• 제목/요약/키워드: Crowdsourcing

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현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구 (Crowdsourcing design in contemporary fashion industry)

  • 박혜원
    • 복식문화연구
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    • 제25권6호
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    • pp.893-912
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    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

크라우드소싱(crowdsourcing)을 이용한 환경보건 연구 방법의 고찰 (Review of Environmental Health Research through Crowdsourcing)

  • 이보람;이기영
    • 한국환경보건학회지
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    • 제40권3호
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    • pp.171-177
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    • 2014
  • Background: The development of technology can be beneficial for the life and health of human society. Crowdsourcing refers to drawing upon a large pool of individuals in order to seek services, ideas, or other contributions. With the development of information communication technology, crowdsourcing is able to provide powerful results in environmental health research. Methods: We searched 'crowdsourcing' and 'citizen science' for keywords related to the environmental health field and only selected journal articles and conference proceedings material, such as research reports and WHO reports. Results: This paper reviewed environmental health research using crowdsourcing. Examples of such research based on crowdsourcing included practices in environmental disasters, noise monitoring, global positioning system (GPS) technology, smart phones, attached portable devices and information delivery by web. Crowdsourcing methods can provide notably distinct approaches for future environmental health research. However, it is also important to protect personal information whenever crowdsourcing is applied to data generation and information dissemination. Conclusion: We expect that this review may provide useful information for the development of new environmental health research methods using crowdsourcing and citizen science.

Crowd Participation Pattern in the Phases of a Product Development Process that Utilizes Crowdsourcing

  • Tran, Anhtuan;Hasan, Shoaib Ul;Park, Joon-Young
    • Industrial Engineering and Management Systems
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    • 제11권3호
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    • pp.266-275
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    • 2012
  • The rise of crowdsourcing and web 2.0 opens plenty of opportunities for companies who want to exploit external sources of ideas for internal innovation. Utilization of crowdsourcing for product design and development has been attracting the attention of both enterprises and researchers. Many cases of implementation of crowdsourcing for product design and development such as: Threadless, FIAT Mio, Lego online Factory, etc., have made crowdsourcing a promising alternative source of innovative power. Although crowdsourcing gained access due to improved Internet access and web 2.0, it is little understood how the crowd, with respect to participation, behaves for any crowdsourcing project. To investigate this, we conducted an experiment on a real crowd of engineering related individuals to figure out the crowd participation pattern for various product design and development phases of a new product development project. The experiment results give a quantitative view of the participation of the crowd (i.e., crowd participation pattern) in various phases of a product design and development process that utilizes crowdsourcing, provide a practical guidance for companies to harness the power of the crowd sensibly, and provide experimental data for further research in this field.

Technological Factors Facilitating B40's Motivation in Malaysia to Continue Using Online Crowdsourcing Platform

  • NA'IN, Nuramalina;HUSIN, Mohd Heikal;BAHARUDIN, Ahmad Suhaimi
    • The Journal of Asian Finance, Economics and Business
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    • 제8권8호
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    • pp.117-126
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    • 2021
  • The increasing number of retrenchments because of the current global pandemic, Covid-19, has led many to shift to the digital economy, especially among the low-income group (B40) in Malaysia. Crowdsourcing is the collection of information, opinions, or work from a group of people, usually sourced via the Internet. Fueled by the development of Internet-based platforms that provided its technological foundation, and the need for an agile and uniquely skilled workforce, crowdsourcing has grown from the grassroots, with a burgeoning body of research investigating its many aspects. However, very few studies examined crowd workers' motivation for continuous participation on online crowdsourcing platforms. Thus, this paper aims to explore the technological factors that facilitate B40's group motivation in Malaysia to continue to participate in online crowdsourcing platforms. This paper employed a qualitative approach, using a semi-structured interview. The thematic analysis method was used to decode the data extracted from the interview transcript. The finding of this study identified four main themes and seven sub-themes: (1) Technology efficacy, (2) Platform Management: client-worker management, safety net, payment mechanism, (3) Platform Design: UI design, rating feature and (4) Infrastructure: Internet connection, technology infrastructure. This study can provide a guideline for managing crowdsourcing practices in Malaysia, especially for the crowdsourcing platform developer.

사례분석을 통한 신제품 개발 환경에서의 크라우드소싱 활용 가이드라인 구축 (Guideline Construction through Case Study for Applying Crowdsourcing into New Product Development Environment)

  • 김한중;박준영
    • 대한산업공학회지
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    • 제39권6호
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    • pp.517-534
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    • 2013
  • In this study, we propose the guideline with strategic model for new product development. To establish the guideline, 1) we classify several types of successful surveyed cases that achieved open innovation through applying crowdsourcing into new product development environment, 2) draw case maps using two or three axis with characteristics such as: step of product development process, crowdsourcing frequency, and product type of each case, 3) define the type of applying crowdsourcing into new product development environment based on case analysis results, and tabulate a crowdsourcing type based on the defined crowdsourcing type, 4) finally, suggest the guideline with multiple points of view which embrace type of crowd, community management, participation method, knowledge adoption method, and reward policy. Using the suggested guideline will help a company to design and establish open innovation in new business model related to product development area.

시민의 정부 크라우드소싱 플랫폼 참여에 관한 실증연구 검토: 정부 지도자와 관리자를 위한 교훈 (A Review of Empirical Research on Citizen Participation in Government Crowdsourcing Platforms: Lessons for Government Leaders and Managers)

  • 이주호
    • 정보화정책
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    • 제29권1호
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    • pp.3-23
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    • 2022
  • 온라인 공동 생산의 한 형태인 정부 크라우드소싱 플랫폼은 정부와 시민의 공동 생산을 활성화하기 위한 수단으로 학계와 실무자들로부터 점점 더 많은 관심을 받고 있다. 이 연구의 목적은 효과적이고 혁신적인 온라인 공동 생산 서비스를 원하는 정부 지도자와 관리자에게 다양한 국가에서 실행된 실제 사례를 경험적으로 연구한 논문들을 소개하고 체계적으로 이 논문들의 발견과 의의를 정리, 논의하여 효과적이고 포용적인 정부 크라우드소싱 플랫폼을 설계, 구현, 관리, 평가하는데 도움을 주고자 합니다. 이 연구는 실제 정부 크라우드소싱 사례를 조사한 일부 실증 연구에 대한 문헌을 검토한다. 특히 이 논문은 크라우드소싱 공동디자인과 크라우드소싱디자인/정부집행 형태의 플랫폼에 관한 경험적 연구에 관한 검토를 통해 주요 발견사항을 논의하고 이를 바탕으로 효과적이고 포용적인 크라우드 소싱 플랫폼을 디자인하고 관리하고자 하는 정부의 리더와 관리자에게 통찰력과 함의를 제공하고자 한다.

A Quantitative Study of Influencing Factors on Crowd Participation in a Crowdsourcing Project for Consumer Product Design

  • Tran, Tuananh;Park, Joon Young
    • Industrial Engineering and Management Systems
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    • 제14권4호
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    • pp.325-334
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    • 2015
  • Nowadays, crowdsourcing has become a popular concept and is widely used in many social, economical and technological areas. For consumer product design, crowdsourcing is implemented extensively with many cases. Although there has been a lot of research on the application of crowdsourcing for product design, the big picture of how factors influence the participartion of individuals from the crowd in a crowdsourcing project for product design has not yet been understood. This paper aims to investigate the relationships of crowd participation and influencing factors including: process, product, and reward. To do this, we conducted a survey on a crowd of engineering individuals and analyzed the collected data with data mining techniques. Main findings include the relationships of crowd participation versus process, product, and reward factors as well as regression models to predict crowd participation.

크라우드소싱 커뮤니티 내 고객 선호와 조직의 혁신수용 비교 연구 : MyStarbucksIdea.com의 고객 아이디어 분석을 중심으로 (An Analysis of Organizational-Adoptable and User-favorable Ideas in a Crowdsourcing Community : Focused on MyStarbucksIdea.com)

  • 이한준;서용무
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.69-81
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    • 2013
  • Open innovation concept is advocating the importance of the customer roles in firm's innovation. As a result, crowdsourcing community is drawing attention as a strategic asset for open innovation across diverse industries. Considering that the goal of crowdsourcing community is harnessing innovative ideas, understanding the characteristics of user-favorable and organization-adoptable ideas can enhance the effectiveness of idea crowdsourcing. In our approach, we extract idea content-based characteristics such as subjectivity, negativity, prosocialneess, and depth of idea to examine what are the factors that affect user preference and organizational adoption. An analysis of 71,134 ideas from MyStarbucksIdea.com shows that there are significant differences between user-favorable and organization-adoptable ideas in terms of idea characteristics. Lastly, both theoretical and managerial implications are discussed.

크라우드소싱 커뮤니티 내 고객 선호와 조직 수용 아이디어 간 비교 연구 (A Comparative Analysis between Organization-Adoptable and User-Favorable Ideas in a Crowdsourcing Community)

  • 이한준;서소영;서용무
    • Asia pacific journal of information systems
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    • 제24권1호
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    • pp.51-64
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    • 2014
  • Open innovation concept is advocating the importance of the customer roles in firm's innovation. As a result, crowdsourcing community is drawing attention as a strategic asset for open innovation across diverse industries. Considering that the goal of crowdsourcing community is harnessing innovative ideas, understanding the characteristics of user-favorable and organization-adoptable ideas can enhance the effectiveness and efficiency of idea crowdsourcing. In our approach, we extracted idea content-based characteristics such as subjectivity, negativity, prosocialness, and depth of idea to examine what are the factors that affect user preference and organizational adoption. An analysis of 71,134 ideas from MyStarbucksIdea.com shows that there are significant differences between user-favorable and organization-adoptable ideas in terms of idea characteristics. Lastly, both theoretical and managerial implications are discussed.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • 제5권2호
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.