Virtual citizen science platforms allow non-scientists to take part in scientific research across a range of disciplines. What they ask of volunteers varies considerably in terms of task type, variety, user judgement required and user freedom, which has received little direct investigation. A study was performed with the Planet Four: Craters project to investigate the effect of task workflow design on both volunteer experience and the scientific results they produce. Participants’ feedback through questionnaire responses indicated a preference for interfaces providing greater autonomy and variety, with free-text responses suggesting that autonomy was the more important. This did not translate into improved performance however, with the most autonomous interface not resulting in significantly better performance in data volume, agreement or accuracy compared to other less autonomous interfaces. The interface with the least number of task types, variety and autonomy resulted in the greatest data coverage. Agreement, both between participants and with the expert equivalent, was significantly improved when the interface most directly afforded tasks that captured the required underlying data (i.e. crater position or diameter). The implications for the designers of virtual citizen science platforms is that they have a balancing act to perform, weighing up the importance of user satisfaction, the data needs of the science case and the resources that can be committed both in terms of time and data reduction
Tracking progress towards the United Nations’ Sustainable Development Goals (SDGs) requires high-quality, timely, and accessible data, often in areas where data are rarely available. Problems exist due to socioeconomic variations between countries and the qualitative nature of certain indicators in their definition. Citizen science has the potential to contribute to several SDGs. However, whilst citizen science’s potential to contribute towards SDGs is well documented, limitations exist when measuring the impact that citizen science has made toward SDG progress. To better understand the issues and prospective solutions surrounding impact assessment towards SDG progress, this work presents the outcomes of semi-structured interviews with citizen science project coordinators. They reveal the complex nature of impact assessment within a citizen science context. Coordinators demonstrate greater confidence when the project is easier to relate to the SDGs, and the project methodology can objectively measure indicators. Issues exist, however, when considering SDGs with a broader, global context, those more difficult to link to project goals and when the project’s impact on them happens at timescales beyond the funding period. If the full potential of citizen-science contributions to the SDGs is to be realised, approaches are needed to fully consider practitioners’ needs and motivations.
17 January 2019 in Journal of Science Communication
The growing interest in citizen science has resulted in a new range of digital tools that facilitate the interaction and communications between citizens and scientists. Considering the ever increasing number of applications that currently exist, it is surprising how little we know about how volunteers interact with these technologies, what they expect from them, and why these technologies succeed or fail. Aiming to address this gap, JCOM organized this special issue on the role of User Experience (UX) of digital technologies in citizen science which is the first to focus on the qualities and impacts of interface and user design within citizen science. Seven papers are included that highlight three key aspects of user-focused research and methodological approaches. In the first category, "design standards", the authors explore the applicability of existing standards, build and evaluate a set of guidelines to improve interactions with citizen science applications. In the second, "design methods", methodological approaches for getting user feedback, analysing user behaviour and exploring different interface designs modes are explored. Finally, "user experience in the physical and digital world" explores crossovers with other fields to improve our understanding of user experiences and demonstrate how design choices not only influence digital interactions but also shape interactions with the wider world.
The United Nations’ Sustainable Development Goals (SDGs) are an important global framework which provides a shared vision for a more sustainable future for all people and the planet. In the last five years, citizen science as a discipline has paid increasing attention to the SDGs and the contributions that citizen science could make towards their achievement. This paper presents a collection of 51 questions and a corresponding set of answers which can be used by citizen science projects to self-assess their impact towards the SDGs. The questions and answers were originally derived from the official UN description of the SDG targets and indicators and were refined through a workshop and series of nine interviews with citizen science project coordinators. The outcomes of the workshop and interviews reveal the challenges of assessing impacts towards the SDGs in a way which is relevant to the majority of citizen science projects. In many cases, the wording of the SDGs had to be altered to make sense in the context of citizen science. The final set of questions and answers are structured to reflect two pathways of impact: citizen science contributing to the (official) monitoring of the SDGs, and citizen science contributing to the direct achievement of the SDGs.
17 January 2019 in Journal of Science Communication
Online citizen science platforms increasingly provide types of infrastructural support previously only available to organisationally-based professional scientists. Other practices, such as creative arts, also exploit the freedom and accessibility afforded by the World Wide Web to shift the professional-amateur relationship. This paper compares communities from these two areas to show that disparate practices can learn from each other to better understand their users and their technology needs. Three major areas are discussed: mutual acknowledgement, infrastructural support, and platform specialisation. We discuss the advantages and disadvantages of differing practices, and lessons that can be learnt for online citizen science platforms.
There has been a massive growth in the number of people who film and upload amateur footage of events to services such as Facebook and Youtube, or even stream live to services such as LiveStream. We present an exploratory study that investigates the potential of these spectators in creating footage en masse; in this case, during a live trial at a local marathon. We deployed a prototype app, RunSpotRun, as a technology probe to see what kinds of footage spectators would produce. We present an analysis of this footage in terms of its coverage, quality, and contents, and also discuss the implications for a) spectators enjoying the race, and b) extracting the stories of individual runners throughout the race. We conclude with a discussion of the challenges that remain for deploying such technology at a larger scale.