Kate Holmes
University of Manchester
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Publication
Featured researches published by Kate Holmes.
Computing in Science and Engineering | 2015
Joe Cox; Eun Young Oh; Brooke Simmons; Chris Lintott; Karen L. Masters; Anita Greenhill; Gary Graham; Kate Holmes
Although current literature highlights a wide variety of potential citizen science project outcomes, no prior studies have systematically assessed performance against a comprehensive set of criteria. The study reported here is the first to propose a novel framework for assessing citizen science projects against multiple dimensions of success. The authors apply this framework to a sample of projects that form part of the online Zooniverse platform and position these projects against a success matrix that measures both contribution to science and public engagement levels relative to other projects in the sample. Their results indicate that better-performing projects tend to be those that are more established, as well as those in the area of astronomy. Implications for citizen science practitioners include the need to consider the impact of core competencies on project performance, as well as the importance of relationships between the central organization and science teams.
aslib journal of information management | 2016
Anita Greenhill; Kate Holmes; Jamie Woodcock; Chris Lintott; Brooke Simmons; Gary Graham; Joe Cox; Eun Young Oh; Karen L. Masters
Purpose – The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen science platform. The paper also investigates gamised activity (Greenhill et al., 2014) as a form of intrinsic motivation adding a sense of play to work and tasks (Xu et al., 2012). These concepts are explored through close scrutiny of the online citizen science platform Zooniverse.org. Design/methodology/approach – Qualitative techniques with an interpretivist approach are used to analyse online content found within citizen science platforms, related forums and social media by examining incidents of play, socialisation, fun and amusement to investigate how these aspects are applied as a form of user motivation. Findings – The authors find that when users classify crowdsourced tasks voluntarily it does not matter how users are classifying as long as it is accurately. However, what does matter is why they are doing it particularly because of the complex processes that builds relationships between users and the platform. The authors present a conceptual model to enable deeper understandings of how forms of social interaction and play are motivating users contributing to citizen science project to participate in the online processes. Practical implications – The findings of this paper provide practical implications for how citizen science, and also other crowdsourcing platforms, can engage with notions of play and gamification to motivate participation. Originality/value – Using detailed examples of online content, the authors reveal how participants of the Zooniverse.org demonstrate aspects of “gamised” behaviour. The authors argue that the exploration of gaming as well as play provides evidence that contributing to citizen science projects can be both utilitarian and hedonic.
Production Planning & Control | 2016
Gordon Fletcher; Anita Greenhill; Marie Griffiths; Kate Holmes; Rachel McLean
Abstract This paper gives a voice to a range of community and individual stakeholders who would not generally be heard in the conventional town planning process. We present a methodological technique, described as creative prototyping, that has at its heart, the capability to enable full stakeholder inclusivity into the future imagining of the smart city. Actively involving these individuals and community representatives in the research process enables deeper understanding of how technology and people can interact productively to create smart cities that are socially inclusive while still being commercially relevant. The research data for this paper are drawn from the findings of a workshop conducted by the authors that utilised Science Fiction Prototyping and Lego Serious Play. This research activity was driven by questions focusing upon the current complex interplay and tensions of technology and the UK’s physical high street. We first explore these issues theoretically in previous literature and then drawn upon this review to analyse the outcomes of the workshop. Three themes emerge from this analysis that have operational and strategic relevance to the development of future high streets; the importance of ever present but invisible technology, the forefronting of people in the smart city and the need for wide-ranging stakeholder input and participation into planning. The findings also illustrate that not all future imaginings of the retail high street are immediately practical or realistically applicable. However, in examining the many issues facing the current high street and in negotiating the multiplicity of voices with their competing demands and expectations, we offer the conclusion that the future smart city must become a place of truly shared sociality – rather than just mere proximity, customised convenience or a concentration point for multiple forms of entertainment.
Journal of Systems and Information Technology | 2014
Kate Holmes; Anita Greenhill; Rachel McLean
Purpose – The purpose of this study is to gain insight into craft and do-it-yourself (DIY) communities of practice (COPs) and how the use of technology provides ways for participants to connect, share and create. Gaining deeper insights into the practices of these communities may provide new opportunities to utilise within this flourishing domain. Design/methodology/approach – Qualitative methods were adopted to collect data and analysed through an interpretivist lens. Semi-structured interviews were conducted with members of craft and DIY COPs to gain a deep understanding of the broader ethnographic study. Existing theoretical perspectives surrounding COPs have been applied to further current perspectives. Findings – Findings from this study suggest that being part of a COP allows participants to connect to others, build creative enterprise and learn or enhance skills. Insights gained from this study indicate some of the detailed ways in which the application of technology redefines craft and DIY COPs. R...
Computing in Science and Engineering | 2016
Karen L. Masters; Eun Young Oh; Joe Cox; Brooke Simmons; Chris Lintott; Gary Graham; Anita Greenhill; Kate Holmes
Journal of Science Communication | 2016
Karen L. Masters; Eun Young Oh; Joe Cox; Brooke Simmons; Chris Lintott; Gary Graham; Anita Greenhill; Kate Holmes
GAME-ON 2014 15th International Conference on Intelligent Games and Simulation | 2014
Anita Greenhill; Kate Holmes; Chris Lintott; Brooke Simmons; Karen L. Masters; Joe Cox; Gary Graham
Journal of Peer Production | 2017
Jamie Woodcock; Anita Greenhill; Kate Holmes; Gary Graham; Joe Cox; Eun Young Oh; Karen L. Masters
Management Decision | 2010
Rachel McLean; Gill Green; Jo Hilditch; Kate Holmes
Archive | 2015
Joe Cox; Brooke Simmons; Chris Lintott; Karen L. Masters; Anita Greenhill; Gary Graham; Kate Holmes