Innovation & Entrepreneurship Reading Group: IT and Innovation

For many of us, a new information technology is an innovation: Designers and developers painstakingly make the technology not only novel, but also better and useful; adopters and users struggle to make sense of it and learn to use it. This is what we call first-order innovation. Further, for even more people and organizations, new IT helps them find new ways to develop and provide new products and services. In other words, new IT can innovate innovation.

How does this second-order innovation happen? How do you use new IT to improve the way you innovate? When would such second-order innovation backfire? If these questions interest or bother you, please join us on Monday, February 2, 2-3 pm, in Hornbake 2116, for the second meeting of the iSchool Innovation & Entrepreneurship Reading Group. Light, healthy refreshments will be provided.
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Doctoral Proposal Defense by Anne Bowser

Doctoral Proposal Defense by Anne Bowser
Date: 2/4/2015
Time: 2 pm
Place: Room 2116 Hornbake S. Wing
Title: Using Gamification to Inspire New Citizen Science Volunteers.
Citizen science involves the public in scientific research to meet real-world goals. To achieve desired outcomes, a sufficient number of volunteers must donate significant time and effort to citizen science activities; thus, volunteer motivation is a key concern. Gamification, or the use of game elements in non-game contexts, may help recruit and retain citizen science volunteers. But, some gamified applications– such as those that collect a user’s location– may raise significant privacy concerns.

The proposed research investigates the role that gamification can play in citizen science projects by studying Floracaching, a gamified location-based app. Floracaching is designed to engage a new audience, millennial college students, in an existing citizen science campaign. This research will also examine a specific aspect of gamification and Floracaching: missions, or directed activities associated with a specific goal and a reward. Research questions include:

·      Can gamification motivate millennials, a key demographic, to participate in citizen science?
·      Within the context of citizen science, can missions support player engagement?
·      Do millennials who use gamified, location-based citizen science apps like Floracaching express privacy concerns?

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