Publication statistics

Pub. period:2001-2012
Pub. count:32
Number of co-authors:66



Co-authors

Number of publications with 3 favourite co-authors:

Geri Gay:8
John Riedl:7
Shyong K. Lam:4

 

 

Productive colleagues

Dan Cosley's 3 most productive colleagues in number of publications:

Loren Terveen:69
John Riedl:61
Sara Kiesler:59
 
 
 
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Dan Cosley

Has also published under the name of:
"D. Cosley"

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http://www.cs.cornell.edu/~danco/

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Publications by Dan Cosley (bibliography)

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2012
 
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Sosik, Victoria Schwanda, Zhao, Xuan and Cosley, Dan (2012): See friendship, sort of: how conversation and digital traces might support reflection on friendships. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 1145-1154.

Inspired by conversational visualization tools and the increasing enactment of relationships in social media, we examine how people reflect on friendships and how social data and conversation may affect this. We asked 28 people to reflect on their relationship with a close friend either alone, alone but with access to Facebook's "See Friendship" page, or with the friend using their See Friendship page. Observation and interviews revealed a rich array of practices around why, when, and how people reflect on friendships; that both friends and data make reflection more positive, more focused, and more fun; that those are not necessarily good things; and that third parties are a common theme. These findings suggest a number of design considerations, including supporting different types of reflection, aligning the interface with important moments and content useful for reflection, and carefully considering the fidelity of the visualization and data presented.

© All rights reserved Sosik et al. and/or ACM Press

 
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Cosley, Dan, Sosik, Victoria Schwanda, Schultz, Johnathon, Peesapati, S. Tejaswi and Lee, Soyoung (2012): Experiences With Designing Tools for Everyday Reminiscing. In Eminds International Journal of Human Computer Interaction, 27 (1) pp. 175-198.

Reminiscing is a valuable activity throughout the lifespan, helping people establish and maintain their identities and their relationships. Much of this happens in an everyday way, with reminiscing arising naturally out of one's experiences, thoughts, and conversations. In this article we describe work around Pensieve, a tool to support everyday, spontaneous, individual reminiscing through memory triggers -- e-mailed reminders that contain snippets from content one has previously created in social media or generic questions that encourage people to reflect on their past. Through a combination of interviews, questionnaires, design activities, and a long-term deployment of Pensieve, we demonstrate the potential value of social media content such as Facebook wall posts and status updates for supporting reminiscence, the utility of systems that support spontaneous reminiscing and writing about the past, the importance of reminders to both reminiscing and lifelogging systems, and insights into people's current practices in reminiscing in social media. Through this work, we generate a number of design goals, issues to consider, and directions for future work around designing systems to support reminiscence and other types of reflection on personal experience.

© All rights reserved Cosley et al. and/or Universidad de Oviedo

 
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Zhao, Ou Jie, Ng, Tiffany and Cosley, Dan (2012): No forests without trees: particulars and patterns in visualizing personal communication. In: Proceedings of the 2012 iConference 2012. pp. 25-32.

When people use visualizations of conversational archives, they typically reflect on particular events, rather than patterns of activity over time. We explore whether this is a fundamental aspect of how people use data to reflect on the past through pieTime, a visualization we developed that focuses on presenting aggregated behavioral data at timescales from hours to months. It builds on work in conversation visualization and lifelogging by focusing on rhythms rather than details, supporting reflection across media, and using phone logs to complement CMC media. A 15-person evaluation supports findings from prior work about the importance of particular details and storytelling in tools that support reflection, even when the design goals emphasize higher-level patterns. Still, aggregate patterns provide additional insight into personal behavior, suggesting that systems that integrate both particulars and patterns may be especially valuable, especially when they also help people build and manage their identities.

© All rights reserved Zhao et al. and/or their publisher

 
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Malu, Meethu, Jethi, Nikunj and Cosley, Dan (2012): Encouraging personal storytelling by example. In: Proceedings of the 2012 iConference 2012. pp. 611-612.

Online communities often face challenges of encouraging people to provide more, better, or particular kinds of content. In this paper we add to a growing body of work on interface techniques and domains for influencing people's behavior by encouraging people to contribute personal, rather than informational, content to an online community through presenting example content in a tutorial video. A study of 175 people who viewed a video that contained either more personal or more factual content attached to places on a map showed that people who saw personal content contributed more personally-oriented content and saw MyMaps as more useful for personal tasks than those who saw descriptive content.

© All rights reserved Malu et al. and/or their publisher

2011
 
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Wang, Hao-Chuan, Fussell, Susan R. and Cosley, Dan (2011): From diversity to creativity: stimulating group brainstorming with cultural differences and conversationally-retrieved pictures. In: Proceedings of ACM CSCW11 Conference on Computer-Supported Cooperative Work 2011. pp. 265-274.

Group brainstorming, or collaboratively generating ideas through idea sharing, demands diverse contributions to spark more ideas and improve creativity. One approach to supporting group brainstorming is to introduce conceptual diversity. In this study, we evaluate the effects of two sources of diversity on group brainstorming: cultural differences internal to multicultural groups and pictures related to the conversation retrieved by a computer agent. The pictures generally enhanced performance as measured by both originality and diversity of ideas. The pictures also helped to convert cultural diversity into a creative outcome, the diversity of ideas generated. We argue that with appropriate technology mediation, cultural diversity may be used strategically to enhance task outcomes.

© All rights reserved Wang et al. and/or their publisher

 
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Wu, Shaomei, Liu, Shenwei, Cosley, Dan and Macy, Michael (2011): Mining collective local knowledge from Google MyMaps. In: Proceedings of the 2011 International Conference on the World Wide Web 2011. pp. 151-152.

The emerging popularity of location-aware devices and location-based services has generated a growing archive of digital traces of people's activities and opinions in physical space. In this study, we leverage geo-referenced user-generated content from Google MyMaps to discover collective local knowledge and understand the differing perceptions of urban space. Working with the large collection of publicly available, annotation-rich MyMaps data, we propose a highly parallelizable approach in order to merge identical places, discover landmarks, and recommend places. Additionally, we conduct interviews with New York City residents/visitors to validate the quantitative findings.

© All rights reserved Wu et al. and/or ACM Press

 
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Schwanda, Victoria, Ibara, Steven, Reynolds, Lindsay and Cosley, Dan (2011): Side effects and "gateway" tools: advocating a broader look at evaluating persuasive systems. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 345-348.

This paper argues for evaluating the impact of persuasive systems on users beyond metrics that focus on system usage, based on an interview study of 16 Wii Fit users. While exploring their experiences and reasons for abandoning the system, two main themes emerged: the tension between Wii Fit as a fitness tool and a game, and ways participants reacted to the system's feedback about their weight and performance. Some participants used Wii Fit as a "gateway fitness" tool, moving beyond it to other fitness routines. Additionally, some users had significant emotional reactions to the Wii Fitts feedback. We argue that these 'side effects' are crucial considerations for the design and long-term evaluation of persuasive technologies.

© All rights reserved Schwanda et al. and/or their publisher

 
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Cosley, Dan, Mulvenna, Maurice, Schwanda, Victoria, Peesapati, S. Tejaswi and Wright, Terence (2011): Bridging practices, theories, and technologies to support reminiscence. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 57-60.

Reminiscence is a valuable human activity; this one-day workshop explores how HCI practice and research can understand and support people in their reminiscing. The workshop has two main goals. First, it hopes to bring together academics and practitioners from both social and technical perspectives who are interested in studying and supporting reminiscence. Second, it hopes to explore key issues around current and potential uses of technology to support reminiscence, including 1) understanding people's current practices around reminiscing, 2) using empirical studies and theories of memory to inform technology designs, 3) evaluating existing technologies for reminiscence, 4) exploring ways that technology might support new reminiscing practices, and 5) supporting social aspects of reminiscence. We are particularly interested in bringing people from outside the CHI community into the workshop to add new perspectives and foster new collaborations around the work. A series of discussion-focused panels organized around the key topics identified by participants will lead to thoughtful examinations of these topics informed by multiple viewpoints. Our tangible planned outputs will be a set of recommendations for further research in this area and an outline plan for grant and book proposals at the intersection of reminiscing and technology.

© All rights reserved Cosley et al. and/or their publisher

 
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Reynolds, Lindsay, Ibara, Steven, Schwanda, Victoria and Cosley, Dan (2011): Does it know I'm not maintaining good posture?: an in-home play study of wii fit. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1687-1692.

Persuasive technologies designed to improve the health and fitness of users are becoming increasingly popular. One example is Nintendo's Wii Fit, which has achieved commercial success. Despite this success, many people ultimately abandon this technology. Past work explored reasons for leaving, but retroactively. This study examines the reactions of first-time users of Wii Fit, through a one-time interview pilot study as well as an in-depth, month-long study in which participants used Wii Fit in their homes. We briefly present themes from the pilot study, as well as case studies from two month-long study participants, which shows how opinions and behaviors changed over time.

© All rights reserved Reynolds et al. and/or their publisher

 
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Welser, Howard T., Cosley, Dan, Kossinets, Gueorgi, Lin, Austin, Dokshin, Fedor, Gay, Geri and Smith, Marc (2011): Finding social roles in Wikipedia. In: Proceedings of the 2011 iConference 2011. pp. 122-129.

This paper investigates some of the social roles people play in the online community of Wikipedia. We start from qualitative comments posted on community oriented pages, wiki project memberships, and user talk pages in order to identify a sample of editors who represent four key roles: substantive experts, technical editors, vandal fighters, and social networkers. Patterns in edit histories and egocentric network visualizations suggest potential "structural signatures" that could be used as quantitative indicators of role adoption. Using simple metrics based on edit histories we compare two samples of Wikipedians: a collection of long term dedicated editors, and a cohort of editors from a one month window of new arrivals. According to these metrics, we find that the proportions of editor types in the new cohort are similar those observed in the sample of dedicated contributors. The number of new editors playing helpful roles in a single month's cohort nearly equal the number found in the dedicated sample. This suggests that informal socialization has the potential provide sufficient role related labor despite growth and change in Wikipedia. These results are preliminary, and we describe several ways that the method can be improved, including the expansion and refinement of role signatures and identification of other important social roles.

© All rights reserved Welser et al. and/or ACM Press

2010
 
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Thom-Santelli, Jennifer, Cosley, Dan and Gay, Geri (2010): What do you know?: experts, novices and territoriality in collaborative systems. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1685-1694.

When experts participate in collaborative systems, tension may arise between them and novice contributors. In particular, when experts perceive novices as a bother or a threat, the experts may express territoriality: behaviors communicating ownership of a target of interest. In this paper, we describe the results of a user study of a mobile social tagging system deployed within a museum gallery to a group of novices and experts collaboratively tagging part of the collection. We observed that experts express greater feelings of ownership towards their contributions to the system and the museum in general. Experts were more likely than novices to participate at higher rates and to negatively evaluate contributions made by others. We suggest a number of design strategies to balance experts' expressions of territoriality so as to motivate their participation while discouraging exclusionary behaviors.

© All rights reserved Thom-Santelli et al. and/or their publisher

 
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Peesapati, S. Tejaswi, Schwanda, Victoria, Schultz, Johnathon, Lepage, Matt, Jeong, So-yae and Cosley, Dan (2010): Pensieve: supporting everyday reminiscence. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2027-2036.

Reminiscing is a valuable activity that people of all ages spontaneously and informally partake in as part of their everyday lives. This paper discusses the design and use of Pensieve, a system that supports everyday reminiscence by emailing memory triggers to people that contain either social media content they previously created on third-party websites or text prompts about common life experiences. We discuss how the literature on reminiscence informed Pensieve's design, then analyze data from 91 users over five months. We find that people value spontaneous reminders to reminisce as well as the ability to write about their reminiscing. Shorter, more general triggers draw more responses, as do triggers containing people's own photos-although responses to photos tended to contain more metadata elements than storytelling elements. We compare these results to data from a second, Pensieve-like system developed for Facebook, and suggest a number of important aspects to consider for both designers and researchers around technology and reminiscence.

© All rights reserved Peesapati et al. and/or their publisher

 
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Leshed, Gilly, Cosley, Dan, Hancock, Jeffrey T. and Gay, Geri (2010): Visualizing language use in team conversations: designing through theory, experiments, and iterations. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4567-4582.

One way to potentially help people develop effective teamwork skills is to visualize elements of their language use during team conversations. There are several challenges in designing such visualizations, such as how to balance attention between the conversation and the visualization and how much guidance to offer about appropriate behaviors. We discuss the design space around these questions in the context of GroupMeter, a chatroom augmented with visualizations of language use. We generate and critique potential answers to these questions using prior theoretical and empirical work, then describe how the interface evolved and how our answers changed over a series of prototypes we deployed in experimental studies. We conclude with the lessons from our experience that could be used by designers of collaboration-enhancing systems.

© All rights reserved Leshed et al. and/or their publisher

 
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Wang, Hao-Chuan, Cosley, Dan and Fussell, Susan R. (2010): Idea expander: supporting group brainstorming with conversationally triggered visual thinking stimuli. In: Proceedings of ACM CSCW10 Conference on Computer-Supported Cooperative Work 2010. pp. 103-106.

People are often required to catch up on information they have missed in meetings, because of lateness or scheduling conflicts. Catching up is a complex cognitive process where people try to understand the current conversation without access to prior discussion. We develop and evaluate a novel Catchup audio player that allows "time-travel". It automatically identifies the gist of what was missed, allowing people to join the meeting late and still participate effectively. In a lab study, we evaluated people's understanding of meetings they had partly missed, by asking questions about meeting content. We tested whether providing Catchup gist overcomes the potential disadvantage that people must join even later -- because catching up takes time. Catchup users understood meetings 70% better than controls who simply joined late. They were more confident of their understanding and indicated a positive attitude towards the tool. We are currently exploring more general applications of the time-travel approach.

© All rights reserved Wang et al. and/or their publisher

 
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Cheng, Justin and Cosley, Dan (2010): kultagg: ludic design for tagging interfaces. In: GROUP10 International Conference on Supporting Group Work 2010. pp. 169-172.

While there has been significant research around aspects of tagging systems such as the vocabulary people use and the reasons they tag, there has been little focus on the design of the tagging interface itself. This paper discusses how kultagg, a ludic interface that includes the ability to color tags and place them directly on images, affect people's behavior and attitudes toward tagging. We conducted interviews with 10 people, asking them to use and reflect on kultagg. Color plays a significant role in enhancing a user's interest and enjoyment in tagging and has uses from self-expression to organization. People appreciated on-image tagging for its personal nature, ease of use, and specificity, although these tags tended to be less abstract and holistic than tags created in a more typical interface. Participants' generally positive response to kultagg suggests that including ludic elements in task-oriented domains is useful in creating rich, expressive systems.

© All rights reserved Cheng and Cosley and/or their publisher

2009
 
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Leshed, Gilly, Perez, Diego, Hancock, Jeffrey T., Cosley, Dan, Birnholtz, Jeremy, Lee, Soyoung, McLeod, Poppy L. and Gay, Geri (2009): Visualizing real-time language-based feedback on teamwork behavior in computer-mediated groups. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 537-546.

While most collaboration technologies are concerned with supporting particular tasks such as workflows or meetings, many work groups do not have the teamwork skills essential to effective collaboration. One way to improve teamwork is to provide dynamic feedback generated by automated analyses of behavior, such as language use. Such feedback can lead members to reflect on and subsequently improve their collaborative behavior, but might also distract from the task at hand. We have experimented with GroupMeter -- a chat-based system that presents visual feedback on team members' language use. Feedback on proportion of agreement words and overall word count was presented using two different designs. When receiving feedback, teams in our study expressed more agreement in their conversations and reported greater focus on language use as compared to when not receiving feedback. This suggests that automated, real-time linguistic feedback can elicit behavioral changes, offering opportunities for future research.

© All rights reserved Leshed et al. and/or ACM Press

 
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Cosley, Dan, Baxter, Jonathan, Lee, Soyoung, Alson, Brian, Nomura, Saeko, Adams, Phil, Sarabu, Chethan and Gay, Geri (2009): A tag in the hand: supporting semantic, social, and spatial navigation in museums. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1953-1962.

Designers of mobile, social systems must carefully think about how to help their users manage spatial, semantic, and social modes of navigation. Here, we describe our deployment of MobiTags, a system to help museum visitors interact with a collection of "open storage" exhibits, those where the museum provides little curatorial information. MobiTags integrates social tagging, art information, and a map to support navigation and collaborative curation of these open storage collections. We studied 23 people's use of MobiTags in a local museum, combining interview data with device use logs and tracking of people's movements to understand how MobiTags affected their navigation and experience in the museum. Despite a lack of social cues, people feel a strong sense of social presence -- and social pressure -- through seeing others' tags. The tight coupling of tags, item information, and map features also supported a rich set of practices around these modes of navigation.

© All rights reserved Cosley et al. and/or ACM Press

 
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Cosley, Dan, Akey, Kathy, Alson, Brian, Baxter, Jonathan, Broomfield, Mark, Lee, Soyoung and Sarabu, Chethan (2009): Using technologies to support reminiscence. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 480-484.

This paper is about the evolution of a system prototype called Pensieve whose goal is to support people's reminiscing practices. A number of technologies exist to manage memory-related content; however, these technologies tend to take a model of memory as information that leads to a focus on capture and access. Pensieve is instead based on reusing memory-laden content people already create in social media services. This idea is supported by theories of autobiographical memory, insights from interviews with eight subjects, and experiences with two prototypes deployed to ten users. These interviews and experiences suggest that people value even simple tools that support reminiscence, as well as providing both design goals and research questions around the design of tools that support people in reminiscing.

© All rights reserved Cosley et al. and/or their publisher

2008
 
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Cosley, Dan, Lewenstein, Joel, Herman, Andrew, Holloway, Jenna, Baxter, Jonathan, Nomura, Saeko, Boehner, Kirsten and Gay, Geri (2008): ArtLinks: fostering social awareness and reflection in museums. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 403-412.

Technologies in museums often support learning goals, providing information about exhibits. However, museum visitors also desire meaningful experiences and enjoy the social aspects of museum-going, values ignored by most museum technologies. We present ArtLinks, a visualization with three goals: helping visitors make connections to exhibits and other visitors by highlighting those visitors who share their thoughts; encouraging visitors' reflection on the social and liminal aspects of museum-going and their expectations of technology in museums; and doing this with transparency, aligning aesthetically pleasing elements of the design with the goals of connection and reflection. Deploying ArtLinks revealed that people have strong expectations of technology as an information appliance. Despite these expectations, people valued connections to other people, both for their own sake and as a way to support meaningful experience. We also found several of our design choices in the name of transparency led to unforeseen tradeoffs between the social and the liminal.

© All rights reserved Cosley et al. and/or ACM Press

 
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Nobarany, Syavash, Haraty, Mona and Cosley, Dan (2008): GePuTTIS: General Purpose Transitive Trust Inference System For Social Networks. In: AAAI Spring Symposium on Social Information Processing AAAI-SIP-08 March 2628, 2008, Stanford University, California. pp. 66-71.

Recent work has explored the idea of using trust networks to supplement ratings information in community-based information systems, including algorithms to infer missing values in the trust network. Current trust inference algorithms sometimes make undesirable inferences because they do not fully use information about distrust and sometimes make inferences based on weak support. Further, many algorithms do not consider the problem of trust scope, where one may trust someone's opinions about movies but not books. We present GePuTTIS, a trust inference system that reasons about support levels, distrust, and trust scope. We demonstrate that it improves prediction performance in a collaborative filtering dataset.

© All rights reserved Nobarany et al. and/or AAAI Press

2007
 
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Leshed, Gilly, Hancock, Jeffrey T., Cosley, Dan, McLeod, Poppy L. and Gay, Geri (2007): Feedback for guiding reflection on teamwork practices. In: GROUP07: International Conference on Supporting Group Work 2007. pp. 217-220.

Effective communication in project teams is important, but not often taught. We explore how feedback might improve teamwork in a controlled experiment where groups interact through chat rooms. Collaborators who receive high feedback ratings use different language than poor collaborators (e.g. more words, fewer assents, and less affect-laden language). Further, feedback affects language use. This suggests that a system could use linguistic analysis to automatically provide and visualize feedback to teach teamwork. To this end, we present GroupMeter, a system that applies principles discovered in the experiment to provide feedback both from peers and from automated linguistic analysis.

© All rights reserved Leshed et al. and/or ACM Press

 
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Shami, N. Sadat, Yuan, Y. Connie, Cosley, Dan, Xia, Ling and Gay, Geri (2007): That's what friends are for: facilitating 'who knows what' across group boundaries. In: GROUP07: International Conference on Supporting Group Work 2007. pp. 379-382.

We describe the design and evaluation of K-net, a social matching system to help people learn 'who knows what' in an organization by matching people with skills with those who need them. Transactive memory theory predicts that K-net will improve individuals' awareness of 'who knows what'. This should lead to improved performance through sharing knowledge across group boundaries. We evaluate K-net in terms of these predictions in an experiment with 41 students in seven groups working on software engineering projects. Accurate recommendations improved awareness of 'who knows what' versus 'random' recommendations, but did not improve performance. Our results highlight issues related to the evaluation of systems for sharing knowledge across group boundaries.

© All rights reserved Shami et al. and/or ACM Press

2006
 
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Cosley, Dan, Frankowski, Dan, Terveen, Loren and Riedl, John (2006): Using intelligent task routing and contribution review to help communities build artifacts of lasting value. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1037-1046.

Many online communities are emerging that, like Wikipedia, bring people together to build community-maintained artifacts of lasting value (CALVs). Motivating people to contribute is a key problem because the quantity and quality of contributions ultimately determine a CALV's value. We pose two related research questions: 1) How does intelligent task routing -- matching people with work -- affect the quantity of contributions? 2) How does reviewing contributions before accepting them affect the quality of contributions? A field experiment with 197 contributors shows that simple, intelligent task routing algorithms have large effects. We also model the effect of reviewing contributions on the value of CALVs. The model predicts, and experimental data shows, that value grows more slowly with review before acceptance. It also predicts, surprisingly, that a CALV will reach the same final value whether contributions are reviewed before or after they are made available to the community.

© All rights reserved Cosley et al. and/or ACM Press

 
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Sen, Shilad, Lam, Shyong K., Rashid, Al Mamunur, Cosley, Dan, Frankowski, Dan, Osterhouse, Jeremy, Harper, F. Maxwell and Riedl, John (2006): tagging, communities, vocabulary, evolution. In: Proceedings of ACM CSCW06 Conference on Computer-Supported Cooperative Work 2006. pp. 181-190.

A tagging community's vocabulary of tags forms the basis for social navigation and shared expression. We present a user-centric model of vocabulary evolution in tagging communities based on community influence and personal tendency. We evaluate our model in an emergent tagging system by introducing tagging features into the MovieLens recommender system. We explore four tag selection algorithms for displaying tags applied by other community members. We analyze the algorithms 'effect on vocabulary evolution, tag utility, tag adoption, and user satisfaction.

© All rights reserved Sen et al. and/or ACM Press

2005
 
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Cosley, Dan, Frankowski, Dan, Kiesler, Sara, Terveen, Loren and Riedl, John (2005): How oversight improves member-maintained communities. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 11-20.

Online communities need regular maintenance activities such as moderation and data input, tasks that typically fall to community owners. Communities that allow all members to participate in maintenance tasks have the potential to be more robust and valuable. A key challenge in creating member-maintained communities is building interfaces, algorithms, and social structures that encourage people to provide high-quality contributions. We use Karau and Williams' collective effort model to predict how peer and expert editorial oversight affect members' contributions to a movie recommendation website and test these predictions in a field experiment with 87 contributors. Oversight increased both the quantity and quality of contributions while reducing antisocial behavior, and peers were as effective at oversight as experts. We draw design guidelines and suggest avenues for future work from our results.

© All rights reserved Cosley et al. and/or ACM Press

2004
 
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Ludford, Pamela J., Cosley, Dan, Frankowski, Dan and Terveen, Loren (2004): Think different: increasing online community participation using uniqueness and group dissimilarity. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 631-638.

Online communities can help people form productive relationships. Unfortunately, this potential is not always fulfilled: many communities fail, and designers don't have a solid understanding of why. We know community activity begets activity. The trick, however, is to inspire participation in the first place. Social theories suggest methods to spark positive community participation. We carried out a field experiment that tested two such theories. We formed discussion communities around an existing movie recommendation web site, manipulating two factors: (1) similarity-we controlled how similar group members' movie ratings were; and (2) uniqueness-we told members how their movie ratings (with respect to a discussion topic) were unique within the group. Both factors positively influenced participation. The results offer a practical success story in applying social science theory to the design of online communities.

© All rights reserved Ludford et al. and/or ACM Press

2003
 
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Cosley, Dan, Lam, Shyong K., Albert, Istvan, Konstan, Joseph A. and Riedl, John (2003): Is seeing believing?: how recommender system interfaces affect users' opinions. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 585-592.

 
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Cosley, Dan, Ludford, Pamela J. and Terveen, Loren (2003): Studying the effect of similarity in online task-focused interactions. In: Tremaine, Marilyn M. and Simone, Carla (eds.) Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work 2003 November 9-12, 2003, Sanibel Island, Florida, USA. pp. 321-329.

Although the Internet provides powerful tools for social interactions, many tasks-for example, information-seeking-are undertaken as solitary activities. Information seekers are unaware of the invisible crowd traveling in parallel to their course through the information landscape. Social navigation systems attempt to make the invisible crowd visible, while social recommender systems try to introduce people directly. However, it is not clear whether users desire or will respond to social cues indicating the presence of other people when they are focused on a task. To investigate this issue, we created an online game-playing task and paired subjects to perform the task based on their responses to a short survey about demographics and interests. We studied how these factors influence task outcomes, the interaction process, and attitudes towards one's partner. We found that demographic similarity affected how people interact with each other, even though this information was not explicit, while similarities or differences in task-relevant interests did not. Our findings suggest guidelines for developing social recommender systems and show the need for further research into conditions that will help such systems succeed.

© All rights reserved Cosley et al. and/or ACM Press

2002
 
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McNee, Sean M., Albert, Istvan, Cosley, Dan, Gopalkrishnan, Prateep, Lam, Shyong K., Rashid, Al Mamunur, Konstan, Joseph A. and Riedl, John (2002): On the recommending of citations for research papers. In: Churchill, Elizabeth F., McCarthy, Joe, Neuwirth, Christine and Rodden, Tom (eds.) Proceedings of the 2002 ACM conference on Computer supported cooperative work November 16 - 20, 2002, New Orleans, Louisiana, USA. pp. 116-125.

Collaborative filtering has proven to be valuable for recommending items in many different domains. In this paper, we explore the use of collaborative filtering to recommend research papers, using the citation web between papers to create the ratings matrix. Specifically, we tested the ability of collaborative filtering to recommend citations that would be suitable additional references for a target research paper. We investigated six algorithms for selecting citations, evaluating them through offline experiments against a database of over 186,000 research papers contained in ResearchIndex. We also performed an online experiment with over 120 users to gauge user opinion of the effectiveness of the algorithms and of the utility of such recommendations for common research tasks. We found large differences in the accuracy of the algorithms in the offline experiment, especially when balanced for coverage. In the online experiment, users felt they received quality recommendations, and were enthusiastic about the idea of receiving recommendations in this domain.

© All rights reserved McNee et al. and/or ACM Press

 
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Goecks, Jeremy and Cosley, Dan (2002): NuggetMine: intelligent groupware for opportunistically sharing information nuggets. In: Gil, Yolanda and Leake, David (eds.) International Conference on Intelligent User Interfaces 2002 January 13-16, 2002, San Francisco, California, USA. pp. 87-94.

NuggetMine is an intelligent groupware application that collaborates with a workgroup to increase information nugget sharing among the group. Information nuggets are small amounts of self-contained information, such as the URL of an interesting news article, a book title, or the time and location of a local art event. NuggetMine and the workgroup work together to build, maintain, and utilize a repository-or "mine"-of information nuggets. Group members submit nuggets to NuggetMine, which organizes and augments the submitted nuggets and provides a desktop interface to each group member. This interface makes it easy for group members to submit nuggets, view nuggets, and explore the mine. NuggetMine distributes the tasks necessary to share nuggets between it and the workgroup so as to best utilize the skills of each collaborator. In this paper, we describe the NuggetMine application and interface and present a pilot study of the application.

© All rights reserved Goecks and Cosley and/or ACM Press

 
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Rashid, Al Mamunur, Albert, Istvan, Cosley, Dan, Lam, Shyong K., McNee, Sean M., Konstan, Joseph A. and Riedl, John (2002): Getting to know you: learning new user preferences in recommender systems. In: Gil, Yolanda and Leake, David (eds.) International Conference on Intelligent User Interfaces 2002 January 13-16, 2002, San Francisco, California, USA. pp. 127-134.

Recommender systems have become valuable resources for users seeking intelligent ways to search through the enormous volume of information available to them. One crucial unsolved problem for recommender systems is how best to learn about a new user. In this paper we study six techniques that collaborative filtering recommender systems can use to learn about new users. These techniques select a sequence of items for the collaborative filtering system to present to each new user for rating. The techniques include the use of information theory to select the items that will give the most value to the recommender system, aggregate statistics to select the items the user is most likely to have an opinion about, balanced techniques that seek to maximize the expected number of bits learned per presented item, and personalized techniques that predict which items a user will have an opinion about. We study the techniques thru offline experiments with a large pre-existing user data set, and thru a live experiment with over 300 users. We show that the choice of learning technique significantly affects the user experience, in both the user effort and the accuracy of the resulting predictions.

© All rights reserved Rashid et al. and/or ACM Press

2001
 
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Connor, M. O., Cosley, Dan, Konstan, Joseph A. and Riedl, John (2001): PolyLens: A recommender system for groups of user. In: Ecscw 2001 - Proceedings of the Seventh European Conference on Computer Supported Cooperative Work 16-20 September, 2001, Bonn, Germany. pp. 199-218.

 
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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/dan_cosley.html

Publication statistics

Pub. period:2001-2012
Pub. count:32
Number of co-authors:66



Co-authors

Number of publications with 3 favourite co-authors:

Geri Gay:8
John Riedl:7
Shyong K. Lam:4

 

 

Productive colleagues

Dan Cosley's 3 most productive colleagues in number of publications:

Loren Terveen:69
John Riedl:61
Sara Kiesler:59
 
 
 
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