Jacqui Taylor
Bournemouth University
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Featured researches published by Jacqui Taylor.
research challenges in information science | 2014
Mahmood Hosseini; Keith Phalp; Jacqui Taylor; Raian Ali
Crowdsourcing is an emerging business model where tasks are accomplished by the general public; the crowd. Crowdsourcing has been used in a variety of disciplines, including information systems development, marketing and operationalization. It has been shown to be a successful model in recommendation systems, multimedia design and evaluation, database design, and search engine evaluation. Despite the increasing academic and industrial interest in crowdsourcing, there is still a high degree of diversity in the interpretation and the application of the concept. This paper analyses the literature and deduces a taxonomy of crowdsourcing. The taxonomy is meant to represent the different configurations of crowdsourcing in its main four pillars: the crowdsourcer, the crowd, the crowdsourced task and the crowdsourcing platform. Our outcome will help researchers and developers as a reference model to concretely and precisely state their particular interpretation and configuration of crowdsourcing.
Social Science Computer Review | 2005
Janice Denegri-Knott; Jacqui Taylor
This article draws on sociological and psychological theory to explore the meaning application of deviance to behaviors observed on the Internet. First, definitions of deviancein online and offline contexts are discussed. Observations of the Internet as a so-called yet-to-be-normalized environment present a conflicting scenario for labeling emergent behaviors as deviant. The question stands as to whether devianceis an appropriate term to apply to some behavior observed on the Internet. The second section examines deviance on the Internet at a macro, cybercultural level and at a micro, communicational level using two key examples to illustrate some of the issues raised earlier in defining deviance. The sharing of mp3 files is used as an example to illustrate problems in definition at a macro level and at a microlevel; psychological approximations to normative and antinormative communication on the Net are discussed, using flaming as an example.
Journal of Medical Internet Research | 2012
Andy Pulman; Jacqui Taylor
Background The Internet has revolutionized the health world, enabling self-diagnosis and online support to take place irrespective of time or location. Alongside the positive aspects for an individual’s health from making use of the Internet, debate has intensified on how the increasing use of Web technology might have a negative impact on patients, caregivers, and practitioners. One such negative health-related behavior is Munchausen by Internet. Objective Munchausen by Internet occurs when medically well individuals fake recognized illnesses in virtual environments, such as online support groups. This paper focuses on the aspect of Munchausen by Internet in which individuals actively seek to disrupt groups for their own satisfaction, which has not yet been associated with the wider phenomena of Internet trolls (users who post with the intention of annoying someone or disrupting an online environment). Methods A wide-ranging review was conducted to investigate the causes and impacts of online identity deception and Munchausen by Internet drawing on academic research and case studies reported online and in the media. Results The limited research relating to motivation, opportunity, detection, effects, and consequences of Munchausen by Internet is highlighted and it is formally linked to aspects of trolling. Case studies are used to illustrate the phenomenon. What is particularly worrying is the ease with which the deception can be carried out online, the difficulty in detection, and the damaging impact and potential danger to isolated victims. Conclusions We suggest ways to deal with Munchausen by Internet and provide advice for health group facilitators. We also propose that Munchausen by Internet and Munchausen by Internet trolling should be formally acknowledged in a revised version of the Diagnostic and Statistical Manual DSM-5. This will assist in effectively identifying and minimizing the growth of this behavior as more people seek reassurance and support about their health in the online environment. We also suggest directions for future research.
Social Science Computer Review | 2002
Jacqui Taylor; John MacDonald
This article reports a study undertaken to investigate some of the social psychological processes underlying computer-supported group discussion in natural computer-mediated contexts. Based on the concept of deindividuation, it was hypothesized that personal identifiability and group identity would be important factors that affect the perceptions and behavior of members of computer-mediated groups. The degree of personal identifiability and the strength of group identity were manipulated across groups of geographically dispersed computer users who took part in e-mail discussions during a 2- week period. The results do not support the association between deindividuation and uninhibited behavior cited in much previous research. Instead, the data provide some support for a social identity perspective of computer-mediated communication, which explains the higher levels uninhibited in identifiable computer-mediated groups. However, predictions based on social identity theory regarding group polarization and group cohesion were not supported. Possible explanations for this are discussed and further research is suggested to resolve these discrepancies.
Computer Science Review | 2015
Mahmood Hosseini; Alimohammad Shahri; Keith Phalp; Jacqui Taylor; Raian Ali
Abstract Context: Crowdsourcing, or tapping into the power of the crowd for problem solving, has gained ever-increasing attraction since it was first introduced. Crowdsourcing has been used in different disciplines, and it is becoming well-accepted in the marketplace as a new business model which utilizes Human Intelligence Tasks (HITs). Objective: While both academia and industry have extensively delved into different aspects of crowdsourcing, there seems to be no common understanding of what crowdsourcing really means and what core and optional features it has. Also, we still lack information on the kinds and disciplines of studies conducted on crowdsourcing and how they defined it in the context of their application area. This paper will clarify this ambiguity by analysing the distribution and demographics of research in crowdsourcing and extracting taxonomy of the variability and commonality in the constructs defining the concept in the literature. Method: We conduct a systematic mapping study and analyse 113 papers, selected via a formal process, and report and discuss the results. The study is combined by a content analysis process to extract a taxonomy of features describing crowdsourcing. Results: We extract and describe the taxonomy of features which characterize crowdsourcing in its four constituents; the crowd, the crowdsourcer, the crowdsourced task and the crowdsourcing platform. In addition, we report on different mappings between these features and the characteristics of the studied papers. We also analyse the distribution of the research using multiple criteria and draw conclusions. For example, our results show a constantly increasing interest in the area, especially in North America and a significant interest from industry. Also, we illustrate that although crowdsourcing is shown to be useful in a variety of disciplines, the research in the field of computer science still seems to be dominant in investigating it. Conclusions: This study allows forming a clear picture of the research in crowdsourcing and understanding the different features of crowdsourcing and their popularity, what type of research was conducted, where and how and by whom. The study enables researchers and practitioners to estimate the current status of the research in this new field. Our taxonomy of extracted features provides a reference model which could be used to configure crowdsourcing and also define it precisely and make design decisions on which of its variation to adopt.
the practice of enterprise modeling | 2014
Alimohammad Shahri; Mahmood Hosseini; Keith Phalp; Jacqui Taylor; Raian Ali
Gamification is an emerging technique which utilises the “fun theory” mainly to motivate people to change their perception and attitude towards certain subjects. Within enterprises, gamification is used to motivate employees to do their tasks more efficiently and perhaps more enjoyably and sometimes to increase their feeling of being members of the enterprise as a community. While the literature has often emphasised the positive side of gamification, mainly from economic and business perspectives, little emphasis has been paid to the ethical use of gamification within enterprises. In this paper we report an empirical research to explore the ethical aspects of using gamification. We follow a mixed methods approach involving participants who are gamification experts, employees and managers. Our findings show that, for gamification, there is a fine line between being a positive tool to motivate employees and being a source of tension and pressure which could then affect the social and mental well-being within the workplace. This paper will evaluate that dual effect and clarify that fine line.
research challenges in information science | 2015
Mahmood Hosseini; Alimohammad Shahri; Keith Phalp; Jacqui Taylor; Raian Ali; Fabiano Dalpiaz
Crowdsourcing is an emerging paradigm which utilises the power of the crowd in contributing information and solving problems. Crowdsourcing can support requirements elicitation, especially for systems used by a wide range of users and working in a dynamic context where requirements evolve regularly. For such systems, traditional elicitation methods are typically costly and limited in catering for the high diversity, scale and volatility of requirements. In this paper, we advocate the use of crowdsourcing for requirements elicitation and investigate ways to configure crowdsourcing to improve the quality of elicited requirements. To confirm and enhance our argument, we follow an empirical approach starting with two focus groups involving 14 participants, users and developers, followed by an online expert survey involving 34 participants from the Requirements Engineering community. We discuss our findings and present a set of challenges of applying crowdsourcing to aid requirements engineering with a focus on the elicitation stage.
Jmir mhealth and uhealth | 2013
Andy Pulman; Jacqui Taylor; Kathleen Galvin; Mike Masding
Background Mobile devices have become increasingly important to young people who now use them to access a wide variety of health-related information. Research and policy related to the integration of health information and support with this technology do not effectively consider the viewpoint of a younger patient. Views of young people with type 1 diabetes are vital in developing quality services and improving their own health-related quality of life (HRQOL), yet research on their lifestyle and use of Web and mobile technology to support their condition and in non–health-related areas is sparse. Objective To develop insight into young people with type 1 diabetes and their current use of Web and mobile technology and its potential impact on HRQOL. This can be achieved by constructing an in-depth picture of their day-to-day experiences from qualitative interviewing and exploring how they make use of technology in their lives and in relation to their condition and treatment. The goal was then to build something to help them, using the researcher’s technical expertise and seeking users’ opinions during the design and build, utilizing sociotechnical design principles. Methods Data were collected by semistructured, in-depth qualitative interviews (N=9) of young people with type 1 diabetes aged 18-21. Interviews were transcribed and loaded onto NVivo for theme identification. Data analysis was undertaken during initial interviews (n=4) to locate potential ideas and enhancements for technical development. Latter interviews (n=5) assisted in the iterative sociotechnical design process of the development and provided additional developmental ideas. Results Six themes were identified providing an understanding of how participants lived with and experienced their condition and how they used technology. Four technological suggestions for improvement were taken forward for prototyping. One prototype was developed as a clinically approved app. A number of ideas for new mobile apps and enhancements to currently existing apps that did not satisfactorily cater to this age group’s requirements for use in terms of design and functionality were suggested by interviewees but were not prototyped. Conclusions This paper outlines the nonprototyped suggestions from interviewees and argues that young people with type 1 diabetes have a key role to play in the design and implementation of new technology to support them and improve HRQOL. It is vital to include and reflect on their suggestions as they have a radically different view of technology than either their parents or practitioners. We need to consider the relationship to technology that young people with type 1 diabetes have, and then reflect on how this might make a difference to them and when it might not be a suitable mechanism to use.
Practical Diabetes | 2013
Andy Pulman; Jai Hill; Jacqui Taylor; Kathleen Galvin; Mike Masding
Views of young people with type 1 diabetes are vital in developing quality services and improving health‐related quality of life (HRQoL), yet research on their lifestyle and use of web and mobile technology to support their condition and in non‐health related areas is sparse. The aim of this research was to develop an insight into young peoples current use of web and mobile technology and its potential impact on HRQoL by constructing an in‐depth picture of their day‐to‐day experiences, exploring how they made use of technology in their lives and in relation to their condition and treatment – then, building something to help them.
international conference on persuasive technology | 2017
Abdullah Algashami; Alimohammad Shahri; John McAlaney; Jacqui Taylor; Keith Phalp; Raian Ali
Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Computing. Our previous research indicated risks when applying Digital Motivation. One of these main risks is the impact it can have on the interpersonal relationships between colleagues and their individual and collective performance. It may lead to a feeling of unfairness and trigger negative group processes (such as social loafing and unofficial clustering) and adverse work ethics. In this paper, we propose a set of strategies to minimize such risks and then consolidate these strategies through an empirical study involving managers, practitioners and users. The strategies are then analysed for their goal, stage and purpose of use to add further guidance. The strategies and their classification are meant to inform developers and management on how to design, set-up and introduce Digital Motivation to a business environment, maximize its efficiency and minimize its side-effects on teamwork.