, WHO: COMPANIES, PARTICIPANTS, WHAT: CO-DESIGN SOCIAL WEB APPS
V.I.P
COBEEMANAGER
COMPANYMANAGER
BRIEF RESEARCH CONCEPT INTERACTION INTERFACE EVALUATION IMPLEMENTATION
SELECTION PHASE
IDEASIDEAS
DESIGN PART IMPLEMENTATION PART
COBEEMANAGER
SELECTED GROUP/GROUPS
SELECTED PROTOTYPE
COMPANYMANAGER
SOCIAL WEB APPLICATION
SOCIAL WEBAPP
TEST, VOTE, COMMENT
SELECT, FORM GROUPS, ADVICE, EVALUATE, REWARD REWARDS THE PARTICIPANTS
COMPANY!
!
BASIC AND PRO PARTICIPANTS
EXTERNALDEVELOPER
ACCOUNT
MIND-MAPPING DRAWING MIND-MAPPING DRAWING WIREFRAMING WIREFRAMING
NETWORKING NETWORKINGWALL WALL
DASHBOARD DASHBOARD
DASHBOARD
CODING
self.redirect('/blog/')
elif which == 'list'
BLOG BLOG
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The outcome of this phase is expected as conceptual
models of interaction system -‐ in form of drawings,
story boards, task-‐flow-‐diagrams, blueprints, mind
maps etc. The participants are going to tag their
entries, therefore the platform administration and
design company representatives will be able to get
the whole “picture” of the direction of the projects
produced by the community. During every phase the
participants as well as the platform moderator and
design company are invited to vote and comment on
the entries, which permits a filtration and selection
of the most appropriate/successful concepts. At the
end of this phase the company and the platform ad-‐
ministration create a synthesis text, which shows
the tendencies and the expectations of the company.
4. Interface Design
During this phase the participants are invited to cre-‐
ate interface and visual design aspects on the basis
of the wireframing and mock-‐up tool integrated in
the platform. The tool permits to create interactive
mock-‐ups as well, therefore the participants create
interactive prototypes..
The interactive prototypes and interface mockups
have to be coherent with all the elements defined in
the previous phases.
5. Evaluation
During this phase all the members of the platform
are invited to test the prototypes of others as well
as vote and comment on others entries. The most of
the weight will be given to the vote of the platform
administration and the company, which will decide
the selected prototypes on the basis of the following
elements: coherency to the brief, originality, creativ-‐
ity, idea generation, collaboration and attention fac-‐
tors. Collaboration, idea generation and attention are
the three elements that define the activity meter of
every participant according to the number of com-‐
ments, entries and number of votes received/given
to other participants.
The group/groups that worked in the Design Part are
rewarded with a monetary reward from the company
as soon as they deliver all the material that they pro-‐
duced.
6. Implementation (the third project part)
After the evaluation phase the company decides
whether to proceed to the implementation phase or
not. If he decides to proceed, the selected group that
developed the final version of the application is invit-‐
ed to the “Implementation” phase, which is normally
only open to the winning group and the premium us-‐
ers. In this phase the participants can accord with
the company the wages and start developing the
project by using the repository/version control tools
provided on the platform. The length of this phase
and the outcome requirements are decided and com-‐
municated by the company. If the group members
don’t possess the necessary technological knowl-‐
edge, Cobee community is searched for collabora-‐
tors or the external Cobee network of software de-‐
velopment companies is contacted.
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As the material produced on the platform will be not
only research and idea material, but implemented
projects as well, the intellectual rights management
is going to be the following: by signing up to the plat-‐
form and by signing the agreement to Terms and
Conditions every participant has the right to apply
Creative Commons licenses to his projects, which
can be tailored to every case. The participant which
proposes an idea or direction which is going to be
selected at the end of the research phase has the
right to continue the development of the idea and can
attribute a Creative Commons license to the project.
At the end of the project when the selected project is
decided, the participants attribute the rights of use of
IP to the company. In any case the participants retain
the right to use the ideas and material produced in
the contest. In the implementation phase an accord-‐
ance between the participants and the company is
met for what kind of license to adopt.
INTELLECTUAL PROP-‐ERTY MANAGEMENT
WHAT WOULD THE PROJECT BRING TO THE CUSTOMERS?
3. Getting inspirations and opportunities for re-‐
setting the project problem (divergent thinking);
4. Making people acquainted with the project from
the early stages;
5. Getting develop a fully functional application (if
they decide to proceed to the implementation
phase);
6. Benefiting from the multiplicity of competenc-‐
es and heterogeneity of knowledge possessed
by the community members, indispensable for
achieving innovation and solving technological
issues in a fast changing web application design
landscape.
The result that the participants would obtain is a
project experience, visibility, reputation in the com-‐
munity as well as learning benefits. The participants
could also benefit from the possible future collabo-‐
ration with the company.
The result that the company would obtain from the
crowdsourcing project would be the information
from the mindmaps, ideas, concept drawings, in-‐
terface mockups. This would be a basis for imple-‐
menting a social web application. The implementa-‐
tion (detailed visual design as well as programming)
phase would then provide a fully implemented social
web application.
The reasons why companies would need this kind of
service are:
1. Gathering insights about users needs and pref-‐
erences;
2. Gathering insights about the current trends and
technologic possibilities;
Project part
153
WHO JOINS THE PLAT-‐FORM?
We are going to define the platform participants pro-‐
files or personas: the company manager, and the
three types of participants according to their profes-‐
sion and the style of activity in the platform: the Basic
Member, The Pro Member and the V.I.P. area partici-‐
pant. We are going to use the defined profiles in the
scenario of a use case.
The company manager joins the Cobee platform be-‐
cause he is motivated by the need of a social web
application for promoting his brand, communicating
with the customers etc.
Claim directed to the companies: “Cobee with its
international multi-‐disciplinary pool of talents will
create a social web application for you, for estab-‐
lishing a dialogue with your consumers and promot-‐
ing your brand online“.
Participants of the platform
The platform target participant group are freelance
interaction designers and programmers. According
to Forbes Magazine, the estimated number of free-‐
lance designers in USA alone is around 80.000 (in
2009) and this number might reach 200.000 free-‐
lance designer in the whole world. The growing
communities of crowdsourcing platforms and free-‐
lance intermediary platforms confirms this (at the
end of this chapter we are going to provide some
statistics about the current situation in freelancing
design business).
The profiles that Cobee wants to attract are joung
graduate interaction designers and programmers as
well as freelancer professionals. The three possible
profiles could be:
1. Basic member: interaction design/communica-‐
tion design graduate; searching for collabora-‐
tion opportunities and possibilities to learn
FIG. 80: Cobee potential participant profiles
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more about the profession; the main motivation
to join the platform is because of the collabora-‐
tion space and tools.
2. Pro member: freelance developer, joins the plat-‐
form mainly because of the tools and the need
to find interaction design collaborators for his
projects; might participate in the V.I.P. projects,
especially in the last part (implementation).
3. V.I.P. member joins the platform as a Basic
member and enters the V.I.P. area immediate-‐
ly because he/she is in search for interaction
design collaboration opportunities. The V.I.P.
member is an interaction design freelancer.
The participants join the platform mainly because of
the following benefits: to use the collaboration space
for working, socializing and sharing knowledge with
people who have similar interests; use the tools for
design and project management; find collaboration
opportunities with companies; see their ideas being
realized (hedonistic and socio-‐psychological incen-‐
tives); learn new things outside their field of com-‐
petence.
Claim for potential participants: “join the collabora-‐
tive space at Cobee, participate in the real-‐world so-‐
cial web application design projects”.
gives
Cobeee platform
administration
contest holder coordinator
participants
generator
participants
commenter
participants
software
development
firm
Cobeee
platform
administration
revenues, reputation,
experience
mediation for tapping the
creative crowd, tools for co-
design
mediation for collaboration,
tools for co-design and
communication
visibility, learning
environment
environment for
socialization, recognition
of their efforts
mediation for introducing
the customers for
development of the web
projects
contest holder percentage from the reward,
posting fee
getting help for developing
social web applications,
insights about user needs
visibility, experience and
reputation
collaboration promise,
material rewards, visibility,
feedback
collaboration proposals,
material rewards,
visibility
giving a job -
development of web
projects
coordinator
participants
visibility, support for the
"health" of the community
expertise, value for the
customers
break-through innovation,
expertise, experience,
visibility, helping develop
business
hedonistic motivations,
enjoyment, self-realization,
reputation in the community
sharing knowledge,
teaching, visibility
sharing knowledge,
visibility
providing the knowledge
for the design part of the
project
generator
participants
ensures a good number of
submissions
ensures a good number of
submissions, fresh insights
visibility, feedback, the public
of the leader
learning, improving skills,
participating in real-world
projects, opportunity for
collaboration
material for commenting
as well as public for
socialization
providing the knowledge
for the design part of the
project
commenter
participants
supports functioning of the
community, drives forward
the projects
communication and insight
providing abilities, enthusiasm
experience, learning, fun,
sharing knowledge, altruistic
motivations, socializing,
curiosity, following
interesting projects
motivating, commenting,
suggesting refinements
socializing, fun, learning
about curious projects,
being part of a
community
providing the knowledge
for the design part of the
project
software
development
firm
competence in software
development for the
implementation part of the
project
development of the social web
application (implementation
part)
collaboration opportunities collaboration opportunities collaboration
opportunities
getting customers for the
development of the web
projects
FIG. 81: Motivation matrix of Cobee shareholders
Project part
155
The structure of the platform community is going to
be a horizontal organizational model with some ele-‐
ments of meritocracy structure from FLOSS com-‐
munities, that we described in the first chapter. The
decentralization in layered meritocracy is one of the
important factors for achieving crowd intelligence.
In this system, the moderator of the community is en-‐
couraged to act as a benevolent dictator, that doesn’t
command, but enables and directs the activities of
the community. The customer (design agency man-‐
ager) achieves in this structure the role of a peer
or a leader, depending on his attitude and his goals.
The community in this structure act as peers and
can choose the roles they want at any time, no-‐one
is forced to adopt a role. The more active members
are encouraged to act as leaders of the community,
stimulating and motivating the others.
STRUCTURE OF THE COMMUNITY
Generators
Commenters
Coordinators
Readers
The roles of participants
Three main roles or activity styles, that we already
mentioned previously will be:
1. Coordinator: these participants are the most ac-‐
tive participants, that contribute a lot and have
established a network of connections in the
FIG. 82: The roles of participants on the Cobee platform
community as well as a strong reputation. Their
activity style is mainly to coordinate, to commu-‐
nicate, to manage the project and they gather
the most of activity points from “collaboration”.
This kind of users should be encouraged to col-‐
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laborate and share their knowledge, therefore
they will be invited to discuss with other users
and to share their experience.
2. Generator (idea generator): these users partici-‐
pate very actively by contributing a lot of ideas,
even if not all of the ideas attract attention.
These are the active participants, that are the
basis of every community. They are very impor-‐
tant for producing the main bulk of material on
the platform. This kind of users should be en-‐
couraged to learn from gurus and to refine their
ideas, as well as collaborate more with others.
3. Design Critic: these participants don’t post
many ideas, but review, comment, vote and dis-‐
cuss actively as well as motivate others. They
act as peer reviewers in open source projects.
This is a very valuable group of participants,
that should be encouraged to comment and col-‐
laborate even more and be rewarded for this
activity (mainly psychological rewards).
4. Reader: these are inactive participants that only
read and browse through the sites content. Nor-‐
mally the newbies have this role. They should
be encouraged to participate more actively.
The incentives and rewards
There will be two kinds of incentives: symbolic or
psychological incentives and monetary incentives.
A symbolic system of participation levels is adopted
for showing the differences between members and
for encouraging them for being more active. The lev-‐
el depends on two factors: the time of being member
of the community, the activity in the community, that
are calculated with “activity points” as well as the
participation in different levels of a project.
There are three ways to gather activity points: though
“generation” (every contribution adds 20 points);
through “collaboration” (building on someones idea,
adding to it ads 10 points); the “commenting” points
are gathered by voting on others designs or by re-‐
ceiving votes as well as commenting (3 points for
every vote and 5 points for every comment). The
passage to the next phase of the project also adds to
the activity points: every passage adds +50 points.
The three components of the activity show the ten-‐
dency of the member versus one or few of the roles
described previously and therefore act as a filter for
discovering the members activity “style”. The par-‐
ticipants that gather most points in commenting,
and discussing are “Design Critics”, members that
submit most ideas are “Generators”, while partici-‐
pants that have many points collaborating as well as
generating are “Coordinators”. Of course there will
be no one-‐sided “style”, most probably the members
will have a mixture of these activity styles, for in-‐
stance 20 percent of generating, 50 percent of com-‐
menting and 30 percent in collaborating.
Additionally to activity styles there will be also Lev-‐
els that define the advancement level of a member.
Project part
157
The Levels
The first level “Newbe” are the members that just
joined (till 1 month of membership) or that were not
very active. As soon as a member gathers 200 ac-‐
tivity points he passes to the “Advanced” level. From
600 activity points the member becomes “Expert”,
while from 1000 activity points he becomes “Guru”.
As we see every kind of activity provides points
therefore every member will get the possibility to be-‐
come a “Guru”. For instance the members that com-‐
ment and collaborate a lot will become “Guru” with
activity style of Coordinator. The levels are shown
as descriptions in the profile of every member and
can be made private if he doesn’t want to share his
status.
A further incentive will be the display of the most
active members on the homepage with their success
story. The activity of most advanced users will be
published in the activity status of the platform as
well.
Newbie
Advanced
Expert
Guru
0 Activity Points
200 Activity Points
400 Activity Points
1000 Activity Points
20 AC -‐ GENERATE
10 AC -‐ COLLABORATE
05 AC -‐ COMMENT
03 AC -‐ VOTE
50 AC -‐ ENTER THE NEXT PHASE
100 AC -‐ WINN THE CONTEST
The material incentivation mechanism will work
the following way: when a project client submits a
challenge on the platform, he signs a contract with
Cobee where he commits to reward the project (ad-‐
ditionally to the subscription fee). Part of the project
reward (70 percent) goes to the community in the
selection part. For instance from the reward of 2000
euro, 1400 goes to the ideators of the selected ideas.
In the next phase the groups are making an accord-‐
ance with the company about the wages and sign a
contract. At the end of the project the company is
obliged to reward the group members.
FIG. 83: The levels of activity (depending on the amount
of activity points), that participants occupy
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the phase of “Interaction design” for drawing sto-‐
ryboards and concepts. Wireframing tool is one of
the most important tools for interaction designers,
which would permit to visualize the interface and
make fast interactive prototypes.
The platform would also provide the dashboard for
monitoring the process of a project, with the analy-‐
sis tools which analyze the contributions by tags, the
definition of the brief, the file-‐uploader, the number
and names of participants, as well as the time of
every contribution. This kind of tool would be availa-‐
ble to the Premium users for managing their projects
as well as the Contest Holders. The Freemium us-‐
ers package would just contain the the account page
with the informations about the challenges, the con-‐
tributions, the network of collaborators, the activity
points, the settings and the profile info.
Additionally there would also be communication
tools provided on the platform: the network analy-‐
TOOLS SUPPORTING THE DESIGN PROCESS
The tools supporting the design process will be the
structure supporting knowledge sharing and docu-‐
mentation of the project process that would make
the process over-‐viewable for every participant. The
platform would have the project archive containing
all the project phases as well as results (some of
them might be protected in case the client requests
a Non Disclosure Agreement). The communication
process would be supported by the asynchronous
communication tools for the reasons mentioned
in the previous chapter (it helps to document the
process better and makes users concentrate on the
project): commenting and direct messaging. The
tools regarding design process would be: Mind-‐Map-‐
ping tool, Drawing tool, Wireframing tool for creat-‐
ing wireframes and interactive mock-‐ups, Code Re-‐
pository tool (for the implementation phase). These
tools are essential for transferring tacit knowledge
of the users. MindMapping tool could be used for
visualizing the research and concepting, as well as
organizing the ideas. Drawing tool could be used in
sis tool for analysing the community network and
searching for the needed competences. Another
tool is the Wall, where members can post their an-‐
nouncements, as well as the Blog tool, editable only
by the V.I.P. members and Cobee manager, where
they would post the news about the community ac-‐
tivities, project updates etc.
Design process tools
Cobee platform contains the following tools for the
design process: Mind-‐Mapping tool, Text tool, Draw-‐
ing tool, Wire-‐framing tool and Version Control tool.
These tools support the project process. As soon as
the participants decide to take one of the challenges,
they will be led automatically to one of the tools (de-‐
pends on the process phase). For instance if we are
in the research phase, the participant will be led to
the Mind-‐Mapping tool.
Project part
159
WIRE-‐FRAMING TOOL FOR INTERFACE DESIGNWIRE-‐FRAMING TOOL FOR INTERFACE DESIGN
design INTERFACE
BLOGGING TOOL FOR COBEE COMMUNICATIONBLOGGING TOOL FOR COBEE COMMUNICATION
communicate NEWS
FILE REPOSITORY TOOL FOR CODE AND GRAPHICSFILE REPOSITORY TOOL FOR CODE AND GRAPHICS
design THE CODE
self.redirect('/blog/')
elif which == 'list'
BUILT-‐IN DRAWING TOOL FOR NTERACTION DESIGNBUILT-‐IN DRAWING TOOL FOR NTERACTION DESIGN
design INTERACTION
WALL TOOL FOR POSTING TO THE COMMUNITYWALL TOOL FOR POSTING TO THE COMMUNITY
communicate NEEDS
WEB-‐BASED MIND-‐MAPPING TOOL FOR RESEARCH BUILT-‐IN DRAWING TOOL FOR NTERACTION DESIGN WEB-‐BASED MIND-‐MAPPING TOOL FOR RESEARCH
design IDEAS
TOOLSFOR
DESIGN
COMMUNICATION,SOCIALIZING
PROJECTMANAGEMENT,
ANALYSIS
manage CONNECTIONS
COMMUNITY NETWORK ANALYSIS TOOL
manage PROJECTS
DASHBOARD FOR PROJECT MANAGEMENT
manage ACCOUNT
DASHBOARD FOR ACCOUNT MANAGEMENT
COBEE PLATFORM TOOLS
FIG. 84: The tools supporting the design
process explained on the web platform
This feature of the platform supports the partici-‐
pants in their activity, by providing integrated tools
and therefore by eliminating the need for proprietary
software installed on their personal computers. This
permits a better integration of the produced content
and the possibility to work collaboratively in real
time as well.
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FIG. 85: Taking the challenge:
Mind-‐Mapping tool
Mind-‐Mapping tool allows to organize the research
data as well as brainstorming data in a collaborative
way, with real-‐time-‐editing functions. It also permits
to link to examples from other fields than interaction
design, which can be useful for finding a metaphor
of interaction model. For this reason there is a li-‐
brary of interaction example images.
What is it for? How is it used? Technological aspects
Creating a new mind-‐map or building on someone’s
elses, adding nodes, tagging, adding pictures from
the picture archive / from flickr / from the harddrive,
collaborative real-‐time editing (on permission of the
author); mainly used in research phase; it is possible
to comment and vote on a mindmap.
The Mind-‐Mapping tool would be build around the
framework provided by mind-‐mapping software
companies, integrated into the Cobee platform with
ad-‐hoc interface elements and front-‐end written in
Java Script. All the data from the Mind-‐Maps would
be stored on the server, analyzable and reusable
through the library of images and key-‐words.
Project part
161FIG. 86: Taking the challenge:
adding a textual description
The text posting feature is the basic feature avail-‐
able on the Cobee platform: it allows to add a textual
description of an idea to an existing entry or create a
new entry. The text is then added to the entry togeth-‐
er with the drawings, mind-‐maps and wireframes. It
can be analyzed by the system, which retrieves the
keywords and draws accordingly the synthesis map
in the project dashboard.
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The Drawing tool can be used for drawing as well
as for creating a collage containing textual elements.
It is needed for drawing quickly in a collaborative
mode Task-‐Flow diagrams, story-‐boards or interac-‐
tion models. It can be used in all the phases of the
project and is accessible by all the members
What is it for? How is it used? Technological aspects
The created content can be then exported and placed
on the Entry page as well. The Drawing tool can be
used for creating a drawing, adding a description,
composing a collage out of provided elements from
the library of the platform. It can be shared and new
members can be invited to collaborate.
The drawing tool is based on the open-‐source SVG-‐
Edit technology provided by Google. SVG (Scalable
Vector Graphics) permits to create vector drawings
and export them, print them, share them over the
web. The SVG-‐Edit tool has the features of draw-‐
ing different forms, choose colors, group and align
them, export and save the drawing.
FIG. 87: Taking the challenge: drawing tool
Project part
163
The third tool – Wire-‐framing – can be used mainly
in the interface design phase, for designing static as
well as interactive prototypes (the tool allows the
building of interactive clickable prototypes).
What is it for? How is it used? Technological aspects
It can be used to build an interface out of existing
common web interface elements, preloaded in the
library of the platform. The elements can be layouted
in many pages for building an interactive clickable
prototype. New shapes can be created and added to
the library. Other users can be invited to test the pro-‐
totype, to comment and vote.
The Wire-‐framing tool is based on the technology
provided by one of the partners of Cobee, for in-‐
stance an existing Wire-‐framing tool from Mocking-‐
Bird (gomockingbird.com), which can be adapted to
the interface style and features of Cobee platform.
FIG. 88: Wire-‐framing tool
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The Code Repository tool is going to be accessible
only by the “Pro” users and by the users invited into
the “Implementation” phase of the project.
What is it for? How is it used? Technological aspects
The tool contains a file depository with the version-‐
ing control and branching (the edits that a member
did are going to be added to the main project branch
only after they are approved by the rest of the team,
every new version is saved in the file depository –
therefore nothing get’s lost). The tool is used for de-‐
positing the files and controling the process.
The Code Repository system would be based on the
technology provided by BeanstalkApp, which pro-‐
vides a hosting service for file repositories, with
both Subversion (revision control system for main-‐
taining historical and current versions of files) and
Git (distributed revision control system, free soft-‐
ware ideated by Linus Torvalds) support.
FIG. 89: Code Repository tool for
developing applications
Project part
165
FIG. 90: Dashboard tool (for the platform
administrator and the company manager)
The dashboard tool is needed for controlling the
process of the project: it is targeted to the company
manager and the administrator of the platform, as
well as the “Pro” users, who wish to manage their
group-‐projects.
What is it for? How is it used? Technological aspects
The dashboard tool can be accessed through the
challenge/project page or through the personal ac-‐
count page; it can be used for analyzing the data of
the project, the process, the participants, number of
entries, comments etc.; managing the project: invit-‐
ing participants, editing the brief, add files; export
the report.
The Dashboard tool would be based on an existing
open source project management platform, for in-‐
stance Collabtive (http://collabtive.o-‐dyn.de/), which
has the features of time-‐tracking, reporting, project,
task creation etc. These features would be adopted
to the characteristics of the Cobee platform.
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FIG. 91: Project process analysis
tool integrated in the dashboard
The managers can export the report of the project,
which contains the analysis of the process: the du-‐
ration, the phases, the number of entries and par-‐
ticipants etc. During the selection phase the syn-‐
thesis tool in the dashboard shows the directions
of the project, according to the most used tags as
well as the connections between them; the process
tool shows the entries in a timeline where it is vis-‐
ible when and by whom it was created, when it was
modified, how many votes and comments it got. It
permits to track the process, open each entry, com-‐
ment or vote on it.
Project part
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Challenge placement and report (contest holder)
The dashboard includes also the Challenge Place-‐
ment Page for the company managers. The Chal-‐
lenge Placement Page contains the controls for up-‐
loading pictures as well as other files, writing the
project description, the technological specifications,
requirements, expectations and specifications for
every phase of the project (the project phases con-‐
FIG. 92: Challenge placement formular
(for the company manager)
troller is a slider). The company manager is invited
to add tags and describe his company as well.
The Dashboard page of the platform administrator
contains the informations about all the Challenges.
The dashboard consist of the same elements like the
contest holder’s Dashboard, with the only difference
that it has a list of Challenges as well as administra-‐
tive tools for reward payment, financial state, com-‐
munity administration (for instance the feature of
banning a community member), managing the “Wall”,
the “Blog” and the “Forum” (“Contact”) sections.
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The Community network tool permits to see the
community as a social network, analyze the connec-‐
tions, search for competences, contact people, etc.
It is helpful for finding the collaborators with the re-‐
quired competences.
What is it for? How is it used? Technological aspects
The “Community” page can have two different view
options: it can be seen as a social network graph or
as a list. This permits to see at a glance the existing
connections, to individuate groups of members, and
to find a person that has the characteristics and the
expertise necessary in a project. Every member can
be contacted directly with a direct message.
The tool is going to be based on an existing open
source social network visualization web software,
for instance LastForward, a widget for analyzing so-‐
cial networks of Last.Fm. The interface elements are
going to be adapted to the style of the Cobee plat-‐
form, as well as the code is going to be adapted to
the required features and functionalities.
FIG. 93: Community network visualization
tool (for finding a needed expertise)
Project part
169
My Account page is the information hub, which
shows the personal information, the challenges I
took, the status in the platform (newbie, advanced,
expert or guru); it also shows the CoMeter: the activ-‐
ity meter indicating the activity style of the member;
another feature is the recent activity.
What is it for? How is it used? Technological aspects
The Account page can be accessed through “MyAc-‐
count” button in the main menu. It can be used for
modifying the profile information, for analyzing the
activity, for accessing the entries of the challenges,
for reading the direct messages and comments, as
well as displaying the contacts from the network.
The Account Dashboard is build on the basis of an
open source social networking system, called Elgg
(www.elgg.org) on which the whole Cobee system
is going to be built. This system has the main build-‐
ing blocks, like access control and a flexible data
model for creating different entities.
FIG. 94: “My Account” Dashboard tool
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The subscription plans are going to be applied for al-‐
lowing customer segmentation. We are going to use
a dynamic pricing plan, depending on the phases and
duration of the project, which is flexible enough for
the customers, which can decide at every moment to
close the project or to continue.
The subscription plans for the companies are go-‐
ing to be decided dynamically in the beginning of
the project and during the project. Some companies
might need to conduct a research and ideation on
Cobee platform, while others might need a fully im-‐
plemented product. Other firms also might need to
evaluate their product at the end of the implementa-‐
tion phase. The project phases are therefore flexible
and can be repeated in an iterative way.
The subscription system is going to work like in the
Freemium model, where the free plan has a limited
functionality while the Premium plan has the full
SUBSCRIPTION PLANS
functionality. The participants can choose between
the free and the premium plan, while the companies
have to subscribe to one of the Premium plans for
companies.
Plans for the participants:
Free plan: a free subscription plan allowing to use
the platform for searching for collaboration as well
RESEARCH
CONCEPTING
INTERACTION
INTERFACE
EVALUATION
IMPLEMENTATIONDYNAMIC SUBSCRIPTION PLANS(FOR THE COMPANIES, V.I.P. AREA)
PLAN EXAMPLE 1
PLAN EXAMPLE 2
PLAN EXAMPLE 3
PLAN EXAMPLE 4
FIG. 95: The Dynamic subscription plans
as use the basic tools when collaborating on a
project with the company or the premium users.
The Premium plan: using all the platform tools, cre-‐
ating a project, searching for collaborators, using the
design and the development tools, the dashboard.
Project part
171
FREE
PREMIUMANNUAL/MONTHLY SUBSCRIPTION FEES
FREEMIUM SUBSCRIPTION PLANS(FOR THE CROWD)
MIND-‐MAPPING,WIRE-‐FRAMING,
DRAWING TOOLS,PARTICIPATION IN THE V.I.P. PROJECTS,
COLLABORATING WITH OTHER MEMBERS
MIND-‐MAPPING,WIRE-‐FRAMING,
DRAWING TOOLS,CODE REPOSITORY TOOL
PARTICIPATION IN THE V.I.P. PROJECTSCREATING OWN GROUP PROJECTS
PROJECT ANALYSIS TOOLS
FIG. 96: The Freemium subscription plans for participants
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COMMUNITY ATTRACTION DIFFERENTIATION PROJECT INTRODUCTION
OFFERING ALL TOOLS FOR FREE: PARTICIPANTS CAN USE THEM FOR THEIR PERSONAL WORK; OFFERING A PROJECT SPACE
INTRODUCING THE PRO PLAN FOR PARTICIPANTS THAT ARE INTERESTED TO USE ADVANCED TOOLS AND THE GROUP PROJECT FEATURE (FOR A SUBSCRIPTION FEE)
WHEN THE COMMUNITY IS LARGE ENOUGH, THE COMPANIES ARE INVITED AND THE SOCIAL WEB APPLICATION PROJECTS ARE INITIATED
FIG. 97: Community Building-‐up plan
BUILDING-‐UP THE COMMUNITY
The creation of the community would be conducted
in three steps: first of all we are going to provide
the collaboration space for the interaction designers
and programmers, with all the basic tools that can be
used for free. This first phase is needed to attract a
sufficient number of members.
In the second phase we are going to introduce the
Pro plan for the advanced users interested in ad-‐
vanced features like project management and ad-‐
vanced design tools, as well as a collaboration space
for group projects, where other participants can
be invited. The Pro plan would be accessible via a
monthly or annually subscription fee.
In the third phase the companies interested in so-‐
cial web application design would be introduced (the
area V.I.P. = Very Interesting Projects), where the
projects can be conducted in collaboration between
the platform members and the company managers.
This would ensure that the community is consoli-‐
dated and receives a value from the platform itself
even without the introduction of the crowdsourcing
projects. When a sufficient number of professional
members is reached, the projects can be introduced.
Project part
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USE CASE SCENARIO
This use-‐case scenario describes how the service
works. The previously described platform custom-‐
ers and participants will be part of this scenario. The
scope here is to show how different participants in-‐
teract with it and with each other.
Davide, a manager of the marketing department at
Geox aims to create a social hub for communicating
with the consumers as well as establishing a better
brand image and enter the sportswear market. Dav-‐
ide has an idea to create social web application con-‐
nected to the main website of Geox, that promotes a
healthy and ecological lifestyle as well as a positive
brand image.
Davide meets the managers of Cobee. they decide
together about the duration of the project and pre-‐
pare the brief. Davide decides for the “Extra” Plan
which comprises all the phases of the project avail-‐
able in the Cobee framework.
Davide registers to the Cobee service and defines all
the details about the project.
He chooses the “New Challenge” option and de-‐
fines the brief: “Creating a social web application for
Geox, for communicating with the consumers, pro-‐
moting the brand image, communicating the sustain-‐
ability image of Geox.”
He describes the requirements: the social web ap-‐
plication should be placed or connected to the exist-‐
ing social networks (Facebook), it should reach the
target group of consumers in the age of 25-‐45 years,
both genders, from the middle socio-‐economic class;
the brand identity of Geox should be communicated
(the main elements of brand identity attached); the
possibility for the users to socialize with each other,
to build a positive impression about Geox. The func-‐
tionalities of sharing, commenting, posting pictures
should be included. Another functionality is the sup-‐
port of the feed of images from the newest collection
of Geox, which have to be visualized in the applica-‐
tion.
FIG. 98-‐100: Storyboard scenes
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The company manager uploads the images repre-‐
senting the brand identity of Geox -‐ the logo, the ele-‐
ments of the collection, the look of the Geox store.
The project starts with the research phase for op-‐
portunity exploration and inspirations. The indicator
on the website shows, that the project is in the “Re-‐
search” phase. The members of the platform read
the project brief and click “Take the challenge”. They
post inspirations and research data about social web
applications with MindMapping and textual descrip-‐
tion tools.
In the next (Concept) phase Marco – the interaction
designer – chooses the Mind-‐Mapping tool under
the challenge brief and creates a mindmap with the
ideas and directions for the project: a walk-‐meter
tracking the walk, eco-‐footprint-‐meter, walking ex-‐
perience. He elaborates one of the directions: the
walk-‐meter which shows how many carbon points
were saved by walking instead of taking the car. He
is also comments on the project brief page: he thinks
that the functionality of Geox “tips” should be sup-‐
ported as well as the link to the last Geox collection
on the website.
After 10 days of research and concepting the status
bar of the “Geox social web app” project shows the
end of the phase. The main three directions elabo-‐
rated by three members are shown: Geox fitness
trainer, Geox shoe customizer, Geox personal eco-‐
meter. Cobee moderator together with Davide decide
to propose a group creation in the three mentioned
directions: the members with the similar ideas are
invited to form groups. Matteo, Marco and Gabriella
form one of the groups. Davide also makes some
additions to the brief, by adding the functionalities
proposed by Marco.
FIG. 101-‐104: Storyboard scenes
Project part
175
On 11th day starts the “Interaction” phase. The par-‐
ticipants of the three selected groups are invited to
create interaction design concepts. Matteo uses the
drawing tool for making a visualization on the basis
of the idea proposed by Marco: he makes a flow-‐
chart diagram showing the main interaction steps.
Meanwhile Marco creates a detailed description of
the concept and loads additional pictures into the
mind-‐map, showing the “mood” of the concept. The
concept developed on the basis of the idea “Geox
personal eco-‐meter” combines the functionalities
of personal trainer and tracker of the daily walking
activity: it should make the users aware how they re-‐
duce their carbon-‐footprint by walking more, instead
of taking the car. The user has to register to the app
via facebook and download the geo-‐localization app
to his smartphone. Every time he walks he should
click the button “track” in the smartphone app. At
the end of the day the user logs into the web app on
his computer and sees the tracking results in a rep-‐
resentation of a “meter”, showing the time of walk-‐
ing and the saved carbon-‐points. He can publish the
meter on his wall and invite his friends to join the
application. Another functionality is the uploading
Gabriella draws a storyboard with the drawing tool
embedded into the platform, which shows how the
users interact with the social web application. She
takes into consideration the commenting, sharing,
posting functionalities described in the brief. She
describes in detail the functionalities of geo-‐local-‐
ization that can be implemented through a web app
on the smartphone of the user.
of the pictures of the favorite walking places. Some
pictures of Geox shoes from the collection “energy
walk shoes” appear in the application. These pictures
link to the Geox website. An additional functionality
are the “Geox tips”: how long to walk, what walking
styles are there, how the Geox shoe structure sup-‐
ports the stature etc..
FIG. 105-‐106: Storyboard scenes
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The “Interaction” phase is finished and the project
participants are invited to participate on creating the
interface and mockups for their concepts. Gabriella
and Matteo use the third tool -‐ Wire-‐framing tool -‐ for
making a wireframe of the interface. The modera-‐
tor comments on the contributions and reminds that
the interface should contain all the functionalities
described previously, as well as respect the brand
identity of Geox. Gabriella creates an interface with
a graphic tool which shows the daily progress of
eco-‐footprint of a user. On the side of the graphic
there are pictures of his most liked places and the
tips from Geox with the pictures of “Energy walker”
and “Snake shoe” collections. Under the graphic the
user can see the eco-‐footprint results of his friends.
Marco reviews the results and gives his advices.
Gabriella creates the layout out of the elements
present in the Mockup tool, and Matteo adds some
interactions to it, therefore creating an interactive
prototype with the wire-‐framing tool. They add some
comments explaining some functionalities. They
decide to develop the geo-‐localization functionality
later if the agency is interested in the project.
During the evaluation phase all the platform mem-‐
bers are invited to test the interactive mock-‐ups and
to vote and comment. This process brings many in-‐
sights about the functionality of the application to
the teams. They adjust their prototypes accordingly.
The company manager adds some comments too: he
would like to see the pictures of the new shoe col-‐
lection integrated in the “tips” section.
The idea “Geox personal eco-‐meter” by Marco, Mat-‐
teo and Gabriella gathers the most votes and is se-‐
lected at the end of the Design Part. Davide chooses
the selected concept and closes the project. After
closing the project he receives the project report
with the synthesis of the project process, the par-‐
ticipants, the amount of contributions, comments
and votes etc.
FIG. 107-‐109: Storyboard scenes
Project part
177
The participants are rewarded by the company
through Cobee as soon as the selected team mem-‐
bers transfer all the material produced during the
contest to the company manager. Cobee transfers to
the participants pay-‐pal account 70% of the reward
received from Davide. Every member receives one
third of the reward.
After the project ends, Davide is interested to con-‐
tinue the implementation phase of the project. He
speaks to the platform moderation as well as the
winning team and opens the “implementation”
phase. The “implementation” phase is only accessi-‐
ble to the selected team as well as Davide and Cobee
Manager. Davide makes an accordance with the team
on their wages and sets the implementation dura-‐
tion: 1 month.
Gabriella will work as interface designer, Matteo as
programmer and Marco as coordinator and program-‐
mer. They invite additionally a fourth participant from
the external Cobee network – a software develop-‐
ment firm – for developing purposes. The team de-‐
cides to implement the application for the Facebook
platform and use the php programming language for
the back-‐end, Javascript and Flash Actionscript for
the front-‐end. The code written for the facebook
front-‐end can be adapted to the smartphone with
the Titanium framework. The team uses the Code
Repository tool integrated on the Cobee platform for
developing the project.
The implementation takes 1.5 month. The app ap-‐
pears in the android app-‐market as well as on Face-‐
book. Davide congratulates with the team and com-‐
pletes the payment.
FIG. 110-‐112: Storyboard scenes
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FRONT-‐OFFICE
BACK-‐OFFICE
Posting a
challenge
Sending
information
to database
Receiving info
about new
member,
checking data
Reviewing
the results,
proposing to
organize groups
Registering
new information
in the DB
Sending
information
to DB
Sending
information
to DB
Sending
information
to DB
Sending
information
to DB
Sending
information
to DB
Sending
information
to DB
Retrieving
data of parti-‐
cipants from DB
Sending
information to
DB,
retrieving data
from DB
Money from
paypal account
sent to the winners’
account
Money received to
platform’s
paypal account
Retrieving
proposal data
Rregistering
updates, sending
updates to all
subscribed users
Rregistering
updates, sending
updates to all
subscribed users
Registering
proposals,
clustering them
Registering
information
about the
payment
Registering
information
about the
payment
Paying the
challenge fee
Receiving
proposals
Admin-‐team
Contest holder
Participant
Server
Pay-‐pal
Website Back-‐end
Choosing best
ideas, organizing
groups
Posting proposals
to the challenge
Forming groupsRegistering
(Freemium account)
Contacting
some participants
Receiving proposal to
continue the project
Choosing the
winners, closing
the project
Receiving the
concept material,
the report, paying
Receiving the reward
Commenting,
suggesting
improvements
Working on the
concept
Receiving
a notification
PROJECT DURATION: 20 DAYS
1
FIG. 113: The Front-‐ and Back-‐Office activity steps
Project part
1794.5. THE IMPLEMENTATION OF THE PLATFORM
INTERACTION SYSTEM DEFINITION
In the scenario above we showed how Cobee sys-‐
tem works. Further we would like to describe the
system more in detail. The platform has to support
the actions, that derive from user’s motivations: so-‐
cializing, learning, teaching, helping, curiosity etc.
From these motivations and from the service ob-‐
jectives the following main actions derive: register-‐
ing, formulating a challenge, accessing information,
contributing, communicating, sharing knowledge,
collaborating, getting rewarded. These actions will
be conducted differently by different participants
and there will be different combinations of actions,
however we describe the most fundamental ones.
The platform moderation is going to support the par-‐
ticipants throughout the process as well as the tools
provided on the platform support the mentioned ac-‐
tions.
1. Registration action consist in choosing a plan
(free or premium) and filling in sign-‐up form
by the participants. For the contest holder the
registration consist in choosing a plan (basic,
advanced, extra or Pro), filling in a form and
paying for the plan, as well as an eventual re-‐
quested assistance and consultation from the
platform admin is provided.
2. The challenge formulation consists in filling in
a form where the company manager describes
the project and the requirements. He can ask
for an eventual assistance from the platform
admin.
3. The information about the challenges can be
accessed through the challenge page; a blog is
provided where news about projects, commu-‐
nity activity and other are posted as well as the
“Wall” of announcement where the users can
announce about collaboration search or about
their projects.
4. The participants can contribute by voting on
challenges, contributions as well as comment-‐
ing. They can also choose to build on someones
project, which means to join and contribute.
This action has to be approved by the project
initiator. They can also start their own entries
by using the mind-‐mapping, drawing or wire-‐
framing tools.
5. Communication: only asynchronous communi-‐
cation tools are supported by the platform for
the reasons mentioned above. This permits the
participants to concentrate on the project and
makes the whole conversation over-‐viewable
for other people. In the Wall section the com-‐
munications of the members can be found, for
instance: “I am searching for a collaborator for
my project”, “I want to start a project about” etc.
6. Sharing knowledge action is connected to the
contribution action: by commenting and dis-‐
cussing participants share knowledge with each
other as well as by collaborating on a project.
The most active participants can be also invited
to post on the blog.
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COBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPSCOBEE SERVICE INTERACTION STEPS
registering challenge
formulation
accessing
information
contributing communicating sharing
knowledge
collaborating getting
rewarded
platform admin
actions
sending welcome
helping to
formulate
challenge
stimulating
contribution
responding to
questions,
stimulating
discussion
checking posts stimulating
collaboration
participant signing terms
and conditions,
registering
account
reading
challenge,
browsing
challenge
archive, blog,
tutorials
creating new
entry for the
challenge,
building on
others' challenge,
commenting,
voting
communicating
with other
participants, with
the platform
admin, with the
contest holder
posting on the
blog, suggesting
refinements to
other participants
building on
others ideas,
suggesting
design
enhancements
Receiving the
payment on
Paypal account
company registering,
paying fees
formulating
challenge
phases, duration,
brief, question,
requirements
reading other
challenges, blog
communicating
with participants,
with admin
giving feedback
about entries,
editing the brief
suggesting
refinements
paying the
reward
tools registration form;
contact page
information
challenge posting
form
challenge
archive,
challenge search,
blog, tutorial
section
challenge page,
Mind-Mapping
tool, Drawing
tool, Wire-
framing, voting,
commenting tools
direct messaging
(only between
participants and
with admin),
commenting,
blog, commenting commenting
system,
"building-on-
idea" functionality
Paypal payment
management
integrated in the
"Account
dashboard"
FIG. 114: Cobee platform: interaction steps
Project part
181
7. Collaboration can happen by suggesting im-‐
provements and discussing through comment-‐
ing. The participants can also join others teams
by choosing “build” action. Participants can in-‐
vite other members to collaborate through the
“invite” action. They also can announce the re-‐
search for collaborators for the contest project
or their private projects on the announcement
“Wall”.
8. The contest winners get rewarded by the com-‐
pany through Cobee as soon as they deliver the
materials of the contest. They receive a mes-‐
sage about the money transfer to their pay-‐pal
account as well as a message in their messages
section in the “My Account” page.
The figure 114 on the left page summarizes the de-‐
scribed actions.
ARCHITECTURE OF THE PLATFORM
Further we are going to define the architecture of
the platform. The platform is conceived around the
mentioned main actions. The structure that can
be seen on the next page supports these actions.
The Platform contains seven sections: Challenges,
About, My Account, Community, Wall, Blog, Contact.
The first page that is opening is the challenges page,
so the informations concerning the challenges are
immediately presented. The participants can then
choose to “take the challenge” or read more about
it. “Take the challenge” action leads them to the page
where they can contribute by choosing among one of
the present tools: adding description, mind-‐mapping
tool, drawing tool, wire-‐framing tool or code reposi-‐
tory tool. The participants are usually automatically
led to the tool which is coherent with the current
project phase, for instance if the project is in the
phase of research, the mind-‐mapping tool is opened.
If the project is in “interface” phase, the wire-‐fram-‐
ing tool is opened. It is also possible just to read the
challenge and the entries as well as vote and com-‐
ment. The challenge contains the dashboard section
which is accessible to the company managers, where
they can change the brief, make additions, such as
requirements or uploading files. The company man-‐
ager can also browse through the entries, vote and
comment. He also can decide to change the duration
of the phase or close a phase (however changing the
duration of the phase may comport additions to the
cost of his plan).
The individual projects which the “Pro” participants
are working on are not public and don’t appear in
the challenge section. They are visible to the project
initiator when he is on the page “My Account”, where
he can access the project. The individual project has
the same structure like the Public Challenges: it has
the same phases and the same tools available. The
project initiator can invite other users to collaborate
on his project. He has the same dashboard tools
like the contest holder. When he finishes the project
he can eventually decide to make it public by post-‐
Pro
ject
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HOME
0101010101
ABOUT MY ACCOUNT COMMUNITY
PLATFORM ARCHITECTURE
?
WALL BLOG CONTACTCHALLENGES
FILTER BY: POPULARITY OR
DURATION
NORMAL VIEWOR NETWORK VIEW
TAKE CHALLENGE
MIND-‐MAPPING TOOL
ADD AS CONTACT
ASK QUESTION
FORUM
SEND DIRECTMESSAGE
INVITE TOBUILD ON YOURPROJECT
BUILD
VOTE
COMMENT
DRAWING TOOL
WIREFRAMING TOOL
PHASESBRIEFPLAN
PARTICIPANTSENTRIES
COMMENTSVOTES
HOW IT WORKSSUCCESS STORIES
ABOUT US
self.redirect('/blog/')
elif which == 'list'
EDIT
MAP
DRAW
VERSION CONTROL
WIREFRAME
EDIT BRIEF
ENTRIES
ENTRIESMY CHALLENGES/PROJECTS
NEWSADS
PHASESBRIEF
PROFILEINFO
REWARD ADD ENTRY
COMMENT
VOTE
READ
DASHBOARD
COMMENT
VOTE
CONTEST HOLDER/ADMIN/PRO USER
ONLY PRO USERSAND IMPLEMENTERS
READ
COMMENT
COMMENT
VOTE
READ
COMMENT
VOTE
READ
MESSAGESCONTACTS PARTICIPANTS
FILTER BY: POPULARITY OR
DATE
SEND DIRECTMESSAGE
INVITE TOBUILD ON YOURPROJECT
FILTER BY: POPULARITY OR
DATE
TUTORIALS
COMMENT
READ
FIG. 115: Platform architecture visualization
Project part
183
contacted through direct messaging or added as a
contact. They also can be invited to collaborate on
a project.
The “Wall” section contains announcements of the
members about their projects or that their search for
collaborators.
The “Blog” section contains news about the projects,
the community and the platform’s activity as well as
tutorials and learning material.
ing a message about it in the Wall section, together
with a link. The other users can then comment, vote
this project as well as send direct messages to the
project initiator.
The “About” section contains informations about the
platform, pricing plans, tools and process descrip-‐
tion as well as the video “How it works”.
My account page is the dashboard of every partici-‐
pant, where he can see his messages, his challeng-‐
es/projects, entries, profile info and contacts.
The community page contains the information about
the community, which can be seen in two modes:
network structure or list. The network structure
option permits to see connections between mem-‐
bers at a glance, as well as their characteristics,
challenges and expertise. The participants can be
FIG. 116: Challenge list page
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184FIG. 117: Challenge detail page
The “Contact” section has the two options: to ask a
question or to post on the forum.
The platform is conceived around the challenges and
the community. Therefore all the on-‐going communi-‐
cation and activities are connected to the project ac-‐
tivity. The only communication tool that can be used
for other purposes is the direct messaging.
Wireframes: challenges page
When opening the website, the first page opening
is the Challenges page. Challenges page shows the
projects that the company managers placed. The
challenge list contains the few necessary informa-‐
tions for having an overview: the project name, a
brief description, the current project phase (for in-‐
stance research phase), the number of comments,
votes, entries, participants as well as the project
plan chosen by the company manager. The challenge
list page contains the presentation video and the re-‐
cent activity of the platform as well: the recent en-‐
tries, comments and new members. The challenges
can be filtered by their date (most recent) and by
their popularity (how many votes they got).
The Challenge Detail page contains a more detailed
description of the challenge as well as the recent
entries and comments. On this page the participant
can add comments, vote and add entries. It also con-‐
tains the “Synthesis” map, the same visualization
visible in the Dashboard of the contest holder, which
shows the process of the project in a timeline, with
the entries and participants, comments and votes.
This gives a quick overview about the project state.
Project part
185
THE LOGO AND THE GRAPHICAL ELEMENTS
The Logo of “Cobee” contains the type, for which
the font “ConduitITC” is used and the graphical sym-‐
bol of a network of people, which substitutes the
letter “O”. The name Cobee, as explained before,
combines the meaning of “co-‐design” and “bee” as
a symbol for collective intelligence. Therefore we
wanted to emphasize the meaning of “Co-‐design” as
a networked activity and the meaning of “Bee” as
an example of natural organizational structures like
the one of a beehive. We’ve chosen the combination
of two colors for the logo -‐ the intense green (sym-‐
bolizes the nature and inspires the feeling of calm-‐
ness) and the black. The type in the logo is filled with
striped pattern for giving it a dynamic appearance
(the stripes that go from down-‐left corner to up-‐right
corner contribute to the illusion of a movement). The
striped pattern refers to the pattern of the bees as
well. The logo is accompanied by the explanation:
“A crowdsourcing platform for interaction design”,
which summarizes the core of the service.
Graphical interface
We developed visual design elements of the user in-‐
terface in the same style like the logotype. It was
studied for being simple and light, for not distract-‐
ing the user from the main functionalities and for
evidencing the important elements of the interface.
Therefore we tried to reduce the amount of the con-‐
trols and other elements to the most necessary ones.
The layout was divided in the grid of two sub-‐areas
or columns, where the central area is always the
main “action” area, for instance the drawing area
or the area which contains the informations about
the challenge. The second column is always the
“side-‐column” where the additional informations
are placed, for instance the list of recent activities.
In the most cases only two-‐columns layout is used,
and only in a few of them the “three-‐column-‐grid”
is used, for instance in “My Account” page where in
addition to the main area and the side column there
is the area of personal informations.
The graphical solution of the user interface contains
the two above mentioned colors and additionally the
grey and the magenta color, used for emphasizing
important elements. The rule of the proportion of
contrasting colors (magenta-‐green) from the color
theory is used: the quantity of red has to be much
less than the quantity of green, for not overwhelming
the user. The quantity of grey and white elements is
much higher in the interface.
The controls -‐ buttons and links are mainly placed
on the sides of the interface layout, because they are
easily reachable then (the cursor stops naturally by
bouncing to the borders of the screen). The buttons
in inactive state are black with green text, while the
active ones are green with black text.
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
FIG. 118: Cobee Logo
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FIG. 119: Logo specifications
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
1X
1,4X
6 pt
52 pt
2X 2X
CONSTRUCTION
DIMENSIONS
BLACK-‐AND-‐WHITE COLORS
STANDARD DIMENSIONS: 50mmx18mm
MINIMUM DIMENSIONS: 30mmx8.5mm (The explanatory text is placed on the side)
200% OF THE STANDARD DIMENSIONS
FONT: CONDUIT ITC TT
CMYK (39, 0, 89, 0)RGB (181, 219, 42)
CMYK (17, 100, 53, 3)RGB (196, 0, 76)
CMYK (0, 0, 0, 100)RGB (0, 0, 0)
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
A CROWDSOURCING PLATFORM FOR INTERACTION DESIGN
Project part
187
FIG. 120: ”About” page
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188 4.6. THE PLAN FOR FURTHER DEVELOPMENT
SOME FACTS ABOUT THE CURRENT MARKET
According to Forbes (www.forbes.com), in 2009
there were around 80.000 freelance designers in
USA alone, while the number of freelancers in the
whole world could reach 200.000. These numbers
are growing according to the research conducted
by Design Council, which counted 65000 freelance
designers in UK (in 2009), with an increase of 39%
since 2005. The amount of digital and multimedia
designers was also increasing: from 43% in 2005 to
49% in 2009139.
These numbers are also confirmed by the increas-‐
ing communities of crowdsourcing design platforms
like CrowdSpring, 99Designs and DesignCrowd (see
the graphic in the next page). To list an example, the
amount of CrowdSpring members increased from
6000 members in 2008 to 72.000 in 2010.
Additionally to these evidences the amount of free-‐
lancers using online marketplaces and intermediar-‐
NOTES
[139] http://www.designcouncil.org.uk/Documents/Documents/
Publications/Research/DesignIndustryResearch2010/
[140] http://blog.limeexchange.com/wp-‐content/
uploads/Freelancingsurveyresults.pdf
[141] McKinsey Quarterly conducted a Survey with
2847 executives worldwide in 2007, source: https://
www.mckinseyquarterly.com/How_businesses_are_
using_Web_20_A_McKinsey_Global_Survey_1913
ies for finding a job increased as well. According to
the survey conducted by LimeExchange140 in 2009, in
which thousands (the exact number is not indicated)
of freelancers worldwide took part, 31% of freelanc-‐
ers are doing web development, 19% software de-‐
velopment and 29% graphic design and graphic arts.
A very substantial number of freelancers is choos-‐
ing an online marketplace when searching for a job:
freelance marketplaces are used by 27% of them for
finding freelance projects.
According to the previous survey, the companies
(mainy SMBs) prefer using such marketplaces for
finding designers, because of the following factors:
they prefer outsourcing for cutting cost and reduce
staff 57%, for not having someone with suitable
skills 22%, need for a recognized expert 11%.
The listed facts show a growing market opportunity
for crowdsourcing platforms: the increasing amount
of freelance designers and developers from one side
and the increasing demand for boundary-‐less (no
geographical boundaries), easily accessible work-‐
force on the other side. This is a suitable situation
for a two-‐sided platform like Cobee.
In addition to this, there is going to be a growing de-‐
mand for social web applications as well, according
to the survey conducted by McKinsey Quarterly141,
mentioned in the beginning of this chapter: a very
high number of surveyed executives (80%) world-‐
wide are going to use or invest in the use of web
2.0 technologies for their businesses, 70% of them
already using the technologies for interfacing with
their customers, for acquiring new markets and for
managing customer requests. The number of com-‐
panies that need web 2.0 and especially social web
application tools might therefore increase in the next
years.
Project part
189
200000WORLDUSAESTIMATED NUMBER OFFREELANCE DESIGNERSIN 2009 (FORBES.COM):
2008 2009
Research data from: Forbes.com; TechCrunch; LimeExchange; CrowdSpring; DesignCrowd; 99Designs
2010
20,748568,471$20,74820,748
DESIGNCROWD300071,329$
6000
16,542
100.000DESIGNERS
90.000
80.000
70.000
60.000
50.000
40.000
30.000
20.000
10.000
36,00071,329$
82,00055,000
55,0009647
72,00015,253170 +
00DESIGNCROWD
36,00099DESIGNS
3000DESIGNCROWD
82,00099DESIGNS
6000CROWDSPRING
6000
16,54299DESIGNS
72,000CROWDSPRING
71,329$
55,000CROWDSPRING
FIG. 121: Visualization of the current state of
the design crowdsourcing market
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190
The main two target groups of the platform are the
experts/professionals from design and software/
web engineering disciplines. One of the ways to
gain their attention is through the alumni sites of
universities. Other communication channels would
be forums for interaction design, programming, and
design in general. The job ad portals would also be
the target of this communication. Commenting on
blogs specialized in different design topics. Visits
to universities and presenting the platforms activ-‐
ity, as well as organizing workshops. The first target
group -‐ the affirmed experts/professionals should
be attracted also by contacting them personally and
convincing them to participate. There is a need for
at least 15 core leaders for a community of 200-‐300
users for keeping the “health” of the community (this
was shown by the studies of open source commu-‐
nities). Therefore a beginning number of about 15
leaders should be achieved for ensuring the func-‐
tioning of the community and attracting other more
passive members.
The Ways to find and attract B2C sector companies:
The companies could be attracted by a direct con-‐
tact, through forums and blogs, specialized in the
mentioned topics (apparel, consumer electronics,
marketing sites), e-‐mail advertisement, as well as
specialized meetings, conferences, through the In-‐
teraction Design Associations..
The Cobee service should be advertised through the
communication platforms of its partners (software/
web development companies and the providers of
software tools for the platform).
HOW TO ACCESS THE TWO-‐SIDED MARKET?
Project part
191
THE FURTHER DEVELOPEMENT
NOTES
[142] http://www.kickstarter.com/
The plan for the future development of the service
is the following: creating a functioning web-‐based
prototype of the platform, that contains the most im-‐
portant aspects of the service and launch it in the
internet under www.cobee.net. The following step
would be to conduct a market test during which to
find out if there would be many potential innovators
participating in the service as well as companies,
which would use the service. A presentation movie
about the platform will be distributed over YouTube,
Vimeo and other content-‐sharing platforms. An ad-‐
ditional advertisement (in form of a description, a
link and an image) will be distributed over forums
and discussion groups as well as groups in social
networks specialized in design topics. The adver-‐
tisement campaign will be prevalently below the
line, targeted to a small group of people, contacted
directly by e-‐mail, through conferences and other
events connected to design. The growth of the com-‐
munity is expected due to the word-‐of-‐mouth, invita-‐
tions of friends etc.
If the market test will result to a sufficient number
of potential customers of the service -‐ participants
and companies, we are going to contact investors
through start-‐up events as well as platforms for
crowdfunding like KickStarter142 and similar. After
attracting a sufficient investment Cobee platform is
going to be developed and launched in an approxi-‐
mate time of three months with the conditions indi-‐
cated in the business model part of this thesis.
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192 4.7. CONCLUSIONS
The Cobee project was an attempt to create a
crowdsourcing service for interaction design of so-‐
cial web applications, which would permit people
passionate about interaction design get together,
collaborate, work on real-‐life projects, learn and
socialize. The thesis attempts to answer the ques-‐
tion: what is the possible model of crowdsourcing in
social web application design projects and how this
model can bring benefits to the companies and the
participants. We believe that crowdsourcing doesn’t
threat the established design professions, it can pro-‐
vide new opportunities for co-‐design. The important
issue in this case is to find a good balance of the
traditional design methods with the new ones. The
case studies that we analyzed confirm the need for
this balance and show that the combination of en-‐
terprise production and crowd production can work
in the reality. In the Project Part we used the pre-‐
vious findings for proposing a new service as well
as a platform supporting the activities of the service
customers -‐ the innovators and the companies. We
tried to demonstrate the value of the service and the
benefits it would bring to its customers (companies
and participants). We followed the framework of
crowdsourcing platform aspects that we delineated
in the case study analysis. In addition to this we cre-‐
ated a concept of the web platform as a tool tailored
to interaction design activities as well as community
building activities.
STRONG AND WEAK POINTS
Cobee platform occupies a niche in the market from
the point of view of its service as well as the plat-‐
form as a tool itself. It offers a design environment
for interaction design of web applications, an emerg-‐
ing discipline that is on the interstice between differ-‐
ent areas and where different specialists are needed
for solving multi-‐disciplinary problematics. Despite
that, there can be encountered a big separation be-‐
tween programmers and design specialists in such
projects. Cobee platform attempts to provide a serv-‐
ice which brings the two professions together under
one “roof”. Open source software development was
usually populated by programming “nerds”, while the
designers could have the possibility to express their
abilities in design contests and crowdsourcing plat-‐
forms for logo and web-‐design. Cobee aims to pro-‐
Project part
193
vide a platform which combines the multidisciplinary
knowledge of designers, programmers and maybe
other professions in web application projects. It of-‐
fers a collaboration space and suitable tools for this
purpose as well as a learning environment with blog
posts and tutorials about interaction design. In addi-‐
tion to that Cobee introduces the companies, which
bring their challenges and harness the creativity of
the Cobee community for solving those challenges.
The analysis of the existing crowdsourcing platforms
showed very different approaches of platforms like
Cambrian House, which combined the knowledge of
different people but failed in their business model,
and the service like CrowdSpring, which offers a
quite superficial and limited view on web design,
where the participants are included in only one spe-‐
cific part of the project. The first model is the agent
model, where the platform represents the commu-‐
nity, while the second model is a pure broker. As
mentioned above, nowadays the simple brokering/
intermediation is not enough, the companies expect
consultancy services and customized solutions for
every case. Cobee aims to place its business model
between the agent and the broker models, by provid-‐
ing assistance to the community and by consulting/
advicing the companies and helping them to create
a project framework adapted to their specific case.
Cobee also combines the aspects of the crowd-‐
sourcing and the traditional design models: in the
first project part, where “idea jam” takes place the
crowdsourcing model is adopted, while in the sec-‐
ond and third parts – the “Design” and “Implementa-‐
tion” parts – the company works with the selected
groups in a traditional way and pays them wages for
their freelance service.
By doing this Cobee aims to avoid the mistakes of the
mentioned examples and take the strong aspects of
their service: the strong participant involvement in
Cambrian House and the strong aspects of the inter-‐
mediary business model of CrowdSpring.
In addition to the service aspects, Cobee provides a
unique crowdsourcing environment with tools, which
support the design process. It combines the qualities
of a project management platform, a crowdsourcing
platform and a social network. The activities of the
participants of the projects are therefore supported
by this framework of the platform, which structures
and guides the project process, creates project
documentation and analysis as well as provides in-‐
tegrated tools for design and for communication. In
this aspect Cobee competes with other crowdsourc-‐
ing environments which don’t provide such a support
to their communities of participants.
An additional strong point of the platform is that its
implementation (of the web platform) would require
only a reduced starting capital, because it would be
built on the basis of an existing social networking
software integrated with software-‐as-‐a-‐service
tools from other providers. This technological aspect
reduces the cost of development and maintenance of
the platform.
A potentially weak aspect of the platform is the un-‐
predictability of the process of the community-‐build-‐
ing. This is an aspect that should be find out during
a market test: would there be a large enough number
of potential innovators-‐participants and companies
interested in this service.
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Project part
201
Cobee -‐ a crowdsourcing platform for interaction design
of social web applications
By: Ana Rink
Tutor: Cabirio Cautela
Co-‐Tutor: Massimo Menichinelli
2010 © Ana Rink