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Ling, K., Beenen, G., Ludford, P., Wang, X., Chang, K., Li, X., Cosley, D., Frankowski, D., Terveen, L., Rashid, A. M., Resnick, P., and Kraut, R. (2005). Using social psychology to motivate contributions to online communities. Journal of Computer-Mediated Communication, 10(4), article 10. http://jcmc.indiana.edu/vol10/issue4/ling.html
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Using Social Psychology to Motivate Contributions to Online Communities
1 1 3 4 1 2 3 3 3 3 2 1 * 1 2 3 4 Under-contribution is a problem for many online communities. Social psychology theories of social loafing and goal-setting can lead to mid-level design goals to address this problem. We tested design principles derived from these theories in four field experiments involving members of an online movie recommender community. In each of the experiments participated were given different explanations for the value of their contributions. As predicted by theory, individuals contributed when they were reminded of their uniqueness and when they were given specific and challenging goals. However, other predictions were disconfirmed. For example, in one experiment, participants given group goals contributed more than those given individual goals. The article ends with suggestions and challenges for mining design implications from social science theories. Motivating Contributions in Online Communities
Since at least 1979, when the first Usenet news sharing programs were created, online communities have co-evolved with the growth in computer networking. Today, 26 years later, people share news, information, jokes, music, discussion, pictures, and social support in hundreds of thousands of online communities. People benefit from the presence and activity of others in online communities—from the information and other resources they provide and the conversations they participate in.
Social loafing, or free riding, is the robust phenomenon that occurs when people work less hard to achieve some goal when they think they are working jointly with others than when they think they are working by themselves. Karau and Williams' (1993) collective-effort model is a type of utility theory that claims that people work hard when they think their effort will help them achieve outcomes they value. Working in a group can influence how hard people work because it can change their perception of the importance of their contribution to achieving a specified level of performance, their likelihood of reaching the goal, and the value they place on the outcomes they gain by their efforts (Harkins & Petty, 1982; Kerr, 1983; Kerr & Bruun, 1983). (See Karau & Williams, 2001, and Figure 1 for a fuller description of the collective effort model.)
Figure 1. The collective-effort model (adapted from Karau & Williams, 1993)
We attempted to apply the insights from the collective effort model to the problem of under-contribution in MovieLens. MovieLens (http://movielens.umn.edu/login) is a movie recommender system that recommends to subscribers movies that they would enjoy, based on movie evaluations from other subscribers with similar tastes. In Experiment 1, we expanded MovieLens' functionality by adding new online discussion groups. The goal of the experiment was to identify ways of organizing the discussion groups so that people would offer conversational posts in the group and subsequently rate more movies in MovieLens. In Experiment 1 we tested predictions from the collective effort model which stated that people will contribute more to a group when they think their contributions are likely to be unique and when they like the group more. More details about this experiment are available in Ludford et al. (2004). Uniqueness of contribution The collective effort model posits that people will socially loaf less and contribute to a group more, the more they see their contribution as important to the group (Karau & Williams, 1993). If they believe that their contributions are redundant with those that others in the group can provide, then there is little reason to contribute, because their contributions have little likelihood of influencing the group. Conversely, if they think they are unique, they should be more motivated to contribute, because their contributions are more likely to influence the group. In Experiment 1, we manipulated subjects' perceived uniqueness by reminding them of movies they had seen but that others in the group had not. Hypothesis 1: People will contribute more to online communities when given personalized information showing that their contributions would be unique. Similarity/Homogeneity of the Group The collective effort model posits that people will socially loaf less and contribute more to a group the more they like it (Karau & Williams, 1993). By doing so, they increase their own utility by benefiting the group. In contrast, they do not receive the same benefit if they contribute to groups they dislike. Social psychologists have identified many bases for members' attachment to a group, including their liking for individual members. People tend to like others who are similar to themselves (Byrne, 1997; Byrne & Griffith, 1973) and to dislike groups composed of dissimilar members (Williams & O'Reilly, 1998). In Experiment 1, we manipulated subjects' liking for their discussion group by populating the group with others who had either similar or dissimilar tastes in movies. Hypothesis 2: People will contribute more to online communities when they believe that they are similar rather than dissimilar to others in the group. Methods Overview
We conducted our experiment on MovieLens.org, an online community administered by the University of Minnesota. MovieLens members rate movies and receive personalized recommendations provided by a collaborative recommender system. MovieLens has about 80,000 registered users, about 7,000 of whom were active in the six-month period before this research was conducted. We recruited subjects by email, inviting MovieLens users who had rated at least 50 movies to participate in conversations about movies with other MovieLens members. Of the nearly 8,500 invitations sent, approximately 2,800 bounced. 245 people volunteered to participate.
Subjects were randomly assigned to one of eight experimental groups, arranged in a two (Uniqueness) by two (Similarity) factorial design. Uniqueness
Subjects in the four uniqueness groups received a weekly message telling them how their MovieLens ratings differed from others in their group vis-à-vis the discussion topic for the week. For example, for the discussion topic for Week One, on a little-known movie, we identified movies that each participant had rated favorably but that few others in the subject's group had rated. To insure that these movies were less well-known, we selected ones that fewer than 1,000 MovieLens users had rated. Under these conditions, subjects' information and opinions about the movie were likely to be unique, not duplicated by other group members. We did not explicitly tell subjects to mention their uniqueness information when they posted. Instead, we simply explained that they might find the information relevant to the discussion topic; many of them did.
Similarity While the uniqueness condition was implemented via weekly email, the similarity manipulation was implemented via group composition, which was fixed at its creation. We constructed the four similar groups so that on average, pairs of people had seen many movies in common and agreed in their evaluations of them, while in the four dissimilar groups subjects saw many movies in common and disagreed in their evaluations. Pairs of participants agreed in their evaluation of a movie if their evaluations were on the same side of a threshold of 6 on a 10-point Likert scale of liking. They disagreed if one rated the movie less than six and the other rated it six or greater. The co-agreement similarity score between pairs of users is the number of movies on which they agreed. Our algorithm builds similar (dissimilar) groups by starting with the most (least) similar pair of users, then adding the user that resulted in the highest (lowest) average pair-wise similarity among group members. The algorithm adds users to a group until it has the desired number of members. After enough groups are formed, it improves the results by swapping users between groups as long as the total difference between similar and dissimilar groups increases. We imposed one additional constraint, forcing the algorithm to assign subjects to groups so that the distribution of number of ratings among members in each group was roughly the same. Results Preliminary results On average, pairs of participants rated approximately the same number of movies in common in the similar and dissimilar groups, but agreed upon them twice as often in the similar groups than in the dissimilar one. As a manipulation check for the similarity manipulation, we had each subject rate every other subject who posted at least once in their group on 4-point Likert scales to indicate how similar to themselves they judged the other and how much they disagreed with the other. We analyzed the data with a mixed model regression, with the rater as a random factor. Subjects in the similar group perceived themselves as having views more similar to others in the group than did those in the dissimilar group:
Surprisingly, subjects in the uniqueness condition also perceived themselves as having views more similar to others in the group than did those in the non-unique group:
The 230 subjects in eight forums posted a total of 1,473 messages over the course of the study. 163 subjects posted at least one message. Posting followed an inverse power law, with 9% of subjects accounting for 50% of all posts. Because of the skewed distribution, before analysis we transformed the data, taking the log to the base 10 of the number of posts, adding one because the log of zero is undefined.
Table 1. Experiment 1: Mean number of movie ratings
Note: N is the number of subjects in each condition. Statistics for Posts and Ratings were calculated in the log scale and then transformed back for ease of understanding.
Consistent with Hypothesis 1, subjects posted more messages in the uniqueness condition, when they were given personalized information about how their knowledge of movies differed from others (See Table 1: z=2.88, p<.004). However, Hypothesis 2 was disconfirmed. Subjects posted fewer messages when conversing in groups constructed so that members had similar tastes in movies than in groups with heterogeneous members (z=-2.45, p<.05). There was no similarity by uniqueness interaction (z=-.59, p>.50).
Discussion Both posting and rating data show that people contributed more when they were made to see themselves as having unique information to contribute. In retrospect, the finding that subjects posted more to the conversation forum when they were least similar to those they were talking to may also reflect the influence of uniqueness. Subjects in groups with similar others may have run out of topics of conversation, while those in the heterogeneous groups could have lively disagreements. Both quantitative data, in which subjects in the dissimilar groups rated disagreeing with other participants more highly than did those in the similar groups, and examination of the transcripts are consistent with this interpretation. For example, a typical comment from a subject in the dissimilar group comparing acting in the 1950s and today was, "I'm not sure what you are thinking of here because I can hardly agree with you. I would take the exact opposite view on most of your points and will explain why…." In contrast, comments in the similar group were "I have to agree with the general consensus that today's acting is no worse than that in the 50s…" and often included less follow-up. Alternatively, subjects in groups composed of people with similar tastes may never have occasion to discover the issues on which they differ. People tend to talk about the topics on which they hold similar positions when left to their own devices (Stasser & Titus, 1985). Experiment 2: Motivating Contributions Through Framing Uniqueness and Benefit
One problem with Experiment 1 is that the uniqueness manipulation was confounded with the specificity of the message participants received that reminded them to post to their group. In the unique condition, the reminder message provided a very specific suggestion for a topic of communication, while in the non-unique condition it merely reminded them to post. Although this confound is unlikely to influence the number of ratings participants made, it could directly influence their motivation to post because it lowers the effort associated with writing a message. We manipulated uniqueness in Experiment 2 without this confound, thus more cleanly testing the prediction from the collective effort model that people will contribute more to a group if they think their contributions are unique.
Salience of Uniqueness As noted in Hypothesis 1, the collective effort model posits that people will socially loaf less when they perceive that their contribution is important to the group (Karau & Williams, 1993). In the case of MovieLens, making individuals who rate rarely-rated movies aware of their unique contribution should motivate them. Salience of Benefit and the Beneficiary The collective effort model also posits that people are more motivated to contribute when they perceive the value that their contribution makes to an individual or group outcome (Karau & Williams, 1993). MovieLens is a collaborative filtering system that uses other people's ratings to predict how much a subscriber will like a movie. As participants rate more movies, the system learns about their preferences, improving the accuracy of recommendations for them, although with decreasing marginal returns. Reminding subscribers of this individual benefit should increase their motivation to rate movies. Hypothesis 3a: MovieLens users will rate more movies when the personal benefit they receive from doing so is made salient. When individuals rate movies, they benefit the community as a whole by increasing the accuracy of recommendations that others receive. However, this benefit to the community may not be visible to members, because they do not have the data to see the correlation between their ratings and the accuracy of recommendations for others. Therefore, making explicit the benefit that the community receives from their ratings should increase their ratings. Hypothesis 3b: MovieLens users will rate more movies when the benefit they provide to the community from doing so is made salient. Methods Subjects
The subject population consisted of 904 active MovieLens subscribers who had rated rarely-rated movies. Members who logged on to the MovieLens website at least once in 2003 were considered active. We sampled members who had rated at least three rarely-rated movies (i.e., those in the bottom 30% of all movies) or for whom rarely-rated movies comprised at least 15% of all movies they had rated.
Uniqueness Participants who received the uniqueness manipulation were sent a personalized email that told them they were selected for the campaign because they tended to rate movies that few other MovieLens users had rated. The message said, "We are contacting you because as someone with fairly unusual tastes, you have been an especially valuable user of MovieLens. In the past, you have rated movies that few others have rated, such as …" followed by titles of three rarely-rated movies they had previously rated. Participants who received the non-unique manipulation were told they were recruited because they had previously rated movies that many other MovieLens subscribers had rated. The message said, "We are contacting you because as someone with fairly typical tastes you have been an especially valuable user of MovieLens. In the past, you have rated movies that many others also rated, such as…" followed by titles of frequently rated movies they had previously rated. Benefit The benefit manipulation contained four conditions: no benefit, only benefit to self, only benefit to others, and benefit to both self and others. Participants who received the self-benefit manipulation received a message that said, "Rating more movies helps you! The more ratings you provide, the easier it is for MovieLens to identify people with similar taste to yours, and thus make accurate recommendations for you." Participants who received the other-benefit manipulation received a message that said, "Rating more movies helps the MovieLens community! The more ratings you provide, the more information we have about each movie and the easier it is to make accurate recommendations for other people." Participants in the both-self-and-other-benefit condition received a combination of these messages, but those in the no-benefit condition received neither. Measuring Contribution Because participants' ratings surged during the week after the invitation containing the experimental manipulation, and then rapidly fell to the pre-invitation level, we logged data from this week. Data Analysis and Results
Of the 830 participants who received email, 397 (47.8%) members logged in and rated at least one movie. Descriptive analysis including all 830 participants showed that they rated an average of 19.26 movies during the week following the invitation, far higher than the 5.4 movies per week they had rated in the previous six months. Participants who logged in during the experiment rated on average 39.7 movies, far higher than the 9.1 ratings made by individuals from a matched control group who logged in during the week of the experiment. Table 2 summarizes the participation rates for the different treatment conditions.
Discussion The results of this experiment confirm what telemarketers know: Email messages can motivate people in an online community simply by reminding them of an opportunity to contribute. More interestingly, the content of the message made a difference, partially in line with the collective effort model. Making members of the community feel unique encouraged them to contribute more in general, and especially to contribute in the domain where they were unique. These results are consistent with those from Experiment 1, where mention of unique information caused participating to post more messages in a conversational forum.
Table 2. Experiment 2: Number of ratings by condition
Note: N is the number of participants to whom email was successfully sent. P(logged in) is the percentage of participants who logged into MovieLens during the week of the experiment. # Rating is the mean number of ratings for the N subjects Highlighting the benefits received from ratings had a more complicated relationship to contributions. Based on the collective effort model, Hypothesis 3 predicted that reminding people of the utility of their contributions would increase their motivation to contribute. However, the results were inconsistent. Instead, reminding participants of the benefits that either they or others would receive from contributions depressed the number of ratings they made compared to participants who received no reminders of benefit. On the other hand, telling participants simultaneously about benefits that both they and others would receive led to more effort than telling them about either one alone. In the follow-up experiment described below, we test two explanations for the disconfirmation of predictions from the collective effort model. Experiment 3: Following Up Motivating Contributions Through Benefits Surveys of MovieLens members suggest that they rate movies for multiple reasons (Harper, Li, Chen, & Konstan, In press). They rate primarily to improve the accuracy of recommendations that they receive from the system and because the acts of remembering movies and rating them are intrinsically fun, and to a lesser extent, to help other subscribers. It is possible that in Experiment 2, highlighting only the instrumental, extrinsic benefits may have undermined participants' intrinsic interest in rating. Previous research has shown that when people are intrinsically motivated to perform some behavior, the promise of extrinsic rewards, such as money or grades, reduces their intrinsic interest in it (Thompson, Meriac, & Cope, 2002). As a result, they are less likely to perform the behavior in the absence of the reward, compared to those who were never offered a reward. Deci, Koestner, and Ryan (1999) proposed that extrinsic rewards may decrease intrinsic motivation by "thwart[ing the] satisfaction of the need for autonomy, lead to a more external perceived locus of causality." If this explanation is correct, one would expect to boost contribution by reminding participants of the intrinsic motives for contributing. Reminding them of the intrinsic motivation may even reverse the effect of making extrinsic rewards salient. Hypothesis 4: Members who receive messages that increase salience of intrinsic motivation will rate more movies than those who receive messages that do not increase salience of intrinsic motivation. An especially perplexing finding from Experiment 2 is that mentioning either self-benefit or other-benefit reduced ratings from a control condition, but mentioning both together did not. Because each MovieLens subscriber may have multiple motives for rating movies—e.g., fun, improved accuracy for themselves, help to other people—it is possible that highlighting only a single benefit narrows the otherwise broad utility they associate with rating. If mentioning a single benefit narrows focus, then mentioning more should reduce this narrowing. In Experiment 2 we saw that mentioning two benefits led to more ratings than mentioning one. If the number of benefits mentioned is important, then mentioning three should in turn lead to more ratings than mentioning two. Hypothesis 5: Members who are reminded about the multiple benefits that contribution provides will rate more movies than those who are reminded of only a single benefit. Methods Subjects The subject population consisted of 900 active MovieLens subscribers who had logged in at least twice during the last eight months. Unlike the earlier experiment, we did not select raters of rarely-rated movies. Of the 900 members that we contacted, 94 messages bounced, leaving us with 806 participants. As in the previous experiment, all subjects received an email message inviting them to participate in a campaign to rate more movies. The persuasive message in the invitation email contained the experiment manipulation, with different text mentioning intrinsic and extrinsic motivations and with different numbers of reasons to participate. Subjects were randomly assigned to conditions in a way that balanced the number of ratings they had contributed in the past eight months. Intrinsic Motivation Invitations in the intrinsic-benefit condition contained the text, "Most MovieLens subscribers tell us they rate movies because it's fun! We hope you think so too." Invitations in the no-intrinsic-benefit condition did not contain this text. Benefit Conditions The extrinsic benefit manipulation was similar to the "benefit" condition in the Experiment 2. It contained four conditions: no extrinsic benefit, only benefit to self, only benefit to others, and benefit to both self and others. Invitations in the self-benefit condition contained the text, "In addition, rating more movies helps you! The more ratings you provide, the easier it is for MovieLens to assess your taste. This information allows MovieLens to make accurate recommendations for you." Invitations in the other-benefit condition contained the text, "Rating more movies helps the MovieLens community! The more ratings you provide, the more information MovieLens has about each movie. This information allows MovieLens to make accurate recommendations for other MovieLens subscribers." Invitations in the self-and-other-benefit condition contained both of these texts, while those in the no-extrinsic-benefit condition contained neither. Measuring Contribution The variables used for measuring contribution were number of ratings transformed using the logarithm of the ratings, as in the previous experiment. Results Table 3 shows the results from this experiment. As in the earlier experiments, we analyzed the data using the Heckman model, separately predicting likelihood of logging in and number of ratings. Again participants were more likely to log in the more frequently they had logged in in the past and the more recently they had logged in. There were no significant differences among the experimental conditions, however, in likelihood of logging in. Intrinsic Motivation Hypothesis 4 predicted that participants who were reminded of their intrinsic motivation for ratings ("It's fun") would rate more than participants that did not receive this message. Although participants who received the intrinsic motivation message rated more movies than those who did not (means = 29.83 versus 27.42), this effect did not approach statistical significance (z=.68, p>.50). Benefits Hypotheses 2a and 2b predicted that participants would rate more movies when their self-benefit and benefit to others were made salient. As in Experiment 2, messages mentioning either one alone were associated with declines in the number of ratings (z=-.10, p>.90 for self-benefit and z=-1.14, p>.20 for other-benefit) and the message reminding participants of self-benefit and other-benefit simultaneously had a higher mean than either condition alone (for the interaction, z=1.09, p>.20). None of the differences in this study, however, were statistically significant. Broad Utility Hypothesis 5, that participants would rate more movies if they receive either no mention of benefits or description of no benefits or more than one benefit, was not supported (z=.43, p>.60).
Table 3. Experiment 3: Mean number of ratings by condition
Discussion In Experiment 2, the collective effort model (Karau & Williams, 1993) could not account for all of the results. Ratings declined when the invitation letter mentioned either self-benefit or other-benefit, but not when it mentioned both. The pattern of means for the current experiment was similar, although none of the experimental manipulations had significant effects when this experiment is considered by itself. To draw conclusions across the two experiments, we combined comparable results from Experiments 2 and 3 using meta-analysis. We calculated the combined z-values from both experiments, using techniques described in Rosenthal and Rosnow (1991):
Positive z-values indicate that an experimental manipulation increased ratings. According to this meta-analysis, reminding participants of the benefit they would receive from rating had no reliable effect on the number of ratings they made (z=1.21, p>.20). However, reminding them that their contributions would help others depressed ratings (z=2.5, p=.01), and mentioning both benefits increased ratings (z=1.77, p=.08).
Experiment 4: Motivating Contributions Through Goal-Setting Online communities rarely specify the type and amount of contribution expected of members. Open source development communities are an exception, displaying bug fix lists, though goals are rarely assigned to members. MovieLens also displays user feedback on the number of ratings a member has made, yet does not assign ratings goals. Goal setting theory, a robust theory of motivation in social psychology, has shown that assigning people challenging, specific goals causes them to achieve more (Locke & Latham, 1990, 2002). Experiment 4 tests both the benefits and limits of this theory in an online community. Benefits of High-Challenge Goals
Hundreds of studies with over 40,000 subjects have shown that specific, challenging goals stimulate higher achievement than easy or "do your best" goals (Locke & Latham, 1990). High-challenge assigned goals energize performance in three ways (Bandura, 1993). First, they lead people to set higher personal goals, in turn increasing their effort. Second, assigned goals enhance self-efficacy, or belief in one's own ability to complete a task (Bandura, 1993). Third, achieving an assigned goal leads to task satisfaction, which enhances both self-efficacy and commitment to future goals, resulting in an upward performance spiral.
Hypothesis 6: Members who are assigned challenging, specific numeric goals will rate more than members assigned non-specific do-your-best goals. Group Goals Although most research on assigned goals has assigned them only to individuals, assigning goals to groups shows the same motivating effects (see Weldon & Weingart, 1993 for an overview). The collective effort model (Karau & Williams, 1993) predicts that individual goals and feedback will be more motivating than group goals, because in a group setting people can believe that their contribution is partially redundant and that if they shirk, others can take up the slack. Although some studies have found that group goals are more motivating than individual goals, these findings are reversed as group size increases beyond 3-5 members (Streit, 1996). With group size in our experiment set at 10 members, members assigned group goals should contribute less than members with comparable individual goals. Hypothesis 7: Members assigned individual goals will rate more than members assigned group goals. Limits of High-Challenge Goals
According to Locke and Latham (1990), increases in goal difficulty are associated with steady performance increases until "subjects reach the limits of their ability at high-goal difficulty levels; in such cases the function levels off." If this is true, assigned goals can never be too high. For extremely hard goals, performance should plateau, but not decline. Limited research, however, suggests otherwise. High-challenge goals above the 93rd percentile in performance have been associated with lower performance than "do your best" goals after subjects no longer believed they would be evaluated (White et al., 1995). Also, goals viewed as threatening rather than challenging resulted in lower performance than easy goals (Drach-Zahavy & Miriam, 2002).
Hypothesis 8: Members assigned exceedingly difficult specific goals will rate less than members assigned difficult specific goals. Methods Overview The subject population included active MovieLens members who logged in at least once in the period between July and December 2003. Of 900 members we contacted, 66 emails bounced, leaving us with 834 subjects. The invitation emails contained different text to manipulate members' perceptions of whether they were part of a group or not and of the rating goals they were assigned. We tracked ratings of those who received invitations. More detail about the methods and preliminary results are available in Beenen et al. (2004). Group Assignment Participants were randomly assigned to a group-goal or an individual-goal condition. The invitation in the group-goal condition said, "We've enrolled you in the Explorers, a group of ten active MovieLens members…" and a rating goal for Explorers as a whole was given. We set group size at 10 for two reasons. First, 10 minimized the cognitive effort required for subjects to translate their fair share of the group goal, since most people can mentally divide by 10. Second, since past research suggests that group goals are less effective than individual goals above groups of three to five, we wanted to see if these findings would hold for larger groups. The invitation email in the individual-goal condition did not mention group membership. Participants were simply assigned a personal goal. Goal Specificity Non-specific goal condition subjects were told to "do your best" to rate movies. Their message said, "[You/The Explorers] have a goal of doing [your/their] best to rate additional movies over the next seven days." In the specific-goal condition, subjects were assigned a specific number of movies to rate. We asked individual-goal-condition subjects to either rate 8, 16, 32 or 64 movies in a week, and subjects in the 10-member "Explorers" group to rate either 80, 160, 320 or 640 movies in a week. We set eight ratings per week as a baseline goal based on subjects' mean weekly contribution in the past. Measuring Contributions We tabulated user ratings for one week after sending the invitation email. We then sent a thank-you email summarizing their individual and group (if applicable) rating behavior. Analysis and Results
Preliminary analysis showed one outlier (>7 std dev above mean) changed the size of coefficients, but not their direction and significance levels. We therefore excluded the outlier, leaving 833 subjects of whom 30% (249) logged in at least once. Table 4 summarizes subjects' ratings.
Figure 2. Effects of goals on number of ratings
Table 4. Experiment 4: Mean number of movie ratings
Note: DYB = "Do Your Best" non-specific goal. N = number of subjects to whom email was successfully delivered. % (logged in) = percentage of participants who logged into MovieLens during the week of the experiment. # Rating = mean number of ratings for the N subjects.
Hypothesis 7, which predicted members given individual goals would rate more movies than those with group goals, was disconfirmed. Subjects in the individual-goal condition rated 42% of the movies they rated in group-goal condition (z=-2.43, p<.02).
Discussion
Consistent with Hypothesis 6, specific goals predicted higher contribution rates than do-your-best goals, and this effect was stronger in the individual condition. The inverse U-shaped relationship between the size of the goal and the contribution rate suggests that goals have upper limits, and that beyond those limits, the goals may demotivate members of online communities rather than motivate them. Our experiment was a weak test of these limits, since the highest goal (64 movie ratings in a week) was not a stretch for a sizeable proportion of the MovieLens community. In the past, 45% of subjects had rated over 64 movies in a single day at least once.
This article attempted to use principles from social psychology theory to redesign an online community to increase contributions, and tested these principles in four field experiments using the MovieLens online community. Table 5 summarizes the empirical results.
Table 5. Summary of empirical results
The Success in Applying Social Science Theory to Design
We identify two criteria for applying social psychology theory to design. First, does the theory generate design goals that lead to design options that are not obvious from current design practice? Second, does applying the design options generated from theory lead to the desired communal outcomes? For shorthand, we can label these criteria as inspiration and prediction, respectively.
Failures of Prediction
However, not all the design ideas derived from the theories led to increased contributions. Results from Experiment 1, in which participants posted fewer messages when they were most similar to other group members, is inconsistent with a corollary of the collective effort model, that people contribute most to groups they like. Results from Experiment 4 were inconsistent with a fundamental prediction from the collective effort model, that people would exert less effort when they believed their output would be pooled rather than being individually identified. Although the collective effort model stresses that people are more motivated to contribute when they believe their contributions will have benefit for themselves and others, in Experiments 2 and 3 making salient the benefit that others would receive from their ratings depressed their contributions. In Experiment 2, making salient the benefit that the contributors themselves would receive also depressed contributions. On the other hand, in both experiments, reminding contributors of their own and others' benefits together was better than mentioning either one alone.
Poor Implementation
It is unlikely that the social psychology theories we used as the basis for design were fundamentally wrong, in the sense that they incorrectly explain people's motivation in the domains in which they were developed. Both goal-setting theory and the collective effort model are robust theories of human motivation, consistent with and able to explain a wide variety of field and experimental data, as evidenced by recent literature reviews (Karau & Williams, 1993; Locke & Latham, 2002). Similarly, one of the most robust findings in the literature on interpersonal attraction is that people like those who are similar to themselves.
Incomplete Theories
In some cases, social science theories may simply not be up to the task of guiding design when multiple features of an online community must be determined simultaneously, as they do in tests of real designs. Figure 3 illustrates one problem in attempting to use social psychological theory to drive design. Figure 3 is a variant of the familiar input-process-output model often used to analyze group behavior (Hackman, 1987; McGrath, 1984). The designer desires multiple outcomes from an online community. In the case of MovieLens, for example, its designers want the site to provide useful predictions for its users and therefore for subscribers to contribute ratings. They also want subscribers to have a satisfying experience on each visit and to return often. Typically, these outcomes of groups—known generically as production, member support, and group maintenance (McGrath, 1984)—are only weakly correlated. To achieve these outcomes, the designer can modify features of the group composition or technology in an attempt to influence subscribers' psychological states and group process. In the experiments described here, for example, email messages providing goals and emphasizing the uniqueness and benefits of contributions were designed to influence the recipients' perceptions of the norms and benefits for contribution, and selection criteria were used to influence members' liking for their group.
Figure 3. Multi-determined outcomes
In summary, design features have multiple consequences and intervening states, and behavioral outcomes are multiply determined. These complexities are general phenomena. They apply to the experimental manipulations deployed in the four experiments reported here, but also more generally whenever one tries to leverage social science theory as a basis for design. For example, there is abundant evidence that interpersonal communication is one mechanism for getting people to like each other (Berscheid & Reis, 1998; Bossard, 1932; Duck, 1998; Duck, Rutt, Hurst, & Strejc, 1991) and to develop attachment to the community as a whole (Sassenberg, 2002). However, conversation frequently leads to cognitive overload, which in turn can drive people from the group (Jones, Ravid, & Rafaeli, 2004; Kraut, 2003).
The Way Forward
Despite the problems identified above, we believe that mining social science theory as a source of principles for design innovation is a generally useful strategy for the design of CSCW systems (see Kraut, 2003 for a fuller discussion). Although we focused our efforts in this article on applying two social psychological theories to the problems of under-contribution to online communities, the approach is far more general. Since the turn of the 20th century (Ross, 1908) and especially since World War II, the field of social psychology has developed a rich theoretical base for understanding and predicting group behavior. However, unlike theories in cognitive psychology, this theoretical base has been inadequately mined in the HCI and CSCW literatures.
* CommunityLab is a collaborative project of the University of Minnesota, University of Michigan, and Carnegie Mellon University. See http://www.communitylab.org/
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is a Ph.D. student of Organizational Behavior and Theory at the Tepper School of Business, Carnegie Mellon University. Her research interests include motivation and social support in online communities, positive organizational behavior, and the impact of emotions on decision making.
is a Ph.D. student of Organizational Behavior and Theory at the Tepper School of Business, Carnegie Mellon University. His research focuses on work group effectiveness.
is a Ph.D. student at the University of Minnesota, Department of Computer Science. Her research currently focuses on technology for collaboration via mobile computing devices equipped with location-based information services. She is completing the design and implementation for a mobile technology called PlaceMail, which will allow people to leave (and access) notes for themselves and others at places they frequent. More information is available at http://www.cs.umn.edu/~ludford.
is a Ph.D. student in Management Information Systems at the Joseph M. Katz Graduate School of Business, University of Pittsburgh. Her research interests include online community maintenance, community tool design, user participation, and technology acceptance.
is a Ph.D. student of Organizational Behavior and Theory at the Tepper School of Business, Carnegie Mellon University. Her research interests include psychological contracts, social exchange and trust, ideological currency in distributed teams, knowledge management for remote workers, and social networks in virtual communities.
is a graduate student at the Department of Economics University of Michigan, Ann Arbor. Her research interest lies in the areas of behavioral public economics, experimental economics, and economics of Internet.
is a Ph.D. student in the Computer Science Department, University of Minnesota. His research interests include motivation in online communities, recommender systems, and the effects of technologies on the people that use them.
is a staff scientist in the Computer Science Department, University of Minnesota. His research interests are collaborative systems, recommender systems, and data mining.
is an Associate Professor of Computer Science and Engineering at the University of Minnesota. His research interests are human-computer interaction and computer-mediated communication. He is especially interested in the use of technology to help people create and develop strong social ties.
is a Ph.D. student in the Department of Computer Science & Engineering, University of Minnesota. He is interested in applying Machine Learning and Data Mining techniques to novel applications and problems, particularly in Human Computer Interactions.
is a Professor at the University of Michigan School of Information. His research focuses on recommender and reputation systems and other forms of SocioTechnical Capital.
is Herbert A. Simon Professor of Human-Computer Interaction at Carnegie Mellon University. Dr. Kraut has broad interests in the design and social impact of computing and conducts research on everyday use of the Internet, technology and conversation, collaboration in small work groups, computing in organizations, and contributions to online communities. His most recent work examines factors influencing the success of online communities and ways to apply psychology theory to their design. More information is available at http://www.cs.cmu.edu/~kraut
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