Does Crowdsourcing Legislation Increase Political Legitimacy? The Case of Avoin Ministeriö in Finland


Paper by Henrik Serup Christensen, Maija Karjalainen and Laura Nurminen: “Crowdsourcing legislation gives ordinary citizens, rather than political and bureaucratic elites, the chance to cooperate to come up with innovative new policies. By increasing popular involvement, representative democracies hope to restock dwindling reserves of political legitimacy. However, it is still not clear how involvement in legislative decision making affects the attitudes of the participants. It is therefore of central concern to establish whether crowdsourcing can actually help restore political legitimacy by creating more positive attitudes toward the political system. This article contributes to this research agenda by examining the developments in attitudes among the users on the Finnish website Avoin Ministeriö (“Open Ministry”) which orchestrates crowdsourcing of legislation by providing online tools for deliberating ideas for citizens’ initiatives. The developments in attitudes are investigated with a two-stage survey of 421 respondents who answered questions concerning political and social attitudes, as well as political activities performed. The results suggest that while crowdsourcing legislation has so far not affected political legitimacy in a positive manner, it has the potential to do so….(More)”

Knight Cities Challenge Winners


Carol Coletta at Knight Foundation: “32 civic innovators receive $5 million in funding in first Knight Cities Challenge…

Several themes emerged among the winning applications, which all sought to accelerate talent, opportunity or engagement—the three primary drivers of city success—in some way. “Bringing life back to public and vacant space” was the theme of our largest category of winners, representing almost a third of the group. The second largest category was “changing the stories people tell about their cities” with almost 20 percent. Three more themes each represented 13 percent of the winning ideas: “reimagining the civic commons,” “retaining talent” and “promoting civic engagement.” A full list of the winners appears below…. (More)”

New York Police to Use Social Media to Connect With Residents


Benjamin Mueller And Jeffrey E. Singer at the New York Times: “The New York Police Department has faced its share of pushback on social media, most memorably when it solicited photos of police interactions on Twitter under the hashtag #myNYPD. Images of aggression by officers upended that campaign.

Now, the department is seeking to turn New Yorkers’ penchant for online complaints to its gain by crowdsourcing their concerns. It has even consulted another sector troubled by social media gripes — the airline industry — to become more responsive to problems voiced online.

“They’re very good at managing customer complaints,” said Zachary Tumin, deputy commissioner for strategic initiatives and leader of the department’s social media efforts, who visited Delta Air Lines’ Atlanta headquarters this month. “That’s an area we need to explore.”

The department’s fleet of commanding officers has found its footing on Twitter in recent months, using the site to herald arrests, announce transportation delays and spread information about suspects. Now, the officers are planning to use that online visibility to draw ground-level information on crimes and conditions, a potential boost to a department seeking to align its “broken windows” crime-fighting objectives with local communities’ needs….

In a pilot program starting next month in the 109th Precinct in Queens, police officials will use a platform called IdeaScale to solicit tips and concerns from residents. The platform, which some government agencies have used internally as a brainstorming tool, promotes the posts that other users agree deserve attention.

In that way, officials argue, the police will be able to look beyond departmentwide priorities and focus on concerns that resonate in smaller communities….(More)”

Embracing Crowdsourcing


Paper by Jesse A. Sievers on “A Strategy for State and Local Governments Approaching “Whole Community” Emergency Planning”: “Over the last century, state and local governments have been challenged to keep proactive, emergency planning efforts ahead of the after-the-disaster, response efforts. After moving from decentralized to centralized planning efforts, the most recent policy has returned to the philosophy that a decentralized planning approach is the most effective way to plan for a disaster. In fact, under the Obama administration, a policy of using the “whole community” approach to emergency planning has been adopted. This approach, however, creates an obvious problem for state and local government practitioners already under pressure for funding, time, and the continuous need for higher and broader expertise—the problem of how to actually incorporate the whole community into emergency planning efforts. This article suggests one such approach, crowdsourcing, as an option for local governments. The crowdsourcer-problem-crowd-platform-solution (CPCPS) model is suggested as an initial framework for practitioners seeking a practical application and basic comprehension. The model, discussion, and additional examples in this essay provide a skeletal framework for state and local governments wishing to reach the whole community while under the constraints of time, budget, and technical expertise….(More).

New Desktop Application Has Potential to Increase Asteroid Detection, Now Available to Public


NASA Press Release: “A software application based on an algorithm created by a NASA challenge has the potential to increase the number of new asteroid discoveries by amateur astronomers.

Analysis of images taken of our solar system’s main belt asteroids between Mars and Jupiter using the algorithm showed a 15 percent increase in positive identification of new asteroids.

During a panel Sunday at the South by Southwest Festival in Austin, Texas, NASA representatives discussed how citizen scientists have made a difference in asteroid hunting. They also announced the release of a desktop software application developed by NASA in partnership with Planetary Resources, Inc., of Redmond, Washington. The application is based on an Asteroid Data Hunter-derived algorithm that analyzes images for potential asteroids. It’s a tool that can be used by amateur astronomers and citizen scientists.

The Asteroid Data Hunter challenge was part of NASA’s Asteroid Grand Challenge. The data hunter contest series, which was conducted in partnership with Planetary Resources under a Space Act Agreement, was announced at the 2014 South by Southwest Festival and concluded in December. The series offered a total of $55,000 in awards for participants to develop significantly improved algorithms to identify asteroids in images captured by ground-based telescopes. The winning solutions of each piece of the contest combined to create an application using the best algorithm that increased the detection sensitivity, minimized the number of false positives, ignored imperfections in the data, and ran effectively on all computer systems.

“The Asteroid Grand Challenge is seeking non-traditional partnerships to bring the citizen science and space enthusiast community into NASA’s work,” said Jason Kessler, program executive for NASA’s Asteroid Grand Challenge. “The Asteroid Data Hunter challenge has been successful beyond our hopes, creating something that makes a tangible difference to asteroid hunting astronomers and highlights the possibility for more people to play a role in protecting our planet.”…

The new asteroid hunting application can be downloaded at:

http://topcoder.com/asteroids

For information about NASA’s Asteroid Grand Challenge, visit:

http://www.nasa.gov/asteroidinitiative

Gamification harnesses the power of games to motivate


Kevin Werbach at the Conversation: “Walk through any public area and you’ll see people glued to their phones, playing mobile games like Game of War and Candy Crush Saga. They aren’t alone. 59% of Americans play video games, and contrary to stereotypes, 48% of gamers are women. The US$100 billion video game industry is among the least-appreciated business phenomena in the world today.

But this isn’t an article about video games. It’s about where innovative organizations are applying the techniques that make those games so powerfully engaging: everywhere else.

Gamification is the perhaps-unfortunate name for the growing practice of applying structural elements, design patterns, and psychological insights from game design to business, education, health, marketing, crowdsourcing and other fields. Over the past four years, gamification has gone through a cycle of (over-)hype and (overblown) disappointment common for technological trends. Yet if you look carefully, you’ll see it everywhere.

Tapping into pieces of games

Gamification involves two primary mechanisms. The first is to take design structures from games, such as levels, achievements, points, and leaderboards — in my book, For the Win, my co-author and I label them “game elements” — and incorporate them into activities. The second, more subtle but ultimately more effective, is to mine the rich vein of design techniques that game designers have developed over many years. Good games pull you in and carry you through a journey that remains engaging, using an evolving balance of challenges and a stream of well crafted, actionable feedback.

Many enterprises now use tools built on top of Salesforce.com’s customer relationship management platform to motivate employees through competitions, points and leaderboards. Online learning platforms such as Khan Academy commonly challenge students to “level up” by sprinkling game elements throughout the process. Even games are now gamified: Microsoft’s Xbox One and Sony’s PS4 consoles offer a meta-layer of achievements and trophies to promote greater game-play.

The differences between a gamified system that incorporates good design principles and one that doesn’t aren’t always obvious on the surface. They show up in the results.

Duolingo is an online language-learning app. It’s pervasively and thoughtfully gamified: points, levels, achievements, bonuses for “streaks,” visual progression indicators, even a virtual currency with various ways to spend it. The well integrated gamification is a major differentiator for Duolingo, which happens to be the most successful tool of its kind. With over 60 million registered users, it teaches languages to more people than the entire US public school system.

Most of the initial high-profile cases of gamification were for marketing: for example, USA Network ramped up its engagement numbers with web-based gamified challenges for fans of its shows, and Samsung gave points and badges for learning about its products.

Soon it became clear that other applications were equally promising. Today, organizations are using gamification to enhance employee performance, promote health and wellness activities, improve retention in online learning, help kids with cancer endure their treatment regimen, and teach people how to code, to name just a few examples. Gamification has potential anywhere that motivation is an important element of success.

Gamification works because our responses to games are deeply hard-wired into our psychology. Game design techniques can activate our innate desires to recognize patterns, solve puzzles, master challenges, collaborate with others, and be in the drivers’ seat when experiencing the world around us. They can also create a safe space for experimentation and learning. After all, why not try something new when you know that even if you fail, you’ll get another life?…(More)

31 cities agree to use EU-funded open innovation platform for better smart cities’ services


European Commission Press Release: “At CEBIT, 25 cities from 6 EU countries (Belgium, Denmark, Finland, Italy, Portugal and Spain) and 6 cities from Brazil will present Open & Agile Smart Cities Task Force (OASC), an initiative making it easier for city councils  and startups to improve smart city services (such as transport, energy efficiency, environmental or e-health services). This will be achieved thanks to FIWARE, an EU-funded, open source platform and cloud-based building blocks developed in the EU that can be used to develop a huge range of applications, from Smart Cities to eHealth, and from transport to disaster management. Many applications have already been built using FIWARE – from warnings of earthquakes to preventing food waste to Smartaxi apps. Find a full list of cities in the Background.

The OASC deal will allow cities to share their open data (collected from sensors measuring, for example, traffic flows) so that startups can develop apps and tools that benefit all citizens (for example, an app with traffic information for people on the move). Moreover, these systems will be shared between cities (so, an app with transport information developed in city A can be also adopted by city B, without the latter having to develop it from scratch); FIWARE will also give startups and app developers in these cities access to a global market for smart city services.

Cities from across the globe are trying to make the most of open innovation. This will allow them to include a variety of stakeholders in their activities (services are increasingly connected to other systems and innovative startups are a big part of this trend) and encourage a competitive yet attractive market for developers, thus reducing costs, increasing quality and avoiding vendor lock-in….(More)”

Crowdsourcing as a tool for political participation? – the case of Ugandawatch


Paper by Johan Hellström in the International Journal of Public Information Systems: “Uganda has democratic deficits where demand for democracy exceeds its supply. As a consequence it is argued that a segment of Ugandans might participate and honour the freedom to speak out, assemble, and associate given new opportunities outside the traditional political channels. With expanded mobile coverage and access to mobile devices and services in mind, and using the concept of open crowdsourcing, the platform UgandaWatch was launched prior to the 2011 general elections with the intention to meet the demand, to offer increased equality of political participation, and to advance efforts toward increased citizen engagement in Uganda. From a community informatics point of view, the study examined how and under what conditions access to ICT tools (mobile devices, networks, and a crowdsourcing platform) can be made usable and useful for people and communities for increased political participation in a given context. By combining the collection and analysis of quantitative (SMS-survey) and qualitative data (focus groups) through a mixed-method approach, this study answers the questions, What are the key factors that influence users’ willingness to use mobile phones and crowdsourcing platforms as a channel for political participation?, and What concerns do users have with respect to using mobile phones and crowdsourcing platforms in the participation process? The study shows that users participated because they hoped it would bring real change to Uganda’s electoral and political landscape, that it was a convenient channel to use (quick and easy) and that confidentiality was assured. The user concerns relate to costs, trust, and safety. Crowdsourcing offers an alternative channel and may substitute or supplement traditional means of political participation. It can increase participation in some groups, including among those who normally do not participate—something that increases equality of political participation in a positive direction….(More)”

Participatory Democracy’s Emerging Tools


, and (The GovLab) at Governing: “As we explore the role of new technologies in changing how government makes policies and delivers services, one form of technology is emerging that has the potential to foster decision-making that’s not only more effective but also more legitimate: platforms for organizing communication by groups across a distance….

Whether the goal is setting an agenda, brainstorming solutions, choosing a path forward and implementing it, or collaborating to assess what works, here are some examples of new tools for participatory democracy:

Agenda-setting and brainstorming: Loomio is an open-source tool designed to make it easy for small to medium-sized groups to make decisions together. Participants can start a discussion on a given topic and invite people into a conversation. As the conversation progresses, anyone can put a proposal to a vote. It is specifically designed to enable consensus-based decision-making.

Google Moderator is a service that uses crowdsourcing to rank user-submitted questions, suggestions and ideas. The tool manages feedback from a large number of people, any of whom who can submit a question or vote up or down on the top questions. The DeLib Dialogue App is a service from the United Kingdom that also allows participants to suggest ideas, refine them via comments and discussions, and rate them to bring the best ideas to the top. And Your Priorities is a service that enables citizens to voice, debate and prioritize ideas.

Voting: Democracy 2.1 and OpaVote are tools that allow people to submit ideas, debate them and then vote on them. Democracy 2.1 offers voters the additional option of casting up to four equally weighted “plus votes” and two “minus votes.” OpaVote is designed to enable elections where voters select a single candidate, employ ranked-choice or approval voting, or use any combination of voting methods.

Drafting: DemocracyOS was designed specifically to enable co-creation of legislation or policy proposals. With the tool, large numbers of users can build proposals, either from scratch or by branching off from existing drafts. Currently in use in several cities, it is designed to get citizen input into a process where final decision-making authority still rests with elected officials or civil servants. For drafting together, Hypothes.is is an annotation tool that can be used to collaboratively annotate documents.

Discussion and Q&A: Stack Exchange enables a community to set up its own free question-and-answer board. It is optimal when a group has frequent, highly granular, factual questions that might be answered by others using the service. ….(More)”

 

How’s the Weather There? Crowdsourcing App Promises Better Forecasts


Rachel Metz  at MIT Technology Review: “An app called Sunshine wants you to help it create more accurate, localized weather forecasts.
The app, currently in a private beta test, combines data from the National Oceanic and Atmospheric Administration (NOAA) with atmospheric pressure readings captured by a smartphone. The latest iPhones, and some Android smartphones, include barometers for measuring atmospheric pressure. These sensors are generally used to determine elevation for navigation, but changes in air pressure can also signal changes in the weather.
Sunshine will also rely on users to report sudden weather hazards like fog, cofounder Katerina Stroponiati says. About 250 people spread out among the Bay Area, New York, and Dallas are now using Sunshine, she says, and the team behind it plans to release the app publicly at the end of March for the iPhone. It will be free, though some features may eventually cost extra.
While weather predictions have gotten more accurate over the years, they’re far from perfect. Weather information usually isn’t localized, either. The goal of Sunshine is to better serve places like its home base of San Francisco, where weather can be markedly different over just a few blocks.
Stroponiati aims for Sunshine to get enough people sending in data—three per square mile would be needed, according to experiments the team has conducted—that the app can be used to make weather prediction more accurate than it tends to be today. Some other apps, like PressureNet and WeatherSignal, already gather data entered manually by users, but they don’t yet offer crowdsourced forecasts….(More)