Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Leveraging Social Networks To Motivate Individuals to Reduce their Ecological Footprints
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
Fix my street or else: using the internet to voice local public service concerns
Proceedings of the 1st international conference on Theory and practice of electronic governance
A bright green perspective on sustainable choices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Citizen noise pollution monitoring
Proceedings of the 10th Annual International Conference on Digital Government Research: Social Networks: Making Connections between Citizens, Data and Government
Power explorer: a casual game style for encouraging long term behavior change among teenagers
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
One size does not fit all: applying the transtheoretical model to energy feedback technology design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mapping the landscape of sustainable HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design of eco-feedback technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Promoting new patterns in household energy consumption with pervasive learning games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Financial incentives and the "performance of crowds"
ACM SIGKDD Explorations Newsletter
Crowdsourcing systems on the World-Wide Web
Communications of the ACM
From Conservation to Crowdsourcing: A Typology of Citizen Science
HICSS '11 Proceedings of the 2011 44th Hawaii International Conference on System Sciences
Creek watch: pairing usefulness and usability for successful citizen science
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ceci n'est pas une pipe bombe: authoring urban landscapes with air quality sensors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Dynamic changes in motivation in collaborative citizen-science projects
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Motivation and Data Quality in a Citizen Science Game: A Design Science Evaluation
HICSS '13 Proceedings of the 2013 46th Hawaii International Conference on System Sciences
Normification: using crowdsourced technology to affect third-party change
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Competing or aiming to be average?: normification as a means of engaging digital volunteers
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
No "one-size fits all": towards a principled approach for incentives in mobile crowdsourcing
Proceedings of the 15th Workshop on Mobile Computing Systems and Applications
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Community activist groups typically rely on core groups of highly motivated members. In this paper we consider how crowdsourcing strategies can be used to supplement the activities of pro-environmental community activists, thus increasing the scalability of their campaigns. We focus on mobile data collection applications and strategies that can be used to engage casual participants in pro-environmental data collection. We report the results of a study that used both quantitative and qualitative methods to investigate the impact of different motivational factors and strategies, including both intrinsic and extrinsic motivators. The study compared and provides empirical evidence for the effectiveness of two extrinsic motivation strategies, pointification - a subset of gamification - and financial incentives. Prior environmental interest is also assessed as an intrinsic motivation factor. In contrast to previous HCI research on pro-environmental technology, much of which has focused on individual behavior change, this paper offers new insights and recommendations on the design of systems that target groups and communities.