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The Portland Urban Coyote Project

The Portland Urban Coyote Project is a citizen science project developed by the Department of Geography at Portland State University in partnership with the Audubon Society of Portland that seeks to: better understand how humans and coyotes interact; learn more about the ecology of coyotes in the Portland Metropolitan Area; and to act as a resource to the public for more information about living with coyotes.

Cat Tracker- Personality Study

Many people say that their cats have distinct personalities. Thanks to research done by a group from both the U.S. and the U.K. a personality questionnaire for cats was developed by using information from other animals and a collection of 52 different traits. We've adapted this survey and are using it to gain a better understanding of personality in cats everywhere. You can help us learn more about why cats do the things they do!


How do babies learn language? In order to answer that question, we need to know more about babies' environments. What do they see? What do they hear?

We have a large corpus of videos of babies and toddlers going about their days. Need your help to analyze these videos. This project does not require any special expertise, just an interest in how babies learn and develop.

NYU Baby Sleep Study

This study is looking at sleeping and digestion in babies to characterize normal development, so that parents have better (scientifically-informed) advice about how to manage their baby’s sleep and eating. We also hope to discover early signs of developmental disorders that could help other babies in the future. So far, there are over 850 babies enrolled with 1.2 million sleep events, 2.1 million feedings, and 1.3 million diaper changes logged.

Parents, after signing up and consenting to the study on the project website, record their baby's sleeping and eating activity plus other observations through the phone app, Baby Connect. Parents can contribute their baby's data for any length of time, although more data are better; several weeks or two years, it's helpful either way.

The goal is to create an extensive data base to learn about sleep and neurological development. When data come from a very large number of participants, in some cases, scientists can find patterns that would otherwise be undetectable. Every parent's data contribution will be valuable, when combined.

Volunteer Science

Volunteer Science allows people from all over the world to play online games, take surveys, and donate their data to social scientists. By participating, you give scientific researchers the data they need to answer today's most important research questions.

Each game takes two to five minutes and you don't have to sign up to play. A short game can have a lasting impact.

The Online Wisdom Lab (OWL)

OWL is a fun app that is helping researchers understand how thinking and decision making change as we go through our adult lives. By playing the games and completing the quizzes, you will be contributing to an amazing citizen science programme that could revolutionize psychological research.

Plan Prediction

This project will enable cognitive scientists to conclude whether or not the 'Plan Prediction Foundation''s internet app can learn to predict, with statistically significant accuracy, which plans different types of people will favor - in ANY problem situation.

Previous tests with prototype versions showed that it correctly predicts any individual's favored plan at least 70% of the time. But such performance should greatly improve after many people have used the app in order to contribute their sincere, personal judgements, thereby 'teaching' the app to become, hopefully, more accurate.

If and when this occurs, the app will continue to be made freely available for everyone to use. This should make much socially-sensitive planning around the world more empathetic due to the app's cognizance of different kinds of people's contrasting beliefs and priorities.

Specifically, participants run the app which asks them to select a sample situation and to score its plans both on twelve criteria and for overall desirability (there are no right or wrong answers). All serious users' scores then become part of a now richer, cloud-based, group-specific data set. The latter, hopefully, enables the app to forecast group-specific, plan scores more accurately.


moo-Q is a scientific iPhone application designed by the Hungry Mind Lab team at Goldsmiths, University of London with the aim of measuring mood and brain power. It allows users to see at what time of day their brain works best, and whether being in a good or a bad mood has an effect on brain power. This data is also securely and confidentially gathered by the researchers at Goldsmiths in order to assess whether there is a correlation between mood and cognitive performance.

Users will complete a set of exercises, lasting no longer than a few minutes, several times over the course of a few days. Doing so unlocks their moo-Q performance chart.

moo-Q is free for users across the world to download. For more information, please visit our website at www.hungrymindlab.com .


LabintheWild tests your abilities and preferences. At the end of each experiment, you will see a page with your personalized feedback, which lets you compare yourself and your performance to other people around the world.

By participating, you contribute to research on people's similarities and differences and help improve users' experience when interacting with technology. We believe that research should be done in collaboration with people—people like you from all over the world who are interested in learning about themselves and helping research. With your help, we can, for example, compare the website preferences of people from different countries, or analyze what user interfaces should look like if optimized for the most interaction abilities of certain age groups.

Fidget Widgets

Goof Off While You Work? You Might Be Doing Way More Than You Think.

Ever notice how people play with a thing — pen, paperclip, stress ball, magnets, marker, etc. — while lost in thought as they work? Maybe you do it too. There’s a powerful link between the hand and the brain. Research shows that our feelings, thoughts, and body are very much interconnected.

Our Fidget Widgets project is exploring this behavior and the opportunity for small, tangible, digital interactions to tap into what happens while people fiddle with objects as they work. Think of a Fidget Widget as a new kind of productivity tool aiming to subtly enhance your creativity, or give you focus, or decrease stress just when you need it.

Our study requires lots and lots of participation.

What we’ve learned so far is that people strongly desire surprisingly specific experiences in their hands. We're using a tumblr page to collect examples of items and materials and ways in which people fiddle with objects while at work. Only with many submissions will patterns emerge. These patterns will provide valuable insights into how people use objects to self-regulate their internal state as they work and will inform just where we go next.


Experiment is a crowdfunding platform for scientific research. We want to allow anyone with a credit card to be a modern day patron of science.


If you've ever wondered what your child is thinking or what it's like inside your newborn's mind, you're not alone.
The single most amazing computational engine known to mankind is your child's mind.

We're hoping to learn more about how babies and children learn by enlisting the help of their most dedicated and curious observers: their own parents!

By participating in a quick online activity with your child and submitting a webcam recording of his/her responses, you can contribute to our collective understanding of the fascinating phenomenon of children's learning.

In some experiments you'll step into the role of a researcher, asking your child questions or controlling the experiment based on what he or she does.

Traditionally, developmental studies happen in a quiet room in a university lab. Why complement these in-lab studies with online ones? We're hoping to...

...Make it easier for you to take part in research, especially for families without a stay-at-home parent

...Work with more kids when needed--right now a limiting factor in designing studies is the time it takes to recruit participants

...Draw conclusions from a more representative population of families--not just those who live near a university and are able to visit the lab during the day

...Make it easier for families to continue participating in longitudinal studies, which may involve multiple testing sessions separated by months or years

...Observe more natural behavior because children are at home rather than in an unfamiliar place

...Create a system for learning about special populations--for instance, children with specific developmental disorders

...Make the procedures we use in doing research more transparent, and make it easier to replicate our findings

...Communicate with families about the research we're doing and what we can learn from it

The Winnower

The Winnower is a scholarly publishing platform that provides traditional scholarly publishing tools (DOI, typesetting, archival, and Altmetrics) to traditional and non-traditional media including blogposts, reddit AMAs, class essays, grants, theses, reviews, responses to RFIs, lay summaries, journal clubs, citizen science projects and other new media so that it counts for the scholarly record and the scholar’s career. We’ve been live for ~2 years and have 1220+ publications from universities and individuals around the world.

OSF SciNet

Problem: Scientific citations are frequently constrained by terms-of-use or within proprietary systems making it difficult to see connections in the literature.

Solution: OSF SciNet uses the open source Citelet extension to crowdsource a free, open, and comprehensive metadata dataset of scientific citations and corresponding references to unlock the citation network.

Impact: The dataset generated through this project will make it easier to see the connections in the scientific literature and to promote open science.

Quantum Moves

The Quantum Moves game was born out of the dilemmas and questions the quantum physics researchers at Aarhus University confronted with when they took the challenge of building a quantum computer in the basement lab of the university.

Confident that the human brain is able to do better than even the most advanced computational machines available in the world, the CODER team decided to create the "Quantum Moves" game and invite everyone to play and get the chance to do front-line quantum physics research.

The idea behind the game is simple: every time you play, your mouse movements are simulating the laser beams moves used in the real quantum lab to transport the atoms onto the right pathways.

Your goal is to achieve the best scores in "QComp" and "Beat AI" labs, which translate the most difficult scientific challenges, and thus help science make a step forward towards building a quantum computer.

The VerbCorner Project

Dictionaries have existed for centuries, but scientists still haven't worked out the exact meanings for most words. This is a serious problem if you want to train computers to understand language. If we don't know what words mean, it's hard to teach computers what they mean. It is similarly hard to understand how children come learn the meanings of words, when we don't fully understand those meanings ourselves.

Rather than try to work out the definition of a word all at once, we have broken the problem into a series of separate tasks. Each task has a fanciful backstory -- which we hope you enjoy! -- but at its heart, each task is asking about a specific component of meaning that scientists suspect makes up one of the building blocks of meaning.

You can participate for as little as a few minutes or come back to the site over and over to help code the many thousands of words in English.


uBiome is the world's first effort to map the human microbiome through citizen science.

What's the microbiome? The microbiome are the bacteria that live on and within us. It sounds kind of funny, but all of us are actually covered in helpful germs. Many conditions – from diabetes to depression, asthma to autism -- have been found to relate to the microbiome.

uBiome brings this cutting edge technology directly to consumers for the first time. The more data we collect, the more we can learn about this important area of research. We've been featured so far in Wired, Venture Beat, the Los Angeles Times, Scientific American, BoingBoing, and more.


AgeGuess is a simple on-line citizen science project and game where people can guess your age based on the face photos you link/upload. You will also be guessing other people’s age and comparing your results with others. By participating in AgeGuess you will create a first of its kind research data set for the study of human aging.

AgeGuess investigates the differences between perceived age (how old you look to other people) and chronological age (how old you actually are) and their potential power as an aging biomarker. Some of the specific topic we would like to address include: 

- Perceived age as predictor (biomarker) for age at death. Are people who look older than they are more likely to die early?

- Is 60 the new 50? We know that nowadays the average 60 year old is capable of doing things that fewer people of the same age where able to do 50 years ago. Is this difference also reflected in how old they look?

Please visit the intro page of our website for more information about these and other topics, such as: are there times when one ages faster, is perceived age heritable, and at what age are you best at guessing. Don’t hesitate to contact us if you have other ideas that you would like to help us explore.

Project Implicit

Project Implicit is an opportunity for citizens to assist psychological research on thoughts and feelings that exist either outside of conscious awareness or outside of conscious control. Participants assess their conscious and unconscious preferences for more than 90 different topics ranging from pets to political issues, ethnic groups to sports teams, and entertainers to styles of music. Participants report attitudes toward or beliefs about these topics and provide general information about themselves.

The primary goals of Project Implicit are to provide a safe, secure, and well-designed virtual environment to investigate psychological issues and, at the same time, provide visitors and participants with an experience that is both educational and engaging.

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