Volunteering as Group Spokesman as a Function of Task Effectiveness, Leader Success, and Task Similarity

1971 ◽  
Vol 28 (3) ◽  
pp. 911-917
Author(s):  
Jack M. Wright ◽  
Morgan Worthy

By reversing the procedure in a Crutchfield-type apparatus, the frequency of adopting the job of spokesman for one's group was studied as a function of the following variables: effectiveness of performance on a previous task, success in influencing the behavior of other group members; and task similarity. Results for 64 male Ss indicate that persons are most willing to function as spokesmen for the group when they have been effective on an earlier task. This is especially likely when the earlier task is similar to the task on which they volunteer as spokesmen or when Ss had been unable to influence other group members' judgments on the previous task. The interpretation is advanced that some types of leadership attempts occur more readily on the basis of feeling of adequacy on the task than on feelings of acceptance as leader (i.e., successful influence).

2020 ◽  
pp. 1-13
Author(s):  
Meysam Beik ◽  
Hamidreza Taheri ◽  
Alireza Saberi Kakhki ◽  
Majid Ghoshuni

2017 ◽  
Vol 4 (8) ◽  
pp. 170344 ◽  
Author(s):  
Thiago Mosqueiro ◽  
Chelsea Cook ◽  
Ramon Huerta ◽  
Jürgen Gadau ◽  
Brian Smith ◽  
...  

Variation in behaviour among group members often impacts collective outcomes. Individuals may vary both in the task that they perform and in the persistence with which they perform each task. Although both the distribution of individuals among tasks and differences among individuals in behavioural persistence can each impact collective behaviour, we do not know if and how they jointly affect collective outcomes. Here, we use a detailed computational model to examine the joint impact of colony-level distribution among tasks and behavioural persistence of individuals, specifically their fidelity to particular resource sites, on the collective trade-off between exploring for new resources and exploiting familiar ones. We developed an agent-based model of foraging honeybees, parametrized by data from five colonies, in which we simulated scouts, who search the environment for new resources, and individuals who are recruited by the scouts to the newly found resources, i.e. recruits. We varied the persistence of returning to a particular food source of both scouts and recruits and found that, for each value of persistence, there is a different optimal ratio of scouts to recruits that maximizes resource collection by the colony. Furthermore, changes to the persistence of scouts induced opposite effects from changes to the persistence of recruits on the collective foraging of the colony. The proportion of scouts that resulted in the most resources collected by the colony decreased as the persistence of recruits increased. However, this optimal proportion of scouts increased as the persistence of scouts increased. Thus, behavioural persistence and task participation can interact to impact a colony's collective behaviour in orthogonal directions. Our work provides new insights and generates new hypotheses into how variations in behaviour at both the individual and colony levels jointly impact the trade-off between exploring for new resources and exploiting familiar ones.


2017 ◽  
Author(s):  
Satheesh Kumar Chandran ◽  
James Forbes ◽  
Carrie Bittick ◽  
Kathleen Allanson ◽  
Santosh Erupaka ◽  
...  

2015 ◽  
Vol 24 (4) ◽  
pp. 335-346 ◽  
Author(s):  
Andrea Stevenson Won ◽  
Jeremy N. Bailenson ◽  
Jaron Lanier

Novel avatar bodies are ones that are not controlled in a one-to-one relationship between the user’s body and the avatar body, for example, when the avatar’s arms are controlled by the user’s legs, or, when the avatar has a third arm. People have been shown to complete tasks more successfully when controlling novel avatar bodies than when controlling avatars that conform to the normal human configurations, when those novel avatars are better suited to the task (Won, Bailenson, Lee, & Lanier, 2015). However, the novel avatars in such studies tend to follow two conventions. First, the novel avatars still resemble biological forms, and second, the novel extensions of the avatar are connected to the avatar body. In the following study, participants operated bodies with three arms. We examined the interaction between biological appearance of the third arm and whether it was attached to the body. There was a significant effect of biological appearance on performance, such that participants inhabiting an avatar with a biological appearance did worse overall. There was also an interaction with biological appearance and an extension that appeared detached from the participant’s body such that participants in this condition performed most poorly overall. We propose a relationship between self-reported presence and task success, and discuss the implications of these findings for the design, implementation, and use of novel avatars.


Author(s):  
Royanul Fitron ◽  
Sri Suning Kusumawardani ◽  
Ridi Ferdiana

Evaluation of user experience (UX) in learning applications is now very important. Agood UX on MOOC will have an impact on increased completion rates and student satisfaction,student engagement, enhanced learning, and minimizing course implementation rework. In thisstudy, the authors use MOOC called E-learning: Open of Knowledge Sharing (eLOK) as theobject of research. User-centered metrics or known as HEART framework consisting of fivemetrics, including Happiness, Engagement, Adoption, Retention and Task Success. Theframework that the authors used to measure the UX of eLOK is HEART metrics. The instrumentthat used in this study is a questionnaire consists of 33 statements which delivered to 94 studentsas the sample of the research, with the the number of population 1500. The questionnaire hasbeen validated using SPSS 23 as the tools. The result of the validation is all the items of thequestionnaire are valid and reliable with the percentage of reliability is 96%. The result of thisstudy showed that the metrics obtained by Happiness was 76.5%, Engagement was 72.1%,Adoption was 73.6%, Retention was 72.6%, and Task Success was 78.6%. To achieve the GoalSignal-Metrics set on the HEART framework, it is necessary to re-design the eLOK display bypaying attention to UX and UI aspects, changing the greeting with user-guidance, improving pushnotification features and navigation.


2021 ◽  
Vol 12 (2) ◽  
pp. 81-114
Author(s):  
Stefan Ultes ◽  
Wolfgang Maier

Learning suitable and well-performing dialogue behaviour in statistical spoken dialogue systems has been in the focus of research for many years. While most work that is based on reinforcement learning employs an objective measure like task success for modelling the reward signal, we propose to use a reward signal based on user satisfaction. We propose a novel estimator and show that it outperforms all previous estimators while learning temporal dependencies implicitly. We show in simulated experiments that a live user satisfaction estimation model may be applied resulting in higher estimated satisfaction whilst achieving similar success rates. Moreover, we show that a satisfaction estimation model trained on one domain may be applied in many other domains that cover a similar task. We verify our findings by employing the model to one of the domains for learning a policy from real users and compare its performance to policies using user satisfaction and task success acquired directly from the users as reward.


Author(s):  
Charles Stangor

Group process refers to the behaviors of the members of small working groups (usually between three and twelve members) as they engage in decision-making and task performance. Group process includes the study of how group members’ characteristics interact with the behavior of group members to create effective or ineffective group performance. Relevant topics include the influences of group norms, group roles, group status, group identity, and group social interaction as they influence group task performance and decision-making, the development and change of groups over time, group task typologies, and decision-making schemes. Relevant group outcomes include group cohesion, process losses and process gains in performance, free riding, ineffective information sharing, difficulties in brainstorming, groupthink, and group polarization. Other variables that influence effective group process include group member diversity, task attractiveness, and task significance. A variety of techniques are used to improve group process.


Sign in / Sign up

Export Citation Format

Share Document