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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Gothenburg (Sweden), October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Mass Collaboration in Software Product Development Between Developers and Users: Champion as Emergent Role</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Renate Andersen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anders I. Mørch</string-name>
          <email>anders.morch@iped.uio.no</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Education, University of Oslo</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>23</volume>
      <issue>2016</issue>
      <fpage>14</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>In this paper we investigate the role of champions in processes of mass collaboration in software product development. The case is Get Satisfaction, a company and social media platform for engaging end users and customers in product development activities. We employ a mixed methods approach, combining social network analysis (SNA) and interaction analysis (IA). We found that when scaling up, a new hybrid user group, champions, emerged. Champion is a role given end-users who make large contributions in the community. When this happens the end-user is appointed by Get Satisfaction and gains privileges.</p>
      </abstract>
      <kwd-group>
        <kwd>Interaction analysis</kwd>
        <kwd>Mass collaboration</kwd>
        <kwd>Mutual development</kwd>
        <kwd>Social media platform</kwd>
        <kwd>Social network analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        We present a case study of mass collaboration
        <xref ref-type="bibr" rid="ref4 ref9">(Tapscott &amp; Williams, 2008; Cress,
2013)</xref>
        in an online community named Get Satisfaction (GS), where the main findings
unravel a complex phenomenon of mass collaboration involving different type of
actors who has stake in software product development
        <xref ref-type="bibr" rid="ref1">(Andersen &amp; Mørch, 2016)</xref>
        , in
particular ends users (customers), professional developers and champions. Our
previous work has defined this process as mutual development
        <xref ref-type="bibr" rid="ref2">(Andersen &amp; Mørch, 2009)</xref>
        where we first studied this in small group collaboration setting. We found that when
scaling up, a new hybrid user group, champions, emerged. Champions are end users
who has since been appointed and promoted by GS. Champions are given specialized
privileges and may become part time employees in GS and paid for their support to
the community. We have collected empirical data in this community, and present one
excerpt below. The methods we use for analyzing the empirical data are interaction
analysis and social network analysis in combination.
      </p>
      <sec id="sec-1-1">
        <title>1.1 Cultures of Participation</title>
        <p>
          The major objective of cultures of participation
          <xref ref-type="bibr" rid="ref5">(Fischer, 2009; Jenkins, 2006)</xref>
          is to
foster a culture in which people have the opportunity to actively participate and be
        </p>
        <p>
          content creators
          <xref ref-type="bibr" rid="ref5">(Fischer, 2009)</xref>
          . Examples are Wikipedia where users participate by
writing short articles on a topic they are domain experts, Threadless (threadless.com)
where users can create and design their own t-shirts, and Pinterest where users
contribute with pictures and pin others users’ images.
        </p>
        <p>
          An ordinary end user (a customer) of a software product is normally not interested
(nor have the time) to think about the design and modification of it, and users would
under most conditions prefer to be consumers. In a culture of participation, the
stereotypical user-developer dichotomy has been challenged, and intermediate roles have
been proposed and studied. Arguable the first among them is prosumer (Toffler, 1980
(a portmanteau of the two words producer and consumer). Related terms are lead
users
          <xref ref-type="bibr" rid="ref11">(Von Hippel, 2005)</xref>
          , super user (Åsand &amp; Mørch, 2006), local developer (Nardi,
1993), gatekeeper (Mackay, 1990), and boundary spanner (Volkoff et al., 2002).Three
types of actors take part in the case we report from: end users, champions and
developers. Champions have a dedicated role similar to that of super user, local developer
and gatekeeper and in many situations take on a bridge building role in the GS
community, based on two sets of skills: they know the product well and they know what
are the pressing issues for the end users
          <xref ref-type="bibr" rid="ref1">(Andersen &amp; Mørch, 2016)</xref>
          .
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2 The Case</title>
        <p>Get Satisfaction as a company was established in 2007 and has more than 63.000
online communities using their tools, and boasting 9.600,000 visitors a month. It
resembles a social media technology by engaging a broad range of end users and
lowering the threshold to making contributions with easy to- use tools. The support
community at Get Satisfaction is organized around question/answer (discussion) forum,
where anyone who is registered can start a new discussion thread or topic and tag it
with one of the system’s four different categories: 1) ask a question, 2) share an idea,
3) report a problem and 4) give praise. Table 1 gives an overview of the statistics of
the participation in GS, illustrating that there is a mass of participants contributing
with postings of the four categories in the online community.</p>
      </sec>
      <sec id="sec-1-3">
        <title>Overview</title>
        <sec id="sec-1-3-1">
          <title>Topics posted</title>
        </sec>
        <sec id="sec-1-3-2">
          <title>Participants (all)</title>
        </sec>
        <sec id="sec-1-3-3">
          <title>Champions</title>
        </sec>
        <sec id="sec-1-3-4">
          <title>Employees</title>
        </sec>
        <sec id="sec-1-3-5">
          <title>End-users</title>
          <p>March 2013
19,747
269,280
47
50
269,183</p>
          <p>Get Satisfaction is one example of a culture where most users participate because
they choose to because they can contribute with improved solutions and find answers
to problems occurring locally with the GS software. Champions are one of three user
categories and they emerge out of customers, and are appointed as such by GS
emProc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).</p>
          <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
          <p>ployees, after having demonstrated extraordinary skills with the GS software. In the
next section methods used for analyzing these masses of data is explained.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methods</title>
      <p>We employed a mixed methods approach for data collection and analysis (combining
social network analysis and interaction analysis). This allowed us to analyze the
empirical data on two different levels; a) macro level (SNA) giving us an overview of all
the empirical data and b) the micro level (interaction analysis) providing detailed
explanations of selected parts of the empirical data. By using a mixed methods
approach and combining SNA and IA we get a fuller understanding of the phenomena
being studied than either method by itself could deliver.</p>
      <sec id="sec-2-1">
        <title>2.1 Social Network Analysis: Macro View on the Data</title>
        <p>
          As a quantitative approach for studying large online communities, social network
analysis (SNA) provides a set of methods for analyzing the relational aspects of social
structures
          <xref ref-type="bibr" rid="ref8">(Scott, 2001)</xref>
          . In a social network representation one needs to take into
account two types of entities: nodes and links. Nodes are the equivalent of social
actors (but not limited to actors) and links are the equivalent of the relationship between
actors.
        </p>
        <p>By using SNA for analyzing the empirical data we obtain a macro overview, or the
“climate”, of the empirical data we collected in GS (Table 1). This can help to answer
questions such as who are the most active participants in a large community, who
communicate with whom, what subgroups exists and how are they connected, who
are the powerful actors, and in what sense are they powerful, and so on. After having
used SNA to compute the social structures we can in the next round zoom-in on the
details, according to more specific aims (e.g. how is social structure influencing
action; what are talked about in conversations, etc.). Doing this interaction analysis is
needed.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Interaction Analysis: Providing a Micro View on the Data</title>
        <p>
          Interaction analysis (IA) is an interdisciplinary method for the empirical investigation
of interaction of human beings with each other and with objects in their environments
          <xref ref-type="bibr" rid="ref7">(Jordan &amp; Henderson, 1995)</xref>
          . This method was used to analyze the content of the
messages in the GS community. We thematically coded the interaction data (textual
conversations) obtained from the network data selection by a combined top-down and
bottom-up strategy. Bottom-up as iterative classification (grouping data into named
categories in several rounds) and top-down informed by our theoretical perspective
(mutual development) and our research questions. On that basis we identified the
most interesting discussions.
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).
        </p>
        <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Empirical Findings</title>
      <p>We can for space reasons only show an example, related to the emergent role of
champion and how they are characterized as such. First, the network data providing
an overview and then the interaction data will be presented to go into more detail.</p>
      <sec id="sec-3-1">
        <title>3.1 Network Data</title>
        <p>In Figure 1 the boxes represent all of the different discussion threads in the online
community and the nodes represent the champions. The size of the boxes and nodes
reflects the degree centrality. Degree centrality is an SNA measure for calculating the
most active discussion threads and the bigger node or box the more active participant
or activity in the discussion thread.</p>
        <p>What we can interpret from Figure 1 is that champions participate in the most active
and largest discussion threads, where there are most activity going on, but why this is
the case we need interaction data to tell us more about.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Interaction Data</title>
        <p>Context: The participants’ discussion centers on various aspects of improvement to
the products, the GS tools in our case. We focus on end user (customer) participation
and development and the role of champions as mediators between users and
developers. As shown below.
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).</p>
        <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
        <p>Data extract 1: The extract is from “Share an idea” thread called “sticky or
featured topics,” which in its full length contains 57 postings by 44 participants. The
extract shows the beginning of the thread. “Sticky” is a term assigned threads judged
important, appearing before the others in Internet forums.</p>
        <p>Post
1
2
3
4
5</p>
        <p>Summary of findings: Champions take on the role of mediating between end-users
(customers) and the company’s professional developers. According to Get
Satisfaction, “champion” is a role given end-users who make large contributions in the
community, such as responding to questions and filling an informal leadership role
(getsatisfaction.com). When this happens, the end-user gets a badge around his/her
name, implying that this person has managed to become a champion. A champion
needs to speak two “languages,” the language of end-users (domain-specific,
customer-oriented) and the language of professional developers (technical,
softwareoriented). The dynamics of transitioning from end-user to champion may also go the
other way. A champion may decide to end the relationship with Get Satisfaction and
thereby return to being a regular end-user.</p>
        <p>
          The mediation activity of champions according to our data is that they are
characterized by being anchored twice: a) Champions are partly paid by the company (GS),
which implies a commitment to this company (e.g. brand advocates), which may
cause some of their contributions to be biased, and b) champions started out as
ordinary end users, representing a customer organization like a lead user
          <xref ref-type="bibr" rid="ref11">(Von Hippel,
2005)</xref>
          or a super user (Mørch, Hansen &amp; Ludvigsen, 2007). Therefore, we cannot say
that the innovations proposed by the participants in our study were entirely motivated
by customer needs; it is better thought of as a compromise between two worlds: the
needs of the developers and the needs of the customers.
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).
        </p>
        <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. General Discussion and Conclusion</title>
      <p>
        The space provided prevents us from giving more than one empirical extract from our
case study of mass collaboration (involving a crowd of participant) in software
development from the perspective of mutual development (involving different types of
actors with type of power relations. The main finding form this case study is four
identifying patterns in this community of customer-initiated software product
development
        <xref ref-type="bibr" rid="ref1">(Andersen &amp; Mørch, 2016)</xref>
        . We highlighted the role of the champions, which
we found from analyzing the empirical data. We used a mixed methods approach
combining social network analysis and interaction analysis. We illustrate the pattern
by the sociogram in Figure 1 and by data extract.
      </p>
      <p>
        Champions emerged in previous work as mediators and translators (Mackay, 1990;
Volkoff et al. 2002; Åsand &amp; Mørch, 2006). We also found that champions were
crucial for mutual development. Mutual development means there are two centers of
development: locally at the customer site and globally in the software house
        <xref ref-type="bibr" rid="ref2">(Andersen &amp; Mørch, 2009)</xref>
        . Negotiations are required in multiple situations (assessing
relevance of customer proposals; translating terminology; dealing with property rights).
The latter becomes an issue if a proposal is non-trivial and accepted by the company
to be incorporated as a feature in a future release of the product and made available to
all customers. It requires contracts for proper handling
        <xref ref-type="bibr" rid="ref3">(Andersen &amp; Mørch, 2013)</xref>
        .
      </p>
      <p>
        We believe Get Satisfaction is an example of a “want to participate” culture. The
“want to” participate phenomena is characterized by users participating by their own
free choice and own initiative, rather than being forced or demanded to participate.
Get Satisfaction resembles a culture of participation in lines with Fischer’s notion
“fostering a culture where people have the opportunity to actively participate and be
content creators”
        <xref ref-type="bibr" rid="ref5">(Fischer, 2009)</xref>
        .
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Directions for Further Work</title>
      <p>
        “Twenty years from now we will look back at this period of the early twenty first century as a critical
turning point in economical and social history. We will understand that we entered a new age, one based
on new principles, worldviews and business models where the nature of the game was changed”
        <xref ref-type="bibr" rid="ref9">(Tapscott
&amp; Williams, 2008)</xref>
        .
      </p>
      <p>Mass collaboration in mutual product development and the emerging role of
champions are examples of such a new model of mass collaboration involving
different stakeholders in an intricate and productive way. However, researching on mass
collaboration entails masses of data –and appropriate methods to analyze this are
needed. In further work it would be interesting to continue to use a mixed methods
approach combining SNA and IA, and advancing it. Direction for further research is
also to ask what motivates the different participants to contribute and spending much
of their time to improve products belonging to a company that may profit from it.
Why do these users want to put in free time, most of which are unpaid and may gain
more benefits to the GS company?
Proc. of Fourth International Workshop on Cultures of Participation in the Digital Age - CoPDA 2016
Gothenburg (Sweden), October 23, 2016 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2016 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
    </sec>
    <sec id="sec-6">
      <title>6. References</title>
    </sec>
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