Big Bet Review Fall 2009

Download as pdf or txt
Download as pdf or txt
You are on page 1of 23

Extracting Knowledge and Value from Collective Intelligence

Bernardo Huberman Anupriya Ankolekar Michael Brzozowski Leslie Fine Scott Golder Tad Hogg Gabor Szabo Dennis Wilkinson Fang Wu

Executive Summary
The past decade has witnessed a momentous transformation in the way people use computers and the Internet to interact and exchange information. Content is now coactively produced, shared, classified, and rated on the Web by millions of people. Mobile devices providing easy, continuous access to Web services have become common. Commerce, social networking, opinion formation, and large collaborative efforts are increasingly taking place online. This collective intelligence "cloud" represents a new phenomenon which is as yet poorly understood and poorly leveraged by existing applications and services. Since the cloud also represents great market potential, it is important to have a lively research program in this domain. Our research goal is to improve the value that users get from the collective intelligence cloud in an increasingly mobile and connected world. We will do this by improving our understanding of how information is created, evaluated and consumed online, and by designing, constructing and validating innovative systems which will confer a market advantage to HP. Our proposed project is large and interdisciplinary, with a number of interdependent initiatives. One of the most interesting and daunting consequences of the prevalence of the Web and digital media is that information, which used to be scarce and therefore valuable, is now so ubiquitous so as be almost devoid of monetary value. Search engines, billions of websites, targeted advertisement and easy access to digital content provide us with an overabundant supply of information for our business and entertainment needs. The value has now shifted to users attention and to tools for harvesting useful, contextual, trustworthy knowledge from the flood of information. These areas make up the core of our research program. Specifically, we will investigate the problem of attention allocation in information rich environments and its interplay with content novelty and popularity as well as user history and social standing. To address this problem, we will develop mathematical models for people's interactions with each other and with the available information. We will verify these models by analyzing existing cloud initiatives and by conducting laboratory and online experiments. From these insights we will create algorithms and methods for optimizing the presentation and rating of information in order to maximize its value to both users and providers. In addition, we will pursue a research program in designing and developing services for personalized information access in mobile scenarios. We will develop a number of prototypes for capturing and monitoring personal context and then presenting users with customized, relevant results for their mobile Web information searches. These prototypes will be designed and implemented taking into account the limited attention of the user in mobile environments. We will validate these prototypes with formative and summative user evaluations via field studies in natural mobile environments, and through laboratory experiments. Besides the design of useful prototypes, this work will also yield insights into which aspects of

HP Confidential

Page 1 of 23

users context are most relevant for situation-specific personalization and how these can be effectively exploited. A third focus of our research will be services in the enterprise. We will build services to incentivize and facilitate knowledge sharing and harvesting through mechanisms of attention, status, and reputation. These services will incorporate what we have learned from our analysis, our empirical work, and our experiments. Conversely, experience from actual use of these services will improve our models and suggest further experiments. The research impact of our project will be advancement of the state of the art, papers in high profile conferences, and exposure for HP Labs in this exciting and relevant field. The business impact will be tools and applications for collaboration and knowledge sharing within the enterprise, for providing personalized information services in mobile environments, and for optimizing the presentation of information on a website. The knowledge sharing tool and applications for personalized information in mobile environments will be available for use within HP by employees or as a service HP can provide to customers; algorithms for optimizing website information presentation will be applied to HP's websites and be available as service for customers. We expect that the project will require four years and ten to twelve team members. Specifics of budget and personnel requirements and timeline are presented in sections 4 and 5.

HP Confidential

Page 2 of 23

1 Research Contributions
Motivation
An information ecosystem exists when people who have information ("producers") connect with people who desire information ("consumers"). Ideally, such an ecosystem acts to motivate producers to share and to help consumers identify information that will bring them the most value. Examples include markets where customers buy products that best fulfill their needs, knowledge reuse and sharing within an organization, and commercial media like newspapers where information and advertising compete for visual real estate.

The information ecosystem


Distribution

Producers
(people who have info)

n vatio Moti

Consumers
(people who can use info)

Rewa

rd

Feedback

14 March 2008

When the information exposure of individuals is high, an information-rich economy ensues in which there is keen competition for peoples attention (Falkinger 2007). It is clear that we find ourselves in such a regime today, in which information can be created and exchanged anytime and anywhere with great fluidity and ease. This situation presents a challenge for content providers, who need to decide what to prioritize in order to get peoples attention, and for content consumers who attempt to extract value from the flood of available information. A key intermediary, both on the information production side and on the consumption side, is a user's context. Context is based both on transient properties like a user's geographical location, schedule, tasks, and available device modalities, and more persistent features like a user's interests, personal tastes, and social network. Context affects how -- and why -- content gets produced and consumed. The economics of attention, the design of information ecosystems, and the role of context therein thus represent three relevant and interrelated areas of research which we propose to study. A clear understanding of all three will allows us to implement powerful tools which bridge the barriers to perfect sharing of and access to information.

HP Confidential

Page 3 of 23

1.1 State of the Art


Attention Allocation
Limited attention has been a problem for content providers since earliest days of the Internet. The simplest solution is to present first the most salient items in an inventory while taking into account the visual real estate available on a given device, with no regard for user personalization. This is the approach taken by search engines such as Google or Yahoo, who do not show all their search results on one webpage but rather prioritize and display them on consecutive pages whose value is assumed to be decreasingly lower to the user. The same applies to large recommendation sites such as CNET, where items or stores are ranked and displayed according to the number of positive rankings they receive. Shopping sites like HPs provide another example of how products are presented, using an ordering based on a variety of heuristics (Ritter 2007). This approach to presenting content suffers from two problems. The first resides with the content provider, who needs to decide what to prioritize in order to get the users attention. It is not clear that existing procedures actually maximize the users value. The second problem stems from the finite number of items that a user can attend to in a given time interval. Because of this, a user is more likely to explore the first few items presented to him or her. This behavior tends to reinforce the leading position of those top items and further increase their popularity, which in turn penalizes new content that is not yet well known (Cho 2004, Pandey 2005, Halvey 2006). A key consideration in deciding what content to display is the interplay of novelty and popularity in an information ecosystem. In many applications, there is a very strong connection between novelty of content and the amount of attention that people devote to it (Wu 2007). But that is not the only determinant of attention, since users often need to decide among the existing plethora of links and sites. This is where popularity enters the picture, for people often go to a site or click on given links for no other reason than the fact that many others do. Existing algorithms or heuristics for content display that we are aware of do not take into account the interplay of novelty and popularity to ensure the maximum number of hits per unit time (a week, a month, etc.). Another important goal for content providers is to provide viewer oriented personalization of web-page content. This goal is very relevant to, for example, enterprise knowledge sharing systems. Two approaches to this problem are currently in use: (1) Learning user profiles; (2) Online information gathering by shared keywords (Domshlak 2001). Both approaches are useful in particular applications, but as general solutions they have some important drawbacks: The first approach addresses only long-term user preferences, and therefore, it is only applicable to frequent viewers. In addition, it reacts slowly to shifts in user interests. The second approach uses keywords that show up in the material the user requested as a basis for fetching and presenting additional information.

Context
A significant proportion of the information explosion on the Web comprises personal content and interaction, as people write about personal events, activities, and the places where they happened; upload photos; review restaurants, books, cameras, etc (Horrigan 2007). The world has never been flooded with so much implicit and explicit information about people's actions, preferences, opinions and hopes. In addition to personal content, web pages are being annotated with all kinds of information. For example, many photos are now increasingly annotated with the location where they were taken, web pages on Wikipedia include geographical coordinates of the places they talk about, blogs carry markup about people and their friends and blogroll acquaintances.

HP Confidential

Page 4 of 23

As people do things in the real world and blog about it, or use online services to search for information about a particular place, they are creating traces of their location-related activities online. From an individual's point of view, there are several kinds of traces: personal traces (made by me), social network traces (made by my family, friends and acquaintances), Web community traces (made by people whom I don't know) and potentially even historical event traces. We aim to visualize and exploit these traces of community and individual activity within physical spaces to make them more meaningful and useful to people. For example, when visiting a new place, photos and reviews made by my friends (or, failing that, other people) can be pulled up from the Web. Social traces might be used to show traces of a friend nearby or show a visitor where the lonely and crowded places are in a new city. The overwhelming majority of this information and the way it is presented is not personalized to the users context, impoverishing its potential value. An illustrative and persuasive example is the less-thancompelling mobile Web experience. Attention is at a premium in mobile environments and requires radically different design (Brandt 2007). Context determines what people direct attention to. Several systems have explored using location, a specific component of context, for customized information access, e.g. Geonotes for location-based notes as virtual noticeboards around physical spaces (Persson 2002), InfoRadar to promote group and public interactions in physical spaces (Rantanen 2004), Cybreminder for location-based reminders (Dey 2000) and comMotion for location-based personal notes created and retrieved by speech (Marmasse 2000). These systems were developed independently of the Web, which was until now not reliably available for mobile devices. The recent advance of geotagging (http://en.wikipedia.org/wiki/Geotagging) on the Web of websites, photos, blogs, RSS feeds and the introduction of geographical annotation languages like KML (introduced initially for Google Earth) has vastly increased the extent of location-based information currently available. What is required now are ways to tap the Web as an unparalleled medium for content creation and interaction by making such information accessible on mobile devices in a way that is adapted to and appropriate for the user's context. The mechanism and interface for information access must be designed with consideration to the limited attention people have in mobile environments. Even using contextual information, we expect that attention-scarcity during mobility will require a careful choice of which information items to present to people (Brandt 2007). Although we have focused our discussion on the mobile Web, context is also highly salient for information retrieval on the desktop. The context of information creation, including location, intention, actions, often serves as important retrieval cue for email (Ducheneaut 2004) and documents (Blanc-Brude 2007). However, it is currently poorly used for retrieving and indexing of documents and other information on personal computers.

Facilitating and motivating knowledge sharing


An important part of a healthy information ecosystem is obtaining high-quality contributions from people and getting people who have valuable information to share it. The online community is most effective if consumers provide feedback on the quality information they receive and the value received from producer(s). In this way, consumers also have a role as producers to enable "crowd wisdom" development of quality and reputation measures. This feedback requirement poses a cost on the consumer to evaluate content but mainly benefits the community as a whole through improved accuracy of assessment of content and producers. In organizations, much of the most valuable expertise people carry is in the form of tacit knowledge that is embedded in specific situations or environments and difficult to extract (Brown 1998). Experts simply cannot codify much of this knowledge formally in any knowledge base, leading Hinds and Pfeffer to conclude that traditional knowledge bases generally capture information or data rather than knowledge or expertise (2003, p. 21). A shortcoming of traditional knowledge management systems is the level of formality of knowledge that must be codified to fit in a KM database (Hinds 2003). Formality often corre-

HP Confidential

Page 5 of 23

lates with effort involved, making it time-consuming to contribute to traditional knowledge bases. But there are lots of other valuable resources that can be shared, many offering a window into people's tacit knowledge. In addition, experts tend to describe their domain knowledge in more abstract conceptual terms, while novices tend to express their questions in more concrete terms (Sternberg 1997). This makes it difficult for information stored in a knowledge base by experts to be located and retrieved by novices. Simple keyword searches are often ineffective in locating relevant resources and people, suggesting that higherlevel topic detection and language processing may be needed. Enterprises are an interesting and relevant microcosm of these issues, because there are often additional organizational disincentives to sharing information (Hinds 2003, Argote 1999, Fisher 1997). Pay-forperformance rewards pit workers against each other, formalized channels for knowledge management are too rigid, and theres often little reward for time expended helping others (Hinds 2003). Such contributions undoubtedly benefit the enterprise but are hard to quantify, and so recognizing meaningful contributions is difficult. A large organization has a multitude of potential people and resources to explore. A new post is made to one of HPs collaborative forums once every five minutes, so effective ways to filter and recommend content and people are required. An important consequence of "Web 2.0" technologies is enabling shift from classical document-centric collaboration to community-centric collaboration. Holbrook et al. (2008) argue that email is only suitable for point-to-point communication, rather than team collaboration. The new generation of computersupported collaboration tools will enable not only knowledge reuse but the support of distributed communities. IBM Research has explored the use of internal bookmark sharing (Millen 2006) and people tagging (Muller 2006). Communities, particularly involving large groups of people with easy entry and exit, face a free rider problem where users are tempted to benefit from the production of others while contributing little or nothing in return (Hardin 1968). If many people choose to free ride, the quality of the content and user feedback decreases dramatically. An example is file sharing on Gnutella (Adar 2000). Status is one powerful approach to overcome this free rider problem (Loch 2000). Status hierarchies are pervasive in groups, and their basis have been attributed to at least four causes functionalism (Bales 1953), exchange theory (Blau 1964), symbolic interactionism (Stryker 1985), and dominance-conflict (Ridgeway 1995). These theories differ in the extent to which status hierarchies are viewed as cooperative or competitive behaviors, and whether they benefit the groups productivity. Nevertheless, people strive for status in a group even at some monetary cost (Huberman 2004). Status is particularly appropriate for online communities with readily available quantitative measures of contribution or consumer ratings, which may be used to highlight the top individual contributors. The success of one of the biggest online community projects, the online encyclopedia Wikipedia, is a major example among voluntary initiatives and has thus attracted considerable research. A Web-based survey uncovered that the two single most important motivations to contribute were fun and ideology ("I think information should be free."), trumping other reasons such as career and social motives ("People I'm close to want me to write/edit in Wikipedia.") (Nov 2007). Altruism as displayed by Wikipedians is rather the exception than the rule, and designed incentive structures for contribution such as comparisons with peers' performance do not always have the anticipated effect either (Harper 2007). Thus it remains an important question to identify conditions where motivations such as altruism and status are sufficient to encourage content creation.

HP Confidential

Page 6 of 23

1.2 Problem Statement


Our research goal is to improve the value that users get from the cloud in an increasingly mobile, connected and information-rich world. We will do this by improving our understanding of how information is created, evaluated and consumed online, and by designing, constructing and validating innovative systems which will confer a market advantage to HP. Specifically, we aim to address the following problems:

Attention Allocation: understanding attention allocation in information-rich environments and its interplay with content novelty and popularity, user history and social standing and limited time resources; utilizing this understanding to optimize the presentation of information via dynamically configured displays. Context: understanding how context affects the value of information, particularly in mobile settings; designing and developing services for context-aware personalized information access and creation in mobile scenarios. Facilitating and motivating knowledge sharing: understanding and developing tools to facilitate and incentivize knowledge sharing and harvesting through mechanisms of attention, status, and reputation.

1.3 Technical Challenges


Many of the challenges we will face are typical of interdisciplinary research, in that they require expertise in a wide range of skills and domains. In particular, our research requires an integration of: (1) mathematical and statistical skills to produce accurate and relevant models describing underlying economic or behavioral patterns, (2) expertise in designing, executing and analyzing the results of controlled laboratory experiments, (3) proficiency in designing and building Web-based information systems, and (4) skills to evaluate designs with end users in real-world scenarios. In addition to these typical challenge, we foresee the following technical challenges specific to the nature of our problem domain:

Obtaining relevant (and often sparse) data sets: In spite of rapidly growing online data sets, obtaining just the kind of data required can be difficult. For example, the number of instances of specific information use by particular users or information around specific locations might be small. This is particularly true for social network and location-based data. This sparseness limits the ability to infer niche user interests directly from available data. Supplementing this data with inferences of similarity among users can improve this situation, but requires both accurate models of user similarity and relationship information, such as social networks and context, from user data. This data often confounds multiple relationship types as a single link between users and is only a partial view of how users relate to and influence each other. Thus a major challenge is developing techniques to make best use of the available data. Data cleaning and analysis: In working with real world data, it can be challenging to isolate the relevant effect being studied and control for other variables. Cleaning the data to ensure accurate results is also challenging and time consuming. Location accuracy: For location based services, limited position accuracy (e.g., from cell phone tower locations or GPS) can affect the accuracy of results provided significantly. This is one area where we have limited control, but where we expect the state-of-the-art to improve significantly. Automatically determining (relevant aspects of) context: Although we will have access to lots of data from peoples devices, determining personal context, e.g. activity, and social context, e.g. social network of friends, automatically from this data is quite challenging and will need sophisticated and creative heuristics.

HP Confidential

Page 7 of 23

Design for small displays in mobile context: Mobile devices are faced with particularly limited visual real estate and it is tough to make good interfaces for mobile devices. We will attempt to utilize the physical and situated nature of mobile devices and abstract information representations to design natural and unobtrusive interfaces that make optimal use of the available input/output modalities. Measuring quality of knowledge sharing: We will use various metrics to assess the usefulness of individual contributions, but judging the quality of the contributions and extent of knowledge sharing from a combination of metrics will be a challenge. Organizational adoption and implementation of incentives: Successful adoption of groupware tools relies on a subtle play of network effects and individual need. In addition, exploring and implementing organizational incentives can be rather tricky. We will focus primarily on social and psychological incentives and on organizational appreciation of contributions.

1.4 Approach
To address these issues we propose an interdisciplinary approach combining research in economics, information science, human-computer interaction, statistics and data modeling, and social networks. Our research methodology combines empirical observational studies, analytical modeling, experimental lab studies, social network analysis, and the design and construction of prototypes validated in field studies. Specifically, we will investigate the economics of attention and develop algorithms and methods for optimizing the presentation of information so as to maximize its value to both users and providers. In addition, we will design tools for increasing the value users get from information by augmenting it with spatial, temporal and social contexts. Furthermore, we will investigate and design suitable incentives for people to create and consume content. These tools and incentives also apply to enterprise information systems, with differences arising from restricting participation to members of the organization and, perhaps, their customers and business partners, while respecting the proprietary nature of the information.

A. Attention Allocation
A.1 Economics of Attention
We intend to develop general models of attention, not as a phenomenon that happens in people's heads, but in their interactions with each other and through media. Attention in this sense is measured by the intensity and density of signals that relate to a particular website, article, artifact, review, research program, etc. We also want to understand how attention to novel items propagates and eventually fades among large populations, a key issue for the success of products and ideas. The methodology to be followed will be to develop analytical models with predictive power and to justify them by making measurements on very large datasets consisting of millions of individuals attending to given news or other kinds of media. We will also consider the problem of resource allocation for advertising many products in several websites taking into account exposure levels. We will consider the problem of resource allocation for advertising many products in several websites. We will then show how one can determine the optimal allocation of resources into several websites both in the case of single providers and many competitive ones.

A.2 Attention Allocation in limited-resource environments


Virtually any online search for information can be viewed as an attempt to complete a task (whether it be researching a new car or boning up on the latest political news). In an environment where information is abundant but time and attention are scarce, people often face the tradeoff between perfect information and the effort needed to achieve it. So, instead they satisfice in the face of these constraints. News aggregators and other such tools are designed to help us view more information in less time with less effort. There is little work, however, on how individuals choose to spread their research efforts across sources given lim-

HP Confidential

Page 8 of 23

ited time. Nor has there been an exploration of the explicit tradeoff they make between sufficient information and sufficient effort. These questions are ripe for exploration in our experimental economics lab. Answering these fundamental questions of how people satisfice task solutions given limited time will inform much of our work, in particular dynamic and context-aware configuration of information displays.

A.3 Dynamic configuration of information displays


Investigation into factors affecting attention allocation: Because people are inundated with daily messages, it is of interest to understand how attention propagates and eventually fades among large populations. Some key factors affecting the dynamics of user attention include novelty and popularity of the information, position where the information is displayed, social influence, etc. We will build dynamic models that characterize how attention changes with these factors. Novelty and popularity: In many websites, ordering the links of a given page by their novelty can guarantee a high degree of attention. And yet, given the role that popularity plays in attracting the attention of users, a natural question arises as to whether alternative orderings, like one giving priority to popularity over novelty, might not do better at attracting viewers to a site. We will answer this question by taking the dynamics of collective attention to a finer level of detail and examining the role that popularity and novelty play in determining the number of clicks within a given page. Design of algorithms to dynamically configure information displays to optimize information presentation: We will study different strategies that can be deployed in order to maximize attention. Two benchmark strategies include the one that prioritizes novelty and the one that emphasizes popularity. We will also examine the strategy that looks myopically into the future and prioritizes stories that are expected to generate the most clicks in the next few minutes. The objective of this study is to maximize the total number of clicks (attention) generated from an information display in a certain amount of time. Social influence for online advertising: While it has long been believed that online advertising can be made more efficient by exploiting social networks and social influence, quantitative proof has been scarce. We will study the reach of social influence as it propagates in a network and to what degree it is a reliable means of a possible marketing tool. For example, we will examine how the type of relationship embodied in a network link affects the influence. These multiple relationships, often treated in the same in prior studies and on social networking web sites, include personal friendship, shared interests, shared information about content or others in the network and trust in supplying reliable information. Data on explicit social networks and implicit online user behavior is being made available in the public domain in ever increasing quantities, with the express intent that voluntary developers will enhance the particular web services by contributed modules (digg.com, facebook.com, imeem.com). The implications of this data for research and mechanism design are far-reaching, and by connecting people's social connections with the way they allocate their attention we will determine the degree of maximum social influence exerted and the circumstances under which it can be expected. Preliminary results indicate that social influence works strongest in niche communities where shared interest is most homogeneous, and we plan to study the unconventional cases when influence crosses community boundaries where the biggest potential for active intervention can be realized. Interactions across such boundaries are often difficult due to lack of the shared context, experiences and trust found in small, homogeneous communities. To reduce this barrier, we will examine use of reputation mechanisms for establishing trust, particularly propagated through the social network itself.

B. Personalization in mobile contexts


We aim to overlay the rich virtual world of content and interactions on the physical reality of the user, enhancing the users experience in both the virtual and real worlds. Specifically, we aim to develop ser-

HP Confidential

Page 9 of 23

vices that utilize aspects of an individual's context (such as location, interests, tasks etc.) and social network (i.e. communities) in order to provide a unique tailored experience.

B.1 Context Filter


We will design and implement a context filter prototype for smartphones that uses various parameters, primarily location, but also e.g. social network and time to filter information searches on the (mobile) Web and desktop. These context parameters can be easily gathered from the phones GPS unit, the address book and calendar. Furthermore, we will investigate the possibility of using the users physical traces in time to automatically detect her intentions (visiting vs. commuting vs. planning) and incorporate this as a parameter in the context filter. Via user studies and logging, we will attempt to determine which aspects of the users context are most relevant to her in which situation and how these can be most effectively exploited. We will explore the applicability of the algorithms developed for dynamic configuration of information displays to decide which information items to highlight. We will also explore ways to index information on personal computers using a core set of context parameters.

B.2 Context-based Peripheral Information


We will supplement the users information searches by designing and implementing mechanisms to present personalized and relevant 'peripheral' information to the user, information that is not central to the user's activity, but is potentially useful to know in tandem with the user's activity or the information being presented. Utilizing the users context, peripheral information will be drawn from the Web in the form of recommendations, or will refer to the user's personal information, such as their calendar appointments or to-do lists. We will build a proof-of-concept system to present contextual information to the user in a natural and non-obtrusive manner. We will validate the system with formative and summative user evaluations in natural mobile environments.

B.3 Context Manager


We will develop a prototype personal proxy that provides an integrated view of the users context as determined by the personal information device of the user. The proxy will capture various aspects of the user's context, taking into account what the user pays attention to and analyze it to identify the user's current context. This system will also enable the user to configure, monitor, reflect on and correct the systems learning of the users context. This explicit, self-aware conceptualization of the users context will enable the device and its other applications to automatically adapt to the users preferences and habits in different contexts, thus supporting seamless transitions between contexts.

B.4 Mobile content creation


We will investigate mechanisms to facilitate content creation in mobile contexts. Content produced in mobile contexts includes messages, reviews, photos, videos, audio clips etc. Content creation is typically very painful on small devices due to limited input modalities and visual real estate. However, knowledge of the content creators context can greatly simplify and enrich content creation. We will use the context manager to augment content created with context tags. In addition, we will develop lightweight mechanisms for voting and posting brief messages publicly or to specific individuals or groups in physical places, to support for example, rating or reviewing restaurants as you exit them. With knowledge of context, the device can determine what you are rating and appropriately add the metadata and post it to the relevant site.

C. Facilitating and motivating knowledge sharing


We aim to lower the barriers to sharing and provide incentives to motivate people to contribute. A bookmark may take only a few seconds to share; a technical report may take hours to compose. Such content may not necessarily be formalized, and a knowledge base may not be the appropriate forum. Simple tools

HP Confidential

Page 10 of 23

specialized to varying formats of expression allow users to integrate these practices into their daily work. Although we focus on enterprises, many of the insights gained from this work can also be generalized to other distributed collaborative systems, such as Web forums, open source networks, or consumer applications. To answer who knows what or who does what, we will bring all shared resources together under one roof so people can go to a centralized service to monitor their peers shared activity. It then becomes much easier for people to contribute to this system, since they have a variety of media. There are a variety of potential incentives for people to share information:

Economic. People receive some sort of financial reward or bonus. Organizational. People receive higher status within an organization. (Huberman 2004) Social. People feel they are supporting a community or somehow reciprocating by participating, or that they are building up a reputation for themselves. Psychological. People feel good about helping others, showing off their knowledge, and commanding the attention of their peers.

We intend to explore combinations of these incentives to find the right mix to encourage information sharing. Perhaps an additional motivation for people to contribute information is knowing that it will eventually be used for something. We propose to explore these issues by building and evaluating systems for enterprise audiences.

C.1 Rewarding substantive contributions


For any organization to institutionalize knowledge and opinion sharing as a practice it needs to be measurable and quantifiable. A persuasive interface to convey the value of users contributions is essential, especially in organizations that do not formally reward such contributions yet. But having tools to measure not just the quantity but the quality of users participation enables organizations to evaluate the strategic value of expertise exchange and consider organizational incentives where appropriate. Moreover, we believe it will increase the overall value of information being shared. For example, BRAIN used economic incentives to encourage people to honestly reveal the certainty of their beliefs, yielding more accurate predictions (Chen 2003). We propose to encourage valuable contributions by closing the loop between information consumers and information providers, providing both implicit and explicit feedback on which pieces of information were deemed valuable, and by whom. In this way we're effectively "crowdsourcing" the evaluation of a contribution's quality. Mechanisms to reward substantive contributions include:

Explicit feedback from information consumers to authors. For instance, comments left on a blog are a form of public validation of a post's value. Implicit feedback from observing diffusion and consumption of a contribution. For example, tracking how many people click on a post, forward it, or save it for later retrieval to identify popular or useful items. Exposing to authors the attention given their content by consumers yields a psychological reward, as described in the previous section. Moderation systems where users vote on the usefulness of an idea or comment. Both submitting content and voting are rewarded, to encourage people to help evaluate posts. To encourage people to evaluate new posts as well, larger rewards are offered for previously-unrated items. Authors of posts or comments that are favorably voted on by peers also receive greater rewards.

HP Confidential

Page 11 of 23

C.2 Attention as incentive for peer production


As a consequence of the recent Web 2.0 movement, a large proportion of the web content has been created by the regular users rather than a small number of experts. Thus it is of importance to understand the key incentives for peer production on the web. One of our central hypothesis is that people making contributions to the web (e.g. wikipedia, digg, youtube) are rewarded by others' attention. The more attention they receive, the more they contribute. Conversely, insufficient attention eventually leads to a termination of user activities. We will test this hypothesis by measuring and analyzing data from a number of popular websites.

C.3 Expertise location


We will build systems that support emergent communities of practice and distributed teams across an organization, by making people and their individual contributions more findable. We will investigate methods to motivate and reward useful contributions and to better connect information consumers with information providers. Eventually we want to deliver personalized feeds of information and content generated by users' peers across the organization, with tools to track the effectiveness of distribution and provide feedback to content authors. Such tools will promote knowledge reuse and distributed collaboration.

C.4 Idea evaluation


We will explore ways to tap the wisdom of large crowds to develop and evaluate ideas (e.g., new business, process improvement, etc.). These may include voting mechanisms for people to rank a set of ideas by their quality, self-moderating discussion forums for people to debate the pros and cons of ideas, and prediction markets where people place bets on worthy ideas. This will allow a wider field of ideas to contend for the limited attention of a review board, and facilitate critical discussion and development of nascent ideas. Potential applications within HP include the innovation program office (IPO) process and the Corporate Environmental Responsibility business idea contest.

2 Commercial and Business Contributions


2.1 Optimizing dynamic information presentation for websites
The problem of limited attention is key to the amount of time users devote to sites and the bundles they decide to purchase. Thus any improvement in this category can have large impact on any online type of business. To give a concrete example, HP Shopping today has annual revenues of about $800 million, so that an improvement of a few percent in the attach rates that products generate would have a large impact. Similarly, dynamic websites such as Yahoo, NY Times, Youtube, etc. also depend on large numbers of visitors to advertise and sell content. Thus any algorithm that improves the attention that people devote to these sites over a time period is valuable. By better understanding the economics of attention allocation and building tools to provide users with a richer, more targeted experience, we can capitalize on a large segment of the online retail market. When asked Thinking of your most recent online purchase, which of the following best describes how you found the product? only 44% of consumers had both the website and product in mind. 33% had product in mind but not website and 7% had website in mind but not product (3% had neither website nor product) (North American Technographics Retail Online Survey Q3 2007). The ability to tailor web content to these shoppers either through their search engine when choosing a retailer or by showing them potentially interesting product once they arrive at the retailer of choice has massive revenue potential. (North American Technographics Retail Online Survey Q3 2007) In fact, a recent Forrester report states that, While many consumers have very specific objectives in mind when they visit a Web site, consumers online are less likely to browse because few enticing solutions ac-

HP Confidential

Page 12 of 23

tually exist that enable them to replicate the process of discovery that works so effectively in stores. Recommendation engine vendors such as Certona and Aggregate Knowledge and social shopping tools like Kaboodle are certainly steps toward resolving this problem. 34% of consumers who noticed recommendations purchased products based on aforementioned recommendations. (North American Technographics Retail And Customer Service Online Survey Q2 2007) Most of the current engine vendors in this space are small and privately held, which makes revenues hard to estimate. However, a recent Forrester Report (Forrester 2007) lists Aggregate Knowledge, Baynote, Certona, Criteo, and CleverSet all at revenues of $3-10m. Nearly every firm in this space is small with only a short track record. A powerful tool released from HP is sure to give larger retailers a larger degree of comfort than one from these fledgling startups.

2.2 Services for personalized information access in mobile environments


Providing personalized services for mobile information access will be a new business for HP. The software applications capturing context data about the user will run on HP smartphones, such as the iPaQ, while the information search and filtering will take place on external HP servers. The most crucial aspect of the service is however the actual natural and unobtrusive interface for context-based personalized information. This will of course reside on the mobile information device itself. Although the mobile Web space has been relatively neglected until now, many Web companies are moving into this space. Gartner has emphasized the real world Web as one of the top 10 strategic technologies for 2008, where the term refers to places where information from the Web is applied to the particular location, activity or context in the real world. It is intended to augment the reality that a user faces, not to replace it as in virtual worlds. For example in navigation, a printed list of directions from the Web do not react to changes, but a GPS navigation unit provides real-time directions that react to events and movements. Google's Android system and Yahoo's recently released Fire Eagle (http://fireeagle.yahoo.net/), a service to share your location with sites and services online, enabling customized services, exemplify burgeoning interest in this field. Location-based services, in particular search and advertising, are poised for dramatic growth (Morgan Keegan & Co. 2007) Nokias recent acquisition of NAVTEQ, a leading digital maps provider, points to its ambitions as a location-based services company. Nokia will remain a key competitor in the context-based mobile services space, however, HP can focus on and improve the mobile Web experience. In this space, Yahoo!, Google and Microsoft are more likely competitors. However, they face the disadvantage of being Web companies rather than hardware providers (although Google's Android mobile OS might come close), which requires them to store significant data about people on their servers leading to privacy concerns. HP will have a distinct advantage here in having access to the data on the user's device. Most context-aware services require a fairly sophisticated phone with not just multimedia capabilities and access to Internet but also GPS or similar location-sensing capabilities. Although location-awareness is typically associated with devices with GPS, there are companies, such as Loopt (www.loopt.com), which offer location-awareness services for dumb phones too. It is expected that while the aggregate industry growth rate for mobile phones will remain unaffected, changes in end-user perceptions will cause a redistribution of market share in favor of smartphones with greater capabilities and processing power (Morgan Keegan & Co. 2007). The ability to effectively integrate software applications into mobile handsets in a manner that is intuitive to the end-user will prove to be the critical factor in capitalizing on the redistribution occurring within the market (Morgan Keegan & Co. 2007). Since the mobile Web playing field is still relatively level, HP has an opportunity to enter the space and capture market share with relatively low

HP Confidential

Page 13 of 23

effort. As Google, Yahoo!, Nokia and other competitors consolidate and escalate their offerings, this window may not be open for too long. In the following calculations, we make a key assumption, that we only offer our services to devices with GPS. This need not hold, but it is a conservative lower bound on the devices we can service. Our services are usable by people who own mobile phones that are Web-enabled and have GPS. According to Gartner, worldwide mobile phone sales for 2007 are in the order of 1.134 billion units. Of these, today approximately 12% of handsets sold ship with a GPS chip, and that this will increase to nearly 40% by 2010, or roughly 500 million handsets (Gartner 2007). We expect our services to be most easily usable on smartphones. Market data from Gartner shows that smartphones accounted for roughly 8.8% of mobile handset unit sales for 2006, with 83.3 million smartphones sold worldwide. This market is anticipated to grow dramatically as consumers start purchasing smartphones, at a 5-year CAGR of 54.1%, with unit sales reaching 466.4 million by 2010 (Morgan Keegan & Co. 2007). Thus, a conservative estimate of the total available market by 2010 for our services is around 700 million units. We expect our services to be used primarily by young consumers who are seeking information while out and about. A mobile subscriber survey by M:Metrics in March 2007 found that browsing news and information is the most-used mobile Internet application in the US (9.6% of survey respondents), UK (13.3%) and France (7.5%) and close second in Germany and Italy. Assuming very conservatively that this proportion stays constant, it implies that by 2010 around 67 million handsets will be used primarily for searching for information and news. Assuming HP captures 20% of market share as the primary application for information search, this is equivalent to about 13.5 million people. Overall, the market for location-based services was about $149 million in 2006 and is expected to grow to $3.2 billion by 2010, a 116% growth rate, the highest for any mobile service besides mobile video. (Morgan Keegan & Co. 2007) There are several possible business models for providing personalized mobile services. One possibility is to focus on our application interface on the mobile device and accordingly sell the application itself as a software package. Another possibility in line with HPs strategic emphasis on cloud services is to offer personalized contextual information as a subscribed service. The danger here is that, despite the obvious benefits we provide in aggregating and personalizing information, people are used to the free Web experience and might not be willing to pay for it when they are mobile. A variation here would be to tie up with mobile phone carriers, such as Verizon and T-mobile. If we earn $1 per month from T-mobiles 25 million subscribers by offering this service free to them, this translates into an annual revenue stream of $300 million. Note that besides our servers, there is hardly any production cost. Finally, we could rely on the ubiquitous Internet business model of providing the service for free and then selling the attention of our users to advertisers. Assuming people daily make 5 mobile information searches using our context-based services and our prime market is 13.5 million people, this is 67.5 million information searches daily. If we earn about $1 per 1000 searches, this translates to a very conservative estimate of $20.25 million per year from just mobile advertising. The market size for mobile advertising in 2006 was about $33.2 million, but projected to be $4 billion by 2011. (Kelsey Group 2007, IDC 2007). Mobile search advertising sales are expected to balloon from $33.2M this year to $1.4B by 2012 (IDC 2007), so this might be a very profitable strategy. Given that the motivation of our work is that mobile users have scarce attention resources, we should be very careful in how saliently we present advertising to mobile users.

2.3 Enterprise information systems


According to Forrester, IBM and Microsoft currently lead in this space (Driver 2007). IBM's Lotus Connections is a social network in a box currently offered for sale. Connections does not attempt to filter or

HP Confidential

Page 14 of 23

recommend content, nor is it capable of dealing with custom applications outside the Lotus system. Microsofts Knowledge Network mines expertise and collaboration patterns from users email, but the privacy implications are dire, requiring end users to decide which emails can be indexed from a client-side tool. Other prominent vendors moving into this space include BEA, Oracle, and SAP (Koplowitz 2007). Transferring expertise across an organization is difficult; a 1998 survey found that only 13% of American and European organizations thought they were doing a good job at this (Ruggles, 1998). Meanwhile, consumers have adopted distributed Internet services as a means of sharing and finding information. Web 2.0 services like del.icio.us, Digg, and Facebook enable people to discover resources from their social networks. A whole new generation is entering the workforce expecting to be able to collaborate the same ways at workmore efficiently, rapidly, and at lower cost (Koplowitz 2008). As a result, enterprise social software is projected to be a $3 billion market by 2011 (Radicati, 2007) and to grow by 41% annually over the next four years (Eid, 2007). Worldwide, collaborative applications revenue is projected to be an $8 billion market by 2011, of which $3 billion will be integrated groupware systems (Levitt 2007). Additionally, Gartner (2007) predicts that enterprise content management software will be a $5 billion market by 2011. Forrester reports that in 2008, one in three businesses in North America and Europe is planning to invest in "Web 2.0 tools--namely wikis, blogs, and RSS" (Young 2008). McKinsey reports that nearly half of executives familiar with Web 2.0 technologies are planning to invest in collective intelligence, peer-to-peer networking, or social networking tools (McKinsey 2007). Currently, most firms looking to implement social software are large enterprises of 1000 employees or more (Young 2008). However, the market is still growing and there is still room for innovation, although the window of opportunity is closing. Potential business models for commercialization include offering an integrated social software system as a service in our portfolio for our IT outsourcing customers, or as a software package for companies that manage their own IT. Since much of an enterprise's knowledge is proprietary, IT customers may not want to expose it outside their firewall, implying a market for custom delivery engineering. Eventually it may be possible to consider gateways for companies to export limited sections of relevant content to business partners, providing an opportunity for HP to leverage its broad IT customer portfolio.

3 Team
3.1 Team Members
Bernardo Huberman is a Senior Fellow and Director of the Social Computing Lab. He has worked extensively on the nature and dynamics of the Web as well as in the design of mechanisms for harvesting knowledge from large distributed groups that are in use today. His interest in the ecology of information led him to focus on the economics of attention as one of the key drivers for the production and consumption of information in the web. He holds a Ph.D. in Physics from the University of Pennsylvania. Anupriya Ankolekar is a Visiting Scholar for Semantic Web at HP Labs for the coming year. She will focus on developing personalized services for mobile information access. Her background is in humancomputer interaction, online communities, especially open source software development communities, and Web technologies, especially the Semantic Web and Web services. She has experience in designing and implementing Web systems for collaboration and evaluating them in the field. She received a Ph.D. in human-computer interaction from Carnegie Mellon University. Presently she is a visiting scientist and her appointment ends in April 2009. We intend to keep her as full member of the lab.

HP Confidential

Page 15 of 23

Mike Brzozowski's research foci are social networks, persuasive technology, and computer-supported collaboration. He applies user-centered interaction design and machine learning techniques to building collaborative software systems and adaptive user interfaces. Mike holds an MS degree from Stanford in computer science, specializing in human-computer interaction. Leslie Fine is an applied game theorist, mechanism designer, and experimental economist. Her primary areas of interest are in market design, incentive systems within corporations, information flows, and novel experimental methods. Leslie received her Ph.D. from Caltech, where she studied information market design and incentive compatible mechanisms. Scott Golder has been part of the Information Dynamics Lab for nearly three years, during which time he performed the first quantitative scholarly analysis of social tagging systems. His background is in the study of electronic communities and social hierarchies. He is experienced in the design of collaborative systems, especially for group annotation and information organization. He plans to leave for school in the fall of 2008 and will thus have to be replaced with someone with a similar set of skills. Tad Hogg will focus on modeling content creation, sharing and use in online communities, designing incentive mechanisms and testing them experimentally. He has worked on various projects investigating aggregate behavior of groups in economic contexts, including mechanisms for establishing reputation, adjusting risk behaviors, information aggregation and developing economic applications of emerging technologies such as quantum information processing. He holds a Ph.D. in physics from Stanford. Gabor Szabo's recent research has been centered around networks in various natural systems, whose connections appear random at first but share intrinsically similar statistical properties. Heavy emphasis has been put on social systems (online communities and interpersonal communication networks) where he applied stochastic modeling and computational tools to predict future behavior. He holds a PhD in physics from the Budapest University of Technology. Dennis Wilkinson has focused on quantitative and empirical studies of collaborative and peer production systems. This includes model fitting, theoretical analysis, and algorithm design in a variety of settings including email networks, engineering design efforts, and online communities. His background is physics (Ph.D. Stanford) and he has experience with and a good understanding of a variety of mathematical and statistical methods. Fang Wu's past research focused on social networks, mechanism design and stochastic modeling. He is presently committed to the economics of attention, striving to understand the central role that attention plays in many kinds of information systems. He does both empirical and theoretical work. He holds an M.S. in statistics and a Ph.D. in physics from Stanford University.

3.2 Skill sets


In addition to our current team, we will need one or two design people who will bring expertise in the representation and visualization of information in mobile systems with small visual real estate, and a superb and creative hacker for implementing many of the mechanisms we design. A future need for our project might be one or two people with expertise in data mining.

HP Confidential

Page 16 of 23

4 Resources Needed
We have outlined a fairly large research program in this proposal. This research requires a dedicated interdisciplinary team of about 10-12 researchers over 4 years that will span the range from analytics to empirical studies.

Upfront costs
For our mobile personalization work, we will require about $5000 for purchasing equipment, such as smartphones and servers for providing context-aware mobile services.

Annual expenses
In order to design and validate new models in our experimental economics lab, we will require a budget for compensating participants. We will begin with small-scale experiments in the lab and then test the more promising ideas via field tests (involving both some software development, running a web site for a while, and rewards for participants). While our needs may vary, we can assume two to three experimental projects per year, each requiring approximately 16 experiments with an average population of 16 students each. Our expected needs are between $40,000 and $60,000 annually. To compensate subjects in other user studies, used to evaluate interaction techniques and system designs, we also need about $4000 annually.

5 Timeline and Key Milestones


5.1 Project timeline (1-5 years)
Research activities and duYear 1 ration in person-years (PY) Economic model of attenA.1 tion (6 PY) Attention Allocation in limA.2 ited-resource environments (3 PY) Algorithms to dynamically configure inA.3 formation displays to optimize information presentation (12 PY) HP Confidential
Develop general models of attention based on online interactions and investigate how attention to novel items propagates and fades among large populations. Investigate how individuals choose to spread their research efforts across sources given limited time. Data collection and sanitization from public-access social websites, with emphasis on the social network of registered users and identification of distinguishing statistical features describing social influence. Develop and verify appropriate stochastic models to describe the observed behavior (both for social linking and influence propagation). Design algorithms that dynamically configure items displayed in a finite space Identify characteristics of online communities that show signs of extraordinary (positive or negative) influence and develop anticipatory algorithms to detect and utilize unexpected dynamic spreading patterns from early times. Implement previous algorithms and do field tests

Year 2

Year 3

Year 4

Develop a methodology for maximizing the attach rates of consumers of HP shopping; Apply to the website, run field tests

Integrate the social component with the dynamic display configuration system. Transfer algorithms to commercial websites

Page 17 of 23

Research activities and duYear 1 ration in person-years (PY)

Year 2

Year 3

Year 4

B.1

Context Filter (2 PY)

Summative evaluation of context filter in Design and implemen- natural mobile contexts tation of configurable and investigation of context filter which aspects of context are most salient for information searches Early prototypes of peripheral information system Initial design of context manager Design and implementation of context manager Initial design of location-based messaging system, draws from Year 1 work of B.3 Develop of system to present contextually relevant peripheral information; draws from Year 2 of B.1 User studies of effectiveness of context manager Design and implementation of User study of messaging and initial design of ease of mobile location-based aggregacontent creation tion/voting mechanisms Test and implement mechanisms for rewarding contributions. Verify the mechanism with user studies and data analysis. Analyze data from a number of popular websites to test whether attention is an incentive for contributions Build tools to make resources and people findable. Verify the approach with user studies and ethnography. Build tools to deliver customizable, personalized information feeds. Verify the approach with user studies and experiments. Apply reward mechanisms to idea generation and evaluation. Verify the approach with user studies and a large trial. Evaluation of system

Peripheral InB.2 formation (3 PY) B.3 Context Manager (2 PY)

Mobile Content B.4 Creation (3 PY) Rewarding subC.1 stantive contributions (2 PY) Attention as Incentive for Peer C.2 Production (2 PY) Expertise Location (4 PY)

C.3

C.4

Idea Evaluation (2 PY)

HP Confidential

Page 18 of 23

5.2 Milestones and deliverables at each year


Year 1
A.1: Models of attention based on online interactions and investigation of how attention to novel items propagates and fades among large populations. A.2: Model of research effort allocation of individuals across sources given limited time. A.3: Sanitized social network data from a number of public-access social websites and identification of generic and distinguishing statistical features that describe social influence. B.1: A proof-of-concept context-based information search filtering system for mobile devices. B.3: Initial design of context manager. C.3: Tools for locating resources and people (expertise), which have been developed using formative user studies and ethnography.

Year 2
A.1: Apply methodology for maximizing the attach rates of consumers of HP shopping. A.3: Verified stochastic models to describe observed behavior (both for social linking and influence propagation). A high-level algorithm to optimize the attention generated from an information display with space constraint. B.1: Summative evaluation of context filter in natural mobile contexts and investigation of which aspects of context are most salient for information searches. B.2: An early prototype of context-based peripheral information system. B.3: A proof-of-concept implementation of a context manager for personal information devices. B.4: Initial design of location-based messaging system, draws from Year 1 work of B.3. C.3: Tools to deliver customizable, personalized information feeds, which have been developed using formative user studies and experiments.

Year 3
A.3: Identification of characteristics of online communities that show signs of extraordinary (positive or negative) influence and anticipatory algorithms to detect and utilize unexpected dynamic spreading patterns from early times. B.2: A proof-of-concept system to present peripheral information to the user in mobile contexts. Develop of system to present contextually relevant peripheral information; draws from Year 2 of B.1 B.3: User studies of effectiveness of context manager. B.4: Design and implementation of messaging and initial design of location-based aggregation/voting mechanisms. C.1: Mechanisms for rewarding contributions developed and verified through user studies and data analysis on the tools developed in Year 1 and 2. C.2: Investigation of attention as incentive for contributions via data analysis from popular websites.

Year 4
A.3: Dynamic display configuration system with integrated social component developed in Year 3. B.2: Large-scale field study of developed context-aware personalization services in mobile environments. B.4: User study of ease of mobile content creation . C.4: Refinement reward mechanisms for idea generation and evaluation, which have been verified via user studies and a large field trial.

HP Confidential

Page 19 of 23

6 Metrics
In the 4 years of our research program, we will primarily measure our progress in two ways. One is through publications at select conferences and in select journals in the following areas:

Human-computer interaction: ACM SIGCHI Conference on Computer-Human Interaction (CHI), International conference on Mobile Human Computer Interaction (Mobile HCI), International Conference on Ubiquitous Computing (Ubicomp), International Conference on Intelligent User Interfaces (IUI), IEEE Pervasive Computing Information systems: ACM Conference on Computer-Supported Collaborative Work (CSCW), IEEE International Conference on Computer and Information Technology (CIT), European Conference on Information Systems (ECIS), International Conference on Information Systems (ICIS) Web science: ACM World Wide Web Conference (WWW), IEEE/WIC/ACM International Conference on Web Intelligence (WI), Journal of Web Semantics, ACM Conference on E-commerce (EC), International Conference on E-Commerce (ICEC)

Secondly, we expect to develop a number of prototypes embodying our mechanisms, algorithms and concepts. Our research in building systems is also likely to lead to the creation of intellectual property for HP. Accordingly, we expect to file a number of invention disclosures and patents. Naturally, we intend to transfer our algorithms and systems to HP business units as appropriate and as soon as feasible.

Bibliography
Adar, E. and Huberman, B A., Free Riding on Gnutella, First Monday 5(10) Oct. 2000 Ahern, Shane, Dean Eckles, Nathan Good, Simon King, Mor Naaman and Rahul Nair, Over-exposed? Privacy Patterns and Considerations in Online and Mobile Photo Sharing, Proceedings of CHI 2007, April-May 2007, San Jose, CA, USA. Bales, R., 1953. The equilibrium problem in small groups. In: Parsons, T., Bales, R.F., Shils, E.A. (Eds.), Working Papers in the Theory of Action. Free Press, Glencoe, IL, pp. 111161. Bikhchandani et al., 1992; A Theory of Fads, Fashion, Custom, and Cultural Change as Informational Cascades, J. of Political Economy 100:992 Blanc-Brude, Tristan and Dominique Scapin, What do People Recall about their Documents? Implications for Desktop Search Tools, In Proceedings of IUI 2007, January 2007, Hawaii, USA. Blau, P., 1964. Exchange and Power in Social Life. Wiley, New York. Brandt, Joel, Noah Weiss and Scott Klemmer, Designing for Limited Attention, Proceedings of CHI 2007, AprilMay 2007, San Jose, CA, USA. Brin, D., The Transparent Society: Will Technology Force Us to Choose Between Privacy and Freedom?, 1999 Brown, J. and P. Duguid, Organizing Knowledge, California Management Review, 40, 3 (1998), 90-111. Brzozowski, M., T Hogg and G Szabo, Friends and Foes: Ideological Social Networking, in Proc of ComputerHuman Interaction 2008 Chen K., Fine L. R. and Huberman B. A., Eliminating Public Knowledge Biases in Information Aggregation Mechanisms, Management Science, 50 (2004), 983-994. Chen K., Fine L. R. and Huberman B. A., Predicting the Future, Information Systems Frontiers, 5, 1 (2003), 47-61.

HP Confidential

Page 20 of 23

Chen, K. and T. Hogg, Aggregating Diffuse Information with Subgroups, Proc. of IADIS International Conference on e-Commerce, pp. 45-54, 2004 Chen, K. and T. Hogg, Experimental Evaluation of an eBay-Style Self-Reporting Reputation Mechanism, Proc. of the Workshop on Internet and Network Economics, pp. 434-443, 2005. Cho, J. and S. Roy, Impact of search engines on page popularity, Proceedings of the World-Wide Web Conference, 33, 7698, 2004. Davenport, T. H. and Prusak L. Working Knowledge: How Organizations Manage What They Know. Harvard Business School Press, Boston, 1998. Dey, Anind and Gregory Abowd, CybreMinder: A Context-Aware System for Supporting Reminders, In HUC 2000 Proceedings, LNCS 1927, pp. 172--186, Springer Verlag, 2000. Domshlak, C., R. I. Brafman, S. E. Shimony, Preference-Based Configuration of Web Page Content, IJCAI, 2001. Driver E. and R. Koplowitz. IBM Or Microsoft For Collaboration -- Or Both?, Forrester. August 6, 2007. Ducheneaut, Nicholas and Leon Watts, In Search of Coherence: A Review of Email Research, Human-Computer Interaction, Vol. 20, No. 1&2: pages 11-48, 2005. Eid T. and Drakos N., The Emerging Enterprise Social Software Marketplace, Gartner Group, gartner.com, 2007. Falkinger, J., Attention economies, Journal of Economic Theory, 127:266-294 (2007) Forrester, Which Personalization Tools Work For eCommerce And Why, 2007. Gartner, Forecast: Enterprise Content Management Software, Worldwide, May 14, 2007. Groves, T and J O. Ledyard. Optimal allocation of public goods: A solution to the free rider problem. Econometrica, 45:783809, 1977. Hahn and Tetlock, Information Markets: A New Way of Making Decisions, AEI Press, 2006. Halvey, M., M. T. Keane, and B. Smyth, Mobile web surfing is the same as web surfing, Communications of the ACM, 49, 3, 2006. Hardin, G., The Tragedy of the Commons, Science 162:1243 (1968) Harper, M., X. Li, Y. Chen, J. Konstan, Social Comparisons to Motivate Contributions to an Online Community, Persuasive Technology 2007. Hinds, P. J. and Pfeffer J. Why Organizations Don't 'Know What They Know': Cognitive and Motivational Factors Affecting the Transfer of Expertise. Ackerman M. S., Pipek V. and Wulf V. eds. Sharing Expertise: Beyond Knowledge Management. MIT Press, Cambridge, MA, 2003, 3-26. Ho and Chen, 2007; New Product Blockbusters: The Magic and Science of Prediction Markets, California Management Review 50:144 Hogg, T. and L. Adamic, Enhancing Reputation Mechanisms via Online Social Networks, Proc. of the 5th ACM Conference on Electronic Commerce, pp. 236-237, 2004 Hogg, T, D M Wilkinson, G Szabo, and M Brzozowski, Multiple Relationship Types in Online Communities and Social Networks, in Proc. of AAAI Symposium on Social Information Processing 2008

HP Confidential

Page 21 of 23

Holbrook J, B Kotlyar, and J Edwards, Community-Centric Collaboration Heats Up, Yankee Group, February 2008. Holt and Laury, 2002; Risk Aversion and Incentive Effects, American Economic Review 92:1644 Horrigan, John, Seeding The Cloud: What Mobile Access Means for Usage Patterns and Online Content, Pew Internet & American Life Project, March 2008. Huberman B and T Hogg, Protecting Privacy While Revealing Data, Nature Biotechnology 20, 332 (2002) Huberman, B, M. Franklin and T. Hogg, Enhancing Privacy and Trust in Electronic Communities, in Proc. of the ACM Conf. on Electronic Commerce (EC99), pp. 78-86, 1999 Huberman, B, C. H. Loch and A. Onculer, Status as a Valued Resource, Social Psychology Quarterly 67:103-114 (2004) IDC, Worldwide Converged Mobile Device 20072011, Forecast Update: December 2007. Jones, Matt, Buchanan, George, Harper, Richard, and Xech, Pierre-Louis, Questions Not Answers: A Novel Mobile Search Technique, Proceedings of CHI 2007, April-May 2007, San Jose, CA, USA. Koplowitz, R., The Big Vendors Converge on Enterprise Web 2.0, Forrester, October 3, 2007. Koplowitz, R. and E. Driver, Walking The Fine Line Between Chaos and Control In The World of Enterprise Web 2.0, Forrester, February 21, 2008. Kuflik, Tsvi, Sheidin, Julia, Jbara, Sadek, Goren-Bar, Dina, Soffer, Pnina, Stock, Oliviero and Zancanaro, Massimo, Supporting Small Groups in the Museum by Context-Aware Communication Services, In Proceedings of IUI 2007, January 2007, Hawaii, USA. Levitt M. Worldwide Collaborative Applications 2007-2011 Forecast, IDC report #206167, 2007. Loch,C, B. A. Huberman and S. Stout, Status Competition and Performance in Work Groups, J. of Economic Behavior and Organization 43:35-55 (2000) Look, Gary and Schrobe, Howard, Towards Intelligent Mapping Applications: A Study of Elements Found in Cognitive Maps, In Proceedings of IUI 2007, January 2007, Hawaii, USA. Marmasse, Natalia and Schmandt, Chris, Location-aware information delivery with comMotion, In HUC 2000 Proceedings, LNCS 1927, pp. 157--171, Springer Verlag, 2000. McKinsey, How businesses are using Web 2.0, McKinsey Quarterly, 2007. Millen D. R., Feinberg J. and Kerr B. Dogear: Social bookmarking in the enterprise. In CHI '06: Proc. of the SIGCHI conf. on Human Factors in computing systems. (Montreal, Quebec). ACM, New York, NY, 2006, 111-120. Morgan Keegan & Co., What Happens When Wireless Truly Becomes The Next Computing Platform?, September 2007. Muller M. J., Ehrlich K. and Farrell S. Social Tagging and Self-Tagging for Impression Management. TR06-02. IBM Research, Cambridge, MA, 2006. Nov, Oded, What motivates Wikipedians?, Communications of the ACM 50, 60--64 (2007). Pandey, S., S. Roy, C. Olston, J. Cho and S. Chakrabarti, Shuffling a stacked deck: the case for partially randomized ranking of search engine results, VLDB 2005.

HP Confidential

Page 22 of 23

Persson, Per, Espinoza, Fredrik, Fagerberg, Petra, Sandin, Anna and Coester, Rickard, Geonotes: A Location-based Information System for Public Spaces, In Kristina Hoeoek, David Benyon and Alan Munro (eds.), Designing Information Spaces: The Social Navigation Approach, Springer, pp. 151--173, 2002. Ritter, Mike, personal communication Salganik et al., 2006; Experimental Study of Inequality and Unpredictability in an Artificial Cultural Market, Science 311:854 Stryker, S., Statham, A., 1985. Symbolic interaction and role theory. In: Lindzey, G., Aronson, E. (Eds.), The Handbook of Social Psychology, Vol. 1, 3rd Edition. Random House, New York, pp. 311378. James Surowiecki, 2004: The Wisdom of Crowds Radicati. Business Social Software Market, 2007-2011. Radicati Group, radicati.com, 2007. Rantanen, Matti, Oulasvirta, Antti, Blom, Jan, Tiitta, Sauli and Maentylae, Martti, InfoRadar: Group and Public Messaging in the Mobile Context, Proceedings of NordiCHI 2004, October 2004, Tampere, Finland. Ridgeway, C., Walker, H.A., 1995. Status structures. In: Cook, K., Fine, G., House, J. (Eds.), Sociological Perspectives on Social Psychology. Allyn & Bacon, Newton, MA. Ruggles R. The State of the Notion: Knowledge Management in Practice. Calif. Manage. Rev., 40, 3 (1998), 80-89. Sternberg R. J. Cognitive Conceptions of Expertise. Feltovich P. J., Ford K. M. and Hoffman R. R., eds. Expertise in Context: Human and Machine. MIT Press/AAAI Press, Cambridge, MA, 1997, 149-162. Wilkinson, D. M. and Huberman B. A., Assessing the value of cooperation in Wikipedia, First Monday 12 (4), 2007 Wolfers and Zitzewitz, 2006; Five Open Questions about Prediction Markets, Federal Reserve Bank of San Francisco working paper Wu F. and Huberman B. A. Novelty and Collective Attention. Proc. Nat'l Acad. Sci., 104, 45 (2007), 17599-17601. Wu F. and Huberman B. A. How public opinion forms, January 25, 2008. Young, G., The Web 2.0 Buyer Profile: 2008, Forrester, February 6, 2008.

HP Confidential

Page 23 of 23

You might also like