Although hundreds of citizen science applications exist, there is lack of detailed analysis of volunteers' needs and requirements, common usability mistakes and the kinds of user experiences that citizen science applications generate. Due to the limited number of studies that reflect on these issues, it is not always possible to develop interactions that are beneficial and enjoyable. In this paper we perform a systematic literature review to identify relevant articles which discuss user issues in environmental digital citizen science and we develop a set of design guidelines, which we evaluate using cooperative evaluation. The proposed research can assist scientists and practitioners with the design and development of easy to use citizen science applications and sets the basis to inform future Human-Computer Interaction research in the context of citizen science.
UCL's Extreme Citizen Science (ExCiteS) research group is experimenting with ways to incorporate the most marginalised communities into participatory citizen science activities through which they can share their indigenous knowledge. We work with communities at the extremes of the globalised world-both because of non-literacy and the remote or forbidding environments they inhabit. These groups are the gatekeepers of some key environments on which the future health of the planet depends-from tropical forests to Arctic sea-ice. Here we present the methodologies and tools we are developing to give them a voice.
Providing indigenous communities with ICT tools and methods for collecting and sharing their Traditional Ecological Knowledge is increasingly recognised as an avenue for improvements in environmental governance and socialenvironmental justice. In this paper we show how we carried out a usability engineering effort in the "wild" context of the Congolese rainforest -designing, evaluating and iteratively improving novel collaborative data collection interfaces for non-literate forest communities that can subsequently be used to facilitate communication and information sharing with logging companies. Working in this context necessitates adopting a thoroughly flexible approach to the design, development, introduction and evaluation of technology and the modes of interaction it offers. We show that we have improved participant accuracy from about 75% towards 95% and provide a set of guidelines for designing and evaluating ICT solutions in "extreme circumstances" -which hold lessons for CSCW, HCI and ICT4D practitioners dealing with similar challenges.
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This report aims to enhance our understanding of stakeholder mapping for co-created citizen science initiatives. It presents and discusses findings from an international two-day stakeholder mapping workshop with researchers, event organizers, communication experts, and artists realizing citizen science activities. Participants identified examples of co-creation in their work and mapped stakeholders for three co-creation initiatives from the "Doing It Together Science" project. For each case, we provide an overview of the stakeholder groups involved and the lessons derived from identifying actual and potential stakeholders in different phases of each activity and using different ways for mapping them. We demonstrate that not only stakeholder mapping can be diverse, but it may take different angles depending on the characteristics and project timescales, nevertheless adding significant value to any project. We argue that a better understanding of stakeholder involvement may contribute to more effective stakeholder communication, more successful implementation, and a greater impact for citizen science initiatives.
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