将公民科学游戏重新用作专业科学家的软件工具。

Seth Cooper, Amy L R Sterling, Robert Kleffner, William M Silversmith, Justin B Siegel
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引用次数: 0

摘要

科学软件通常是为专业科学家开发的,因此工具复杂,学习曲线陡峭。而公民科学游戏则是为公民科学家--普通公众设计的。这些游戏在保持科学准确性的同时,将可用性和趣味性等设计目标放在首位。在本文中,我们指出了基于游戏的技术的一种新兴用途,即把公民科学游戏重新用作专业科学家工作中的软件工具。我们讨论了我们在两个此类重新利用中的经验:Foldit 是一款蛋白质折叠和设计游戏,而 Eyewire 则是一款基于网络的 3D 神经元重建游戏。基于这些经验,我们提供了为公民科学制作的软件产品对专业科学家有用的证据,并概述了我们发现在重新利用过程中有用的关键设计原则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Repurposing Citizen Science Games as Software Tools for Professional Scientists.

Repurposing Citizen Science Games as Software Tools for Professional Scientists.

Repurposing Citizen Science Games as Software Tools for Professional Scientists.

Scientific software is often developed with professional scientists in mind, resulting in complex tools with a steep learning curve. Citizen science games, however, are designed for citizen scientists- members of the general public. These games maintain scientific accuracy while placing design goals such as usability and enjoyment at the forefront. In this paper, we identify an emerging use of game-based technology, in the repurposing of citizen science games to be software tools for professional scientists in their work. We discuss our experience in two such repurposings: Foldit, a protein folding and design game, and Eyewire, a web-based 3D neuron reconstruction game. Based on this experience, we provide evidence that the software artifacts produced for citizen science can be useful for professional scientists, and provide an overview of key design principles we found to be useful in the process of repurposing.

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