ArticlePDF Available

Abstract and Figures

Improvements in communication and networking technologies have transformed people's lives and organizations' activities. Web 2.0 innovation has provided a variety of hybridized applications and tools that have changed enterprises' functional and communication processes. People use numerous platforms to broaden their social contacts, select items, execute duties, and learn new things. Context: Crowdsourcing is an internet-enabled problem-solving strategy that utilizes human-computer interaction to leverage the expertise of people to achieve business goals. In crowdsourcing approaches, three main entities work in collaboration to solve various problems. These entities are requestors (job providers), platforms, and online users. Tasks are announced by requestors on crowdsourcing platforms, and online users, after passing initial screening, are allowed to work on these tasks. Crowds participate to achieve various rewards. Motivation: Crowdsourcing is gaining importance as an alternate outsourcing approach in the software engineering industry. Crowdsourcing application development involves complicated tasks that vary considerably from the micro-tasks available on platforms such as Amazon Mechanical Turk. To obtain the tangible opportunities of crowdsourcing in the realm of software development, corporations should first grasp how this technique works, what problems occur, and what factors might influence community involvement and co-creation. Online communities have become more popular recently with the rise in crowdsourcing platforms. These communities concentrate on specific problems and help people with solving and managing these problems. Objectives: We set three main goals to research crowd interaction: (1) find the appropriate characteristics of social crowd utilized for effective software crowdsourcing, (2) highlight the motivation of a crowd for virtual tasks, and (3) evaluate primary participation reasons by assessing various crowds using Fuzzy AHP and TOPSIS method. Conclusion: We developed a decision support system to examine the appropriate reasons of crowd participation in crowdsourcing. Rewards and employments were evaluated as the primary motives of crowds for accomplishing tasks on crowdsourcing platforms, knowledge sharing was evaluated as the third reason, ranking was the fourth, competency was the fifth, socialization was sixth, and source of inspiration was the seventh.
Content may be subject to copyright.
Citation: Khan, H.U.; Ali, F.; Ghadi,
Y.Y.; Nazir, S.; Ullah, I.; Mohamed,
H.G. Human–Computer Interaction
and Participation in Software
Crowdsourcing. Electronics 2023,12,
934. https://doi.org/10.3390/
electronics12040934
Academic Editor: Claus Pahl
Received: 8 January 2023
Revised: 1 February 2023
Accepted: 6 February 2023
Published: 13 February 2023
Copyright: © 2023 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
electronics
Article
Human–Computer Interaction and Participation in
Software Crowdsourcing
Habib Ullah Khan 1, Farhad Ali 1, Yazeed Yasin Ghadi 2, Shah Nazir 3, Inam Ullah 4,*
and Heba G. Mohamed 5, *
1Department of Accounting and Information Systems, College of Business and Economics, Qatar University,
Doha P.O. Box 2713, Qatar
2Department of Computer Science, Al Ain University, Abu Dhabi P.O. Box 112612, United Arab Emirates
3Department of Computer Science, University of Swabi, Swabi 23430, Pakistan
4BK21 Chungbuk Information Technology Education and Research Center, Chungbuk National University,
Cheongju 28644, Republic of Korea
5
Department of Electrical Engineering, College of Engineering, Princess Nourah Bint Abdulrahman University,
P.O. Box 84428, Riyadh 11671, Saudi Arabia
*Correspondence: inam@chungbuk.ac.kr (I.U.); hegmohamed@pnu.edu.sa (H.G.M.)
Abstract:
Improvements in communication and networking technologies have transformed peo-
ple’s lives and organizations’ activities. Web 2.0 innovation has provided a variety of hybridized
applications and tools that have changed enterprises’ functional and communication processes.
People use numerous platforms to broaden their social contacts, select items, execute duties, and
learn new things. Context: Crowdsourcing is an internet-enabled problem-solving strategy that
utilizes human–computer interaction to leverage the expertise of people to achieve business goals.
In crowdsourcing approaches, three main entities work in collaboration to solve various problems.
These entities are requestors (job providers), platforms, and online users. Tasks are announced by
requestors on crowdsourcing platforms, and online users, after passing initial screening, are allowed
to work on these tasks. Crowds participate to achieve various rewards. Motivation: Crowdsourcing
is gaining importance as an alternate outsourcing approach in the software engineering industry.
Crowdsourcing application development involves complicated tasks that vary considerably from
the micro-tasks available on platforms such as Amazon Mechanical Turk. To obtain the tangible
opportunities of crowdsourcing in the realm of software development, corporations should first
grasp how this technique works, what problems occur, and what factors might influence community
involvement and co-creation. Online communities have become more popular recently with the rise
in crowdsourcing platforms. These communities concentrate on specific problems and help people
with solving and managing these problems. Objectives: We set three main goals to research crowd
interaction: (1) find the appropriate characteristics of social crowd utilized for effective software
crowdsourcing, (2) highlight the motivation of a crowd for virtual tasks, and (3) evaluate primary
participation reasons by assessing various crowds using Fuzzy AHP and TOPSIS method. Conclusion:
We developed a decision support system to examine the appropriate reasons of crowd participation
in crowdsourcing. Rewards and employments were evaluated as the primary motives of crowds for
accomplishing tasks on crowdsourcing platforms, knowledge sharing was evaluated as the third
reason, ranking was the fourth, competency was the fifth, socialization was sixth, and source of
inspiration was the seventh.
Keywords:
human–computer interaction; social crowd visualization; co-creation; social media
interaction; crowd wisdom; collaborative participation; cloud computing; Internet
1. Introduction
Individuals contribute their time, expertise, and wealth to help the needy and trans-
form the Earth into a better living place [
1
]. Technologies like social networking and
Electronics 2023,12, 934. https://doi.org/10.3390/electronics12040934 https://www.mdpi.com/journal/electronics
Electronics 2023,12, 934 2 of 20
Web 2.0 are making health and medical care more accessible to businesses, professionals,
patients, and laypeople. The innovative tools and applications made publicly available by
Web 2.0 innovation have changed how organizations operate and communicate. People
utilize a variety of platforms to expand their social networks, purchase items, complete
activities, and learn new things. Information retrieval, blogging, tagging, path-finding,
text messaging, collaborative online services, and multi-player gaming are some of the
activities that are carried by Web 2.0 applications [
2
]. Individuals may now interact and
collaborate more easily because of advances in technology, and this engagement of people
is referred as “crowdsourcing” [
3
]. Crowdsourcing is a task-solving methodology in which
human participation is required to solve difficult tasks [
4
]. Jeff Howe first used the term
“crowdsourcing” in Wired magazine. Crowdsourcing, according to him, is “the act of taking
a job traditionally performed by a designated agent (usually an employee) and outsourcing
it to an undefined, generally large group of people in the form of an open call” [5].
Crowdsourcing is a popular strategy for accomplishing a variety of tasks. Several
individuals and their interactions are involved in the process, such as requesters and crowd-
sourcers [
6
] that manage, execute, and supervise crowdsourcing initiatives and may post
task requests, the crowd (individuals) [
7
], consisting of virtual employees who participate
in outsourcing activities or events, and the platform [
8
], which serves as a channel for
interaction between the crowd and the crowdsourcers. The people on these platforms
are connected by means of social media such as Facebook, WhatsApp, Instagram, Twitter,
Y-mail, and Gmail accounts. Social networking improvements have encouraged corpora-
tions to collect information from individuals all over the world in order to identify the best
solutions to unique challenges [
9
,
10
]. Crowdsourcing allows enterprises to hire globalized,
low-cost, and talented workers through internet platforms [
11
,
12
].Crowdsourcing is em-
ployed for a wide range of tasks including spelling correction, content creation, coding,
pattern recognition, software development, and debugging [
13
]. The task is advertised on
a platform, and the crowd participates in various types of activities [
14
]. Considering the
user interface and their intrinsic motivation, crowdsourcing platforms utilize appealing
concepts that promote human–computer interaction in the context of open innovation [
15
].
In some situations, computers may be used to manage crowdsourced tasks, resulting in
human-based computation systems. This type of human-based computing is incorporated
in many online systems (crowdsourcing platforms) [
16
]. Crowdsourcing platforms are
websites that work as the interface between job seekers and online people. Both entities are
registered on these crowdsourcing platforms. The platform uses various selection methods
such as skill testing, profiling, previous participating history, matching, and many others to
select an appropriate participant to accomplish requestor tasks [17].
In crowdsourcing, participants from diverse backgrounds have skills, knowledge,
abilities, and some expertise in task domains, and they collaborate to tackle various chal-
lenges [
3
,
6
]. “Crowdsourced Software Engineering is the act of undertaking any external
software engineering tasks by an undefined, potentially large group of online workers in an
open call format” [
18
]. Crowdsourcing allows a requestor to tap into a global community
of users with various types of expertise and background to facilitate the completion of a
task that would be difficult to complete without a large group of individuals [
19
]. Crowd-
sourcing has also been utilized in software engineering to resolve coding, validation, and
architectural problems. However, most crowdsourcing approaches for engineering are for
theoretical concepts and are often implemented and assessed on a comparatively small
crowd with a maximum of 20 participants. Considering the nature of the crowdsourcing
sector and the cognitive features of participants, there is a great demand for an integrated
resource-sharing crowdsourcing environment for real-world solutions [20].
Modern society depends on sophisticated hardware and software systems, many of
which are safety-critical, such health monitoring software, which is utilized by medical
organizations to detect, monitor, and aid elders and patients. Innovations in mobile
computing might change how health interventions are delivered. In order to overcome
limitations brought on by a scarcity of clinician timing, poor patient engagement, and the
Electronics 2023,12, 934 3 of 20
challenge of ensuring appropriate treatments at the correct time, mobile health (mHealth)
treatment may be more effective than occasional in-clinic consultations. The delivery of
healthcare is being revolutionized by technology that collects, analyzes, and configures
patient data across devices. Intelligent and interconnected healthcare will deliver benefits
that are safe, more user-centered, economical, effective, and impartial due to advancements
in ubiquitous computing.
Crowdsourcing is being utilized more often as it offers the opportunity to mobilize a
wide and heterogeneous group through improved communication and collaboration. In
the areas of research, crowdsourcing R&D has been successful. Due to “crowdsourcing’s
elasticity and mobility”, it is excellent for carrying out research tasks such data processing,
surveying, monitoring, and evaluation. By including the public as innovation partners,
projects may be improved in terms of quality, cost, and speed while also generating
solutions to important research problems [21].
The key contributions of this article are as follows:
Analysis of the appropriate characteristics of social crowds utilized for effective soft-
ware crowdsourcing.
Analysis of the participation reasons of people in carrying out software developmental tasks.
Development of a decision support system for evaluating primary participation rea-
sons by assessing various crowds using Fuzzy AHP and TOPSIS techniques.
The paper is organized into five sections. Section 2describes the existing literature
on crowdsourcing, Section 3describes the overall methodology of our study, Section 4,
“Experimental setup and results”, provides the description and evaluation of the proposed
method, and Section 5, “conclusion”, concludes and summarizes the objectives achieved in
this study.
2. Literature Review
The Internet has made it possible for organizations to attract a significant number of
individuals. Cell phones, computers, tablets, and smart gadgets are all ways for crowd
and requestor organizations to engage people to carry out various crowdsourcing tasks
(health monitoring, question and answering, problem solution, recommendations, etc.).
Crowds are employed from around the world to undertake various jobs. As the tasks
are completed by groups of individuals, quality outcomes may be obtained in less time
and with less expenditure [
22
]. Organizations issue an open call for employees who
will satisfy specific standards, along with guidelines if the organization receives a reply
from competent workers to carry out the assignment within the specific timelines. The
organization provides a confirmation to that individual [
23
]. Crowds are constituted of a
group of skilled people who possess some expertise [
7
,
24
]. Organizations recruit people
who can provide numerous and diverse suggestions for fixing technical concerns [
25
]. The
company pre-assesses the individual’s capacity to engage in complicated activities [26].
Participants are selected based on their backgrounds. Demographic filtering is used to
pick persons from relevant countries/localities. If a worker is ready to begin a task, they
must supply demographic information. The audience is drawn from a variety of sources
and backgrounds. Not every crowd is suitable for every activity, and different activities
need different levels of expertise, field knowledge, and so on. Inaccurate workers can
reduce job productivity and increase recruitment costs. Choosing the right employee is a
difficult task. Workers are recruited with three goals in mind: maximize test specification
scope, maximize recruited worker competence in bug identification, and decrease costs.
Workers are classified into five belts based on their enrollment—red, green, yellow, blue,
and grey—that indicate their skill levels. Worker reliability is evaluated by qualifying and
completing the assigned work [27].
To choose appropriate personnel for the sensing task, many task assignment method-
ologies are used. Mobile crowd-sensing is a technology that enables a group of people to
interact and gather data from devices with sensing and processing capabilities in order to
measure and visualize phenomena that are of interest to all. Using smartphones, data can
Electronics 2023,12, 934 4 of 20
be gathered in everyday life and easily compared to other users of the crowd, especially
when taking environmental factors or sensor data into account as well. In the context of
chronic diseases, mobile technology can particularly help to empower patients in properly
coping with their individual health situations. Employee selection in Mobile Crowd Sensing
(MCS) is a difficult problem that has an impact on sensing efficiency and quality. Different
standards are used to screen for appropriate employees. Participants in the job scheduling
system employ sensors to gather or evaluate details about their actual subject [11].
Many software firms are knowledge-intensive; therefore, knowledge management is
critical. The design and execution of software systems need information that is frequently
spread across many personnel with diverse areas of experience and capabilities [
28
]. Soft-
ware engineering is increasingly taking place in companies and communities involving
large numbers of individuals, rather than in limited, isolated groups of developers [
29
].
The popularity of social media has created new methods of distributing knowledge over
websites. We live in an environment dominated by social media and user-generated in-
formation. Many social relationships, from pleasure to learning and employment, are the
result of people engaging actively with one another. It is hardly surprising that social sites
have modified the spread of knowledge [30].
Social media is essential for organizations of all sizes because people must engage to
perform tasks. As technology develops, it becomes more user-friendly and incorporates
a variety of features, such as an operating system based on social factors, software appli-
cations primarily geared toward communication, and a medium of engagement through
social networks, which are becoming more and more significant. Social media have al-
tered how individuals engage with and share their perspectives on state policies. Four
key objectives are achieved by organizations using social media: engaging with citizens,
promoting citizen involvement, advancing open government, and analyzing/monitoring
public sentiment and activity [31].
Human–computer interaction (HCI) research and practice are based on the principle of
human-centered design. The goal of human-centered design is to develop new technologies
that are geared toward the requirements and activities of the users. This design philosophy
ensures that user needs are considered throughout the whole development process of a
technology, from obtaining required information through its final stages. Crowdsourcing
utilizes gamification-based strategy for solving larger problems. The practice of adding
features that provide game-like representation is known as gamification. The method seeks
to boost overall problem-solving strategy by eliciting users’ intrinsic drives through the
development of systems that are similar to game interfaces. The principles and characteris-
tics of games may be utilized to attract and engage users, lowering anticipated constraints
to system usage, such as low motivation and low acceptance rates, and transforming
game-based activities into successful outcomes [32].
2.1. Stack Overflow
Social media has become an essential source of information for a diverse range of
fields as a means to gain a broader knowledge of information processes and community
groups [
33
]. To aid with application creation, the internet provides a plethora of built-
in libraries and tools. Developers typically use pre-existing mobile APIs to save time
and money. An Application Programming Interface is a group of elements that provide
a mechanism for software-to-software interaction. Stack Overflow (SO) is a renowned
question-and-answer platform for software developers, engineers, and beginners. The
Stack Overflow technique provides a distributed skill set that enables clients worldwide to
improve and broaden their knowledge in coding and their communication capabilities [
34
].
SO enables a user (literally, the problem presenter or question submitter) to initiate a
conversation (question), provide an answer, make discussion, rate questions, and accept
responses that they believe are beneficial [35].
Choosing the right coding language is usually an important phase in the software
development process. Technical factors concerning the coding language’s abilities and
Electronics 2023,12, 934 5 of 20
flaws in resolving the topic of concern naturally drive this decision. The recent emergence
of social networks concerned with technical difficulties has brought professionals into
conversations regarding programming languages wherein rigorously technical difficulties
usually compete with strongly articulated viewpoints [
36
]. Practitioners and scholars
throughout software engineering are continually focusing on the challenges associated
with mobile software development [
37
]. When coworkers are drawn from various cultures,
tackling cultural barriers in software engineering is essential for ensuring appropriate
group performance, and the necessity of managing such difficulties has expanded with
activities that are reinforced in software development [38].
Some famous platforms that assign workers to requested tasks are mentioned in
subsequent sections. Platforms and their working procedures are also briefly highlighted
in [39], and their working procedures are also explained.
2.2. Amazon Mechanical Turk
Amazon Mechanical Turk is a crowdsourced recruiting platform that enables re-
questers to offer online projects in exchange for completion rewards to online people who
have the required skills, without the limitations of permanent employment [
40
,
41
]. Re-
questers seeking access to a large pool of individuals have minimal entrance requirements
for executing human intelligence task (HITs). The tasks are assigned by requesters and
completed by individuals. The HITs vary in complexity from recognizing an image to
performing domain-specific tasks such as interpreting source code [
42
]. Requesters might
provide qualifying conditions, such as gender, age, and geography requirements [
43
].
MTurk is a platform for seeking jobs that may require human intelligence. By display-
ing Human Intelligence Tasks, employees may examine and decide to complete specific
tasks [
44
]. Workers sign up for tasks on the platform and afterwards according to their
credentials and compete on micro projects known as HITs that are advertised by requester
organizations that require the accomplishment of such tasks. The MTurk workforce is
mostly constituted of individuals from various parts of the globe [45].
2.3. Upwork
Upwork is a platform that connects people selling work with potential employees.
Organizations may publish a variety of jobs on Upwork for potential workers to bid on.
Accounts are created on Upwork by both job hunters and job posters in order to browse or
post jobs and to use the services and functionalities that Upwork delivers. Jobs on Upwork
often entail client commitments that last from hours to weeks and necessitate more dynamic
interaction than those advertised on micro-tasking websites such as AMT. Jobs advertised
on Upwork generally demand a higher degree of implicit understanding and, as a result, a
new strategy for planning and coordinating activities between providers and users that
goes beyond simple automated monitoring [
46
]. Upwork enables skilled employees to
perform knowledge work ranging from web design to strategic decisions [47].
2.4. Freelancer
Freelancers are self-employed individuals who have a short-term, task-based rela-
tionship with employers and hence are not part of the firm workforce. Their relationship
with the firm lasts just until the assigned task is finished satisfactorily; therefore, they
do not have the long-term obligations with the corporation that full-time workers have.
In exchange for payment, they are obligated to finish the assignment with high quality
standards by the agreed-upon day. During the period that the freelancer is carrying out the
assigned activity, they are permitted to take on additional freelancing projects with various
requesters under different contractual circumstances. In other words, freelancers may work
on many projects concurrently. As opposed to full-time employees, freelancers are not
bound by restrictive and long contractual work [
48
]. Engagement of freelancers on these
websites enables them to pool their collective intellect in order to execute an assignment in
a creative and cost-effective way. The lower processing cost makes freelancers a desirable
Electronics 2023,12, 934 6 of 20
option for completing tasks efficiently and effectively [
49
]. FaaT (Freelance as a Team) is an
approach for professionals to optimize their internal procedures to fulfill the requirements
and capabilities of a single programmer [50].
2.5. Top Coder
Many prominent application developers use online communities to enhance the prod-
ucts or solutions they deliver. TopCoder is a digital platform of over 430,000 creative
professionals that contest to build and improve software, websites, and mobile applications
for subscribers. TopCoder was a pioneer of technology innovation and allows develop-
ers and producers from across the world to choose and solve the various problems and
difficulties to which they wish to make contributions. TopCoder offers functionality and
technology to coordinate and ease the advancement of solution and implementation [
51
].
Every TopCoder application passes through the following phases: application design,
architecture, development, assembly, and delivery.
Each step is advertised as a contest on the TopCoder site. Registered platform users can
enter any contest and submit the appropriate solutions. The preceding phase’s successful
answer is used as input for the following step. The needs of businesses are gathered and
specified during the application specification process. Following that, each application
is separated into a collection of components in the architecture stage. Following that,
each part passes through the design and development phases. The components are then
joined together during the assembly process to develop the application, which is eventually
deployed and delivered to corporations [52].
Overall, the registration of social people on crowdsourcing platforms to participate on
different tasks is on the rise.
3. Methodology
As the value-creation process of organization has transformed from being centralized
to decentralized and from being closed to being open, various operational constraints
are currently disappearing with advancements in technology. Due to internal resource
constraints and external competitiveness, corporations are searching for crowdsourcing
initiatives to direct crowdsourcing towards innovative products and services. Crowd in-
volvement is a key concern in crowdsourcing systems, since it has been found to be essential
to the variety and success of crowdsourcing competitions. Crowdsourcers announce tasks
on crowdsourcing platforms where virtual crowds are present, and many people believe
that the quantity of participants is a good proxy for contest quality when determining
the value that can be derived from participating in the contest. Crowdsourcing is one
of the numerous digital economy sectors that have emerged as a result of the expansion
of internet connectivity and cellular technologies. By linking requesters and employees
from all over the world together in a public setting, crowdsourcing tackles the problem
of individual employment and advances societal wellbeing [53]. Social and psychological
aspects have a significant role in determining how people work, their involvement in their
jobs, their well-being, and the sustainability of their employment [
54
]. The expectancy
theory postulates that the task’s accomplishment influences the individual’s decision by
transforming his or her mental representation, particularly by their perceptual expectation
and valence. The most impact on perceived expectation derives from comments concerning
task completion, whereas the major influence on perceived valence comes from narratives
about rewards. It has also been observed that task accomplishment and compensation are
commonly focused when crowdsourcing organizations post tasks for the general public.
Our research focused on three goals. The first two goals were achieved from a review
of the literature, and the third goal was achieved by using a decision support system. The
goals are discussed in the Methodology section, and the results are provided in Section 4.
Electronics 2023,12, 934 7 of 20
3.1. Analysis of the Appropriate Characteristics of Social Crowds Utilized for Effective Software
Crowdsourcing
Corporations are interested in harnessing and learning from individuals. Superior
strategies are used to acquire this expertise from outside specialists in order to enhance the
effectiveness of diverse processes [
25
]. Workers are typically divided into two categories:
trustworthy and untrustworthy. Trustworthy employees accomplish their jobs honestly;
hence, trustworthiness is a favorable characteristic of the populace. Untrustworthy employ-
ees are solely concerned in the incentives linked with duties; thus, they do not truly work
and are a destructive presence in a crowd [
55
]. Workers can solve enormous challenges.
These challenges need innovation, practical wisdom, and prior knowledge. Non-experts
can also do jobs involving geo-referenced data, maps, and atlases. Workers can be classified
in accordance with their contributions and previous participation history, and they are
chosen exclusively on these categories [
56
]. Crowd workers are either software engineers
with programming abilities or software testers who provide multiple analytical services to
help the software development process [57].
The crowd consists of qualified professionals with varied talents (java, Photoshop, ac-
countancy, etc.) [
58
]. Appropriately diversified crowds engage in the creation of numerous
initiatives. Domain specialists are chosen from crowds of inside and outside developer
groups in a collaborative setting. Crowd employees are able to work on coding, archi-
tectural implementations, unit tests, and debugging [
8
]. Crowd developers collaborate,
exchange, and cooperate with one another to make the software development process
more productive. The audience consists of smartphone users who place bids on social
site [
59
]. Through an open call, developers are invited to engage in various developmental
stages of software life cycle [
60
]. Individuals have diverse competences and the capacity
to coordinate different tasks, adapt to changes in the workplace, and create their own
designs [
61
]. A corporation picks a group of employees with diverse knowledge, numbers,
and heterogeneity.
Complex activities are carried out by people with specialized abilities, such as software
developers and engineers. The entire software package or a portion of it is outsourced to a
vast pool of possible developers. Professionals work on these projects or components in
order to deliver a solution. Workers in crowd-sourced software development collaborate
and manage time to build high-quality software. The crowd understands the objective of
the activity and collaborates in English [
62
]. Experienced software testers provide high-
quality products [
63
]. The crowd is recruited from a pool of qualified testing professionals
and is employed to perform operational tests. Experts and software engineers are employed
for development, testing, and evaluating the results [
64
]. Some individuals in the pool
have defined competence and a high degree of experience to give a response to various
tasks [65,66]. The overall crowdsourcing phenomenon is represented in Figure 1.
Electronics 2023, 12, x FOR PEER REVIEW 8 of 20
Figure 1. Crowdsourcing entities and its task assignment strategy representation.
3.2. Analysis of the Participating Reasons of People in Carrying Out Software
Developmental Task
When analyzing any type of user community, it is crucial to consider the potential
effects that the recruiting strategies and distribution channels may have on the research
outcome. It is well-understood that different user demographics have different expecta-
tions, preferences, and cultural backgrounds [67]. Crowdsourcing participants may be di-
vided into paid and unpaid crowd labor, depending on the compensation obtained by
employees. The term “paid work” refers to crowdsourcing jobs for which participants are
compensated financially, generally using a platform that streamlines payments.
Crowdwork, Crowd4U, Wikipedia, Test My Brain, Moral Machine, and Zooniverse are
platforms on which users participate without greed or expecting anything in return [68].
Crowd workers on other platforms such as fiver and AMT perform and complete various
tasks as they have expectations in return. These expectations may include a reward that
is associated with task completion, or may involve various other material or non-material
things [6].
3.2.1. Gaining Various Types of Rewards
People perform diverse activities (such as development, designing, debugging) in
order to get rewarded [57]. Crowds are compensated according to the quality of their
work. Employees that create high-quality results are rewarded more. The major motiva-
tions for crowd involvement are monetary rewards. Monetary awards may play an im-
portant part in engaging and motivating employees, which can lead to considerable re-
turns on the organizational level [69,70]. These benefits might be cash rewards or reim-
bursement. Rapid payoffs, as well as earning extra money as a result of perks, encourage
the crowd to participate. Non-monetary incentives are an excellent way to boost engage-
ment and participation. Players complete numerous tasks in order to earn reputation,
credit scores, status enhancement [8], and compensation [71] from job seekers.
3.2.2. Ranking
Several incentive approaches are used to encourage public participation, just as they
are used to motivate internal working groups in corporations. Employees are granted var-
ious points based on their degree of work engagement, and these scores are converted
into numerous presents and awards [25]. Developers join in order to improve their rank-
ing, self-development, and to safeguard the authorship of their unique work [11,63].
Figure 1. Crowdsourcing entities and its task assignment strategy representation.
Electronics 2023,12, 934 8 of 20
3.2. Analysis of the Participating Reasons of People in Carrying out Software Developmental Task
When analyzing any type of user community, it is crucial to consider the potential
effects that the recruiting strategies and distribution channels may have on the research out-
come. It is well-understood that different user demographics have different expectations,
preferences, and cultural backgrounds [
67
]. Crowdsourcing participants may be divided
into paid and unpaid crowd labor, depending on the compensation obtained by employees.
The term “paid work” refers to crowdsourcing jobs for which participants are compensated
financially, generally using a platform that streamlines payments. Crowdwork, Crowd4U,
Wikipedia, Test My Brain, Moral Machine, and Zooniverse are platforms on which users
participate without greed or expecting anything in return [
68
]. Crowd workers on other
platforms such as fiver and AMT perform and complete various tasks as they have expec-
tations in return. These expectations may include a reward that is associated with task
completion, or may involve various other material or non-material things [6].
3.2.1. Gaining Various Types of Rewards
People perform diverse activities (such as development, designing, debugging) in
order to get rewarded [
57
]. Crowds are compensated according to the quality of their work.
Employees that create high-quality results are rewarded more. The major motivations
for crowd involvement are monetary rewards. Monetary awards may play an important
part in engaging and motivating employees, which can lead to considerable returns on
the organizational level [
69
,
70
]. These benefits might be cash rewards or reimbursement.
Rapid payoffs, as well as earning extra money as a result of perks, encourage the crowd
to participate. Non-monetary incentives are an excellent way to boost engagement and
participation. Players complete numerous tasks in order to earn reputation, credit scores,
status enhancement [8], and compensation [71] from job seekers.
3.2.2. Ranking
Several incentive approaches are used to encourage public participation, just as they
are used to motivate internal working groups in corporations. Employees are granted
various points based on their degree of work engagement, and these scores are converted
into numerous presents and awards [
25
]. Developers join in order to improve their ranking,
self-development, and to safeguard the authorship of their unique work [11,63].
3.2.3. Employment Purposes
Employees from the outside world engage in various tasks for professional progress
and employment prospects [14,72].
3.2.4. Enhancing or Sharing Knowledge
Crowd involvement is primarily motivated by the desire to obtain information, im-
prove understanding, and education. Participation is important for skill development. The
crowd contributes to numerous crowdsourcing jobs in order to raise their degree of compe-
tence [
73
]. They may take part in order to learn or share what they have learned. Crowd
participation may be used to seek a suitable response to a question [
8
,
57
,
74
]. The crowd
may engage by suggesting and brainstorming [
9
] ideas [
75
,
76
] for developmental projects.
3.2.5. Socialization
Some motivators for participation include social comparison (identity with competi-
tors), social capital (partnership), socialization (making new friends), and connectivity
motivations (developing interpersonal or professional relationships) that boost the per-
sonality of the engaging crowd. The individual may also carry out various activities in
order to acquire specified incentives, through which the worker increases their fame and
recognition among peers. Crowd involvement may occur as a result of one’s own exposure,
such as exposure, self-advertisement, and identity. Self-efficacy indicates that an individ-
ual’s efforts are valued, that they will be rewarded for participating in tasks, and that
Electronics 2023,12, 934 9 of 20
they are providing the most appropriate solutions. Crowd involvement may be a result of
determined motivation to achieve personal goal achievement [
77
]. Crowdfunding may also
be used to raise and collect finances for initiatives, while the audience wishes to contribute
with others. Four forms of incentives are present: helping others, encouraging others in
completing tasks, providing effective solutions, and ensuring trust [78].
3.2.6. Source of Inspiration
Crowds may be stimulated to encourage people to participate in tasks such as ex-
pectancy in which individuals work as volunteer for solving community problems as other
workers will also benefit people. Altruistic commitment (acting without expectations) or
pure compassion may be contributory factors [
79
,
80
]. Funding and campaigning may also
be reasons for crowd participation [71].
3.2.7. Evaluating Competency Level
Individuals may engage in order to assess their own skill and aptitude. By competing
in several tournaments, workers can acquire a variety of rewards. Workers may also receive
feedback on their efforts after they help complete a job. The audience may engage in
activities in order to meet requirements by detecting and correcting different errors [81].
3.3. Development of a Decision Support System for Evaluating Primary Participation Reasons by
Assessing Various Crowds Using Fuzzy AHP and TOPSIS Techniques
The Analytic Hierarchy Process (AHP), which was invented by Saaty in the late 1970s,
is one of the methods for making multi-criteria decisions. In this method, a complicated
decision problem is divided into several hierarchical levels. The weight of each criterion
and alternative is estimated via pairwise comparisons, and the priority is established using
the eigenvector method. Fuzzy AHP is an analytical hierarchy process (AHP) that is based
on fuzzy logic. The AHP technique and the fuzzy AHP approach are interchangeable. The
fuzzy AHP approach merely transforms the AHP scaling into a fuzzy triangle scaling that
may be obtained in a variety of ways. It is frequently used in situations with ambiguity
and uncertainty, but it typically tackles concerns employing several criteria. The TOPSIS
technique is useful for assessing alternatives based on their proximity to the ideal +ive and
ideal -ive solutions in Euclidian space. It is a realistic way for addressing difficulties that
need many decision-making procedures. The choice is made after thoroughly considering
all the available options in the scenario after comparing the efficacy of several solutions in a
transparent and sensible manner. In our proposed method, we used the TOPSIS algorithm
to evaluate the audience based on their motivations for involvement. Details of our method
are presented in Section 4.
4. Experimental Setup and Results
In order to cope with ambiguity and imprecision throughout the decision-making
process, one of the main AI agents, known as fuzzy set theory, was applied to evaluate
reasons for participation. This section discusses our evaluation of our proposed method.
4.1. Fuzzy AHP Approach for Finding Criterion Weightage
The weightage of criteria was calculated using a fuzzy scale, as presented in Table 1.
Table 1. Fuzzy scale.
Equal Moderate Strong Very Strong Extremely Strong
1 3 5 7 9
(1,1,1) (2,3,4) (4,5,6) (6,7,8) (9,9,9)
Intermediate values
2 4 6 8
(1,2,3) (3,4,5) (5,6,7) (7,8,9)
Electronics 2023,12, 934 10 of 20
Our suggested strategy uses the fuzzy AHP approach to assess a crowd based on
their participation motives. This method reliably assesses selected qualities and determines
their percentage relevance. Seven engagement criteria were taken into consideration in the
proposed study. The variables were identified by their titles, which included competency,
knowledge-sharing, socialization, ranking, employment, and rewards. The list below is
ordered by the procedure results and total numerical effort. The steps of the approach are
as follows.
Step 1. Draw a pairwise decision matrix n*n.
C=
C11 . . . C1n
C21 . . . C2n
C31 . . . C3n
C41 . . . C4n
. . . . . . . . .
. . . . . . . . .
Cn1. . . Cnn
(1)
The decision matrix (n*n) may be created by solving the preceding matrix equation
and assigning a value from 1 to 10 to each criterion, as shown in Table 2.
Table 2. Pairwise decision matrix.
Criteria Competency
Purposes Source of
Inspiration
Knowledge
Sharing Socialization Ranking Employment Rewards
Competency
purposes 1 8 1/3 51/3 21/7
Source of
Inspiration 1/8 11/4 2 3 1/3 1/2
Knowledge
sharing 3411/2 21/6 3
Socialization 1/5 1/2 2 1 1/8 2 3
Ranking 31/3 1
28 1 1/3 2
Employment 1/2 3 6 1/2 3 1 1/2
Rewards 7 2 1/3 1/3 1
22 1
Step 2. Replacing and offering fuzzy numbers to each criterion. For reciprocals, the
equation is
A1 = (l, m, u) 1 = (1/u, 1/m, 1/l), (2)
where l is a lower number, m is the middle number, and u is the upper number.
Equation (2) may be used to replace specific integers with fuzzy numbers, and the
resultant fuzzified matrix is shown in Table 3.
Table 3. Fuzzified decision matrix.
Criteria Competency
Purposes Source of
Inspiration
Knowledge
Sharing Socialization Ranking Employment Rewards
Competency
purposes (1,1,1) (7,8,9) (1/4,1/3,1/2) (4,5,6)
(1/4,1/3,1/2)
(1,2,3)
(1/8,1/7,1/6)
Source of
inspiration (1/9,1/8,1/7) (1,1,1) (1/5,1/4,1/3) (1,2,3) (2,3,4)
(1/4,1/3,1/2) (1/3,1/2,1/1)
Knowledge
sharing (2,3,4) (3,4,5) (1,1,1)
(1/3,1/2,1/1)
(1,2,3)
(1/7,1/6,1/5)
(2,3,4)
Socialization (1/6,1/5,1/4) (1/3,1/2,1/1) (1,2,3) (1,1,1)
(1/9,1/8,1/7)
(1,2,3) (2,3,4)
Ranking (2,3,4) (1/4,1/3,1/2) (1/3,1/2,1/1) (7,8,9) (1,1,1)
(1/4,1/3,1/2)
(1,2,3)
Employment (1/3,1/2,1/1) (2,3,4) (5,6,7)
(1/3,1/2,1/1)
(2,3,4) (1,1,1)
(1/3,1/2,1/1)
Rewards (6,7,8) (1,2,3) (1/4,1/3,1/2)
(1/4,1/3,1/2) (1/3,1/2,1/1)
(1,2,3) (1,1,1)
Electronics 2023,12, 934 11 of 20
Step 3. We compute the fuzzy geometric mean value (FGMV) by implementing the
following equation,
FGMV = Ã1*Ã2. . . * Ãn= ((l1,m1,u1) * (l2,m2,u2) * (l3,m3,u3)* . . . *(ln, mn, un)) =
((l1* l2* l3* . . . *ln)1/n , (m1* m2* . . . * mn)1/n, (u1* u2* . . . *un)1/n )(3)
whereas “n” indicates the number of criteria.
The FGMV values are derived using solution (3). In Table 4, the results of the FGMV
are shown.
Table 4. Calculating FGMV.
Criteria Competency
Purposes Source of
Inspiration
Knowledge
Sharing Socialization Ranking Employment Rewards FGMV
Competency
purposes (1,1,1) (7,8,9)
(1/4,1/3,1/2)
(4,5,6)
(1/4,1/3,1/2)
(1,2,3)
(1/8,1/7,1/6)
0.805,1.035,
1.314
Source of
Inspiration
(1/9,1/8,1/7)
(1,1,1)
(1/5,1/4,1/3)
(1,2,3) (2,3,4)
(1/4,1/3,1/2) (1/3,1/2,1/1)
0.449,0.610,
0.836
Knowledge
sharing (2,3,4) (3,4,5) (1,1,1)
(1/3,1/2,1/1)
(1,2,3)
(1/7,1/6,1/5)
(2,3,4) 0.923,1.292,
1.739
Socialization
(1/6,1/5,1/4) (1/3,1/2,1/1)
(1,2,3) (1,1,1)
(1/9,1/8,1/7)
(1,2,3) (2,3,4) 0.534,0.763,
1.037
Ranking (2,3,4)
(1/4,1/3,1/2) (1/3,1/2,1/1)
(7,8,9) (1,1,1)
(1/4,1/3,1/2)
(1,2,3) 0.839,1.150,
1.601
Employment
(1/3,1/2,1/1)
(2,3,4) (5,6,7)
(1/3,1/2,1/1)
(2,3,4) (1,1,1)
(1/3,1/2,1/1)
0.958,1.314,
1.962
Rewards (6,7,8) (1,2,3)
(1/4,1/3,1/2) (1/4,1/3,1/2) (1/3,1/2,1/1)
(1,2,3) (1,1,1) 0.743,1.065,
1.511
Step 4. For computing the fuzzy weights (Wi), the formula is as follows:
Wi= ri* (r1, r2, r3. . . r10)1(4)
Step 5. Defuzzification: average weights are computed by using the formula given below:
Center of Area (wi) = l + m + u/3 (5)
Using the COA method, we obtain the average weights from fuzzy weights.
Step 6. If the overall sum of the average weightage is greater than one, convert the
weights to normalized weights by applying the formula below:
Normalized Weights (Ni)=wi
iwi (6)
Using the afore-mentioned Equations (4)–(6), we must determine the FGMV before
calculating the fuzzy weights, average weights, and normalized weights of Formula (6).
The fuzzy weights are initially calculated using Formula (4). Then, we use Formula (5) to
calculate the average weights. Lastly, Formula (6) is used to obtain the normalized weights
of the criterion. Table 5displays the general results.
Electronics 2023,12, 934 12 of 20
Table 5. Fuzzy weights along with normalized weights of criteria.
Criteria Fuzzy Weights Average Weights (Mi) Normalized Weights (Ni) Ranking
Competency purposes 0.080,0.143,0.250 0.158 0.133 5
Source of inspiration 0.045,0.084,0.159 0.096 0.081 7
Knowledge-sharing 0.092,0.178,0.330 0.200 0.169 3
Socialization 0.053,0.105,0.197 0.119 0.100 6
Ranking 0.084,0.159,0.304 0.182 0.153 4
Employment 0.096,0.181,0.373 0.217 0.182 2
Rewards 0.074,0.147,0.287 0.217 0.183 1
Total 1.188
Figure 2indicates the overall weights of the criteria (participation reasons). Here,
rewards and employment are the primary motives of crowds for task accomplishment,
followed by knowledge-sharing, ranking, competency purpose, socialization, and source
of inspiration.
Electronics 2023, 12, x FOR PEER REVIEW 12 of 20
Step 5. Defuzzification: average weights are computed by using the formula given
below:
Center of Area (wi) = l + m + u/3 (5)
Using the COA method, we obtain the average weights from fuzzy weights.
Step 6. If the overall sum of the average weightage is greater than one, convert the
weights to normalized weights by applying the formula below:
Normalized Weights (Ni) = 𝐰𝐢
𝐰𝐢 (6)
Using the afore-mentioned Equations (4)–(6), we must determine the FGMV before
calculating the fuzzy weights, average weights, and normalized weights of Formula (6).
The fuzzy weights are initially calculated using Formula (4). Then, we use Formula (5) to
calculate the average weights. Lastly, Formula (6) is used to obtain the normalized weights
of the criterion. Table 5 displays the general results.
Table 5. Fuzzy weights along with normalized weights of criteria.
Criteria Fuzzy Weights
Average Weights
(Mi)
Normalized Weights
(Ni) Ranking
Competency purposes 0.080,0.143,0.250 0.158 0.133 5
Source of inspiration 0.045,0.084,0.159 0.096 0.081 7
Knowledge-sharing 0.092,0.178,0.330 0.200 0.169 3
Socialization 0.053,0.105,0.197 0.119 0.100 6
Ranking 0.084,0.159,0.304 0.182 0.153 4
Employment 0.096,0.181,0.373 0.217 0.182 2
Rewards 0.074,0.147,0.287 0.217 0.183 1
Total 1.188
Figure 2 indicates the overall weights of the criteria (participation reasons). Here, re-
wards and employment are the primary motives of crowds for task accomplishment, fol-
lowed by knowledge-sharing, ranking, competency purpose, socialization, and source of
inspiration.
Figure 2. Average and normalized weights of criteria.
Figure 2. Average and normalized weights of criteria.
4.2. TOPSIS Technique for Evaluating and Ranking Alternatives
To overcome MCDM difficulties, Hwang and Yoon developed TOPSIS, a method for
judging order performance by similarity to the ideal solution. According to the primary
premise of the technique, the choice to be picked should be the one that is the furthest
from the positive ideal solution and the closest to the negative one. In conventional
MCDM techniques, the ratings and weights of criteria are precisely known. The traditional
TOPSIS approach also uses real numbers to show the weights of the criteria and the ratings
of the options. Several other fields have successfully used the TOPSIS technique. The
proposed approach successfully evaluates the options and calculates their percentages.
Five alternatives are proposed in the corresponding study. The alternatives are determined
by their titles, which include crowd-1, crowd-2, crowd-3, crowd-4, and crowd-5. The
following list is organized by the procedure’s outcomes and total numerical computation.
The steps of the approach are as follows:
Step 1. Draw a decision matrix.
Electronics 2023,12, 934 13 of 20
Develop the decision matrix by applying matrix Equation (7):
D= [Dij] =
D11 D12 . . . D1n
D21 D22 . . . D2n
D31 D32 . . . D3n
D41 D42 . . . D4n
. . . . . . . . . . . .
. . . . . . . . . . . .
Dm1Dm2. . . Dmn
(7)
Here, i = 1,2,3,4, . . . ,m and j = 1,2,3,4, . . . ,m.
In the given matrix (1), D
ij
displays the value of ith alternatives on the jth characteristic.
Using the crowds and criteria listed in Table 6as a foundation, the decision matrix can
be built for five crowds and provide values between 1 to 10.
Table 6. Decision matrix.
Criteria Operating
Cost Reliability Computational
Efficiency
Detection
Accuracy Quality Numeric
Robustness Performance
Alternatives
Crowd-1 7 9 2 8 5 6 3
Crowd-2 3 2 4 5 7 3 8
Crowd-3 2 5 3 6 9 7 4
Crowd-4 6 4 5 2 8 9 7
Crowd-5 8 3 6 7 4 2 5
Step 2. Draw normalized decision matrix (NDM)
Identify the normalized matrix by using Equation (8):
Fi j =Dij
qn
i=1dij 2(8)
Equation (8) is used to normalize the previously provided decision matrix in Table 2;
the results are shown in Table 7.
Table 7. NDM.
Criteria Operating
Cost Reliability Computational
Efficiency
Detection
Accuracy Quality Numeric
Robustness Performance
Alternatives
Crowd-1 0.550 0.775 0.211 0.600 0.326 0.448 0.235
Crowd-2 0.236 0.172 0.422 0.375 0.457 0.224 0.627
Crowd-3 0.157 0.430 0.316 0.450 0.587 0.523 0.313
Crowd-4 0.471 0.344 0.527 0.150 0.522 0.673 0.548
Crowd-5 0.629 0.258 0.632 0.525 0.261 0.149 0.392
Step 3. Calculate the weighted normalized decision matrix (weighted NDM); recognize
the weighted NDM via Equation (9):
N=Nij =CjFij (9)
Electronics 2023,12, 934 14 of 20
N=
N11 · · · N1jN1n
.
.
..
.
..
.
..
.
.
Ni1. . . Nij Nin
.
.
..
.
..
.
..
.
.
Nm1. . . Nmi Nmn
=
C1f11 C1f11 C1f11 C1f11
.
.
..
.
..
.
..
.
.
C1f11 C1f11 . . . C1f11
.
.
..
.
..
.
..
.
.
C1f11 C1f11 C1f11 C1f11
The normalized matrix shown in Table 6was used to create the weighted NDM via
Equation (9); the outputs of the scaled NDM, together with criteria weighting, are shown
in Table 8.
Table 8. Weighted NDM.
Criteria
Weights 0.133 0.081 0.169 0.1 0.153 0.182 0.183
Criteria Operating
cost Reliability Computational
efficiency
Detection
accuracy Quality Numeric
robustness Performance
Alternatives
Crowd-1 0.073 0.063 0.036 0.060 0.050 0.082 0.043
Crowd-2 0.031 0.014 0.071 0.037 0.070 0.041 0.115
Crowd-3 0.021 0.035 0.053 0.045 0.090 0.095 0.057
Crowd-4 0.063 0.028 0.089 0.015 0.080 0.122 0.100
Crowd-5 0.084 0.021 0.107 0.052 0.040 0.027 0.072
Step 4. Calculating ideal +ive and ive parameters
The ideal +ive and
ive solutions are determined using the given Formulas (10)
and (11),
I+
j=nmaxiIijif j εJ;mini Iijif j εJ/ o (10)
I
j=nminiIijif j εJ;maxi Iijif j εJ/o (11)
The ideal I
j
and I
j+
solutions were determined from the weighted normalized table
using Equations (10) and (11), and their results are shown in Table 9below. A solution
that optimizes the beneficial criterion and reduces the cost or non-beneficial criteria was
the positive ideal I
j+
solution. The negative ideal I
j
solution optimizes the cost or non-
beneficial criteria while minimizing the beneficial criteria. The ideal I
j+
was the best crowd-
motivation reason, while Ij
was considered to be the worst crowd-motivation reason.
Table 9. Beneficial and non-beneficial parameter identification.
Criteria Operating
Cost Reliability Computational
Efficiency
Detection
Accuracy Quality Numeric
Robustness Performance
Alternatives
Crowd-1 0.073 0.063 0.036 0.060 0.050 0.082 0.043
Crowd-2 0.031 0.014 0.071 0.037 0.070 0.041 0.115
Crowd-3 0.021 0.035 0.053 0.045 0.090 0.095 0.057
Crowd-4 0.063 0.028 0.089 0.015 0.080 0.122 0.100
Crowd-5 0.084 0.021 0.107 0.052 0.040 0.027 0.072
Ij+0.084 0.063 0.107 0.060 0.090 0.122 0.115
Ij
0.021 0.014 0.036 0.015 0.040 0.027 0.043
Step 5. Identifying ideal and non-ideal separation
Electronics 2023,12, 934 15 of 20
The ideal (S
+
) as well as non-ideal separation (S
) was determined using Equations
(12) and (13):
S+=v
u
u
t
n
J=1
(Nij I+)2(12)
S=v
u
u
t
n
J=1
(Nij I)2(13)
Equations (13) and (14) were used to compute Si
+
and Si
, accordingly, for the ranking
of options, and the overall result is shown in Table 10.
Table 10. Ideal and non-ideal separation measures.
Alternatives Si+SiSi++ Si
Crowd-1 0.117 0.101 0.218
Crowd-2 0.118 0.090 0.208
Crowd-3 0.109 0.095 0.203
Crowd-4 0.066 0.137 0.202
Crowd-5 0.123 0.106 0.230
Step 6. Calculate performance score (Pi) and ranking of alternatives
Piwas determined using Equation (14):
Performance score (Pi)=Si
Si++Si
(14)
Table 11 demonstrates the ordering of options after measuring the ideal and non-ideal
separation measures and identifying pi via Equation (14).
Table 11. Piand ranking of alternatives.
Alternatives Performance Score (Pi) Ranking
Crowd-1 0.464 3
Crowd-2 0.433 5
Crowd-3 0.466 2
Crowd-4 0.676 1
Crowd-5 0.463 4
The following Figure 3depicts the performance score and ranking of the evaluated
crowds as alternatives.
We concluded from the outcomes that crowd-4 was the best alternative, having the
highest performance value at 0.676, and thus, we ranked it 1st among the available crowds.
Electronics 2023,12, 934 16 of 20
Electronics 2023, 12, x FOR PEER REVIEW 16 of 20
Figure 3. Ranking and performance of alternatives.
We concluded from the outcomes that crowd-4 was the best alternative, having the
highest performance value at 0.676, and thus, we ranked it 1st among the available
crowds.
5. Conclusions
Crowdsourcing is a popular strategy for accomplishing a variety of tasks. Several
individuals and their interactions are involved in the process, such as requesters that man-
age, execute, and supervise crowdsourcing initiatives and may post task requests, the
crowd (individuals), consisting of virtual employees who participate in outsourcing ac-
tivities or events, and the platform, which serves as a channel for interaction between the
crowd and the crowdsourcers. The people on these platforms are connected by means of
social media such as Facebook, WhatsApp, Instagram, Twitter, Y-mail, and Gmail ac-
counts. By utilizing crowdsourcing, a requestor may access a wide potential audience with
a variety of skills and experiences to help with work that would be challenging to do
without many people. In the realm of software engineering, crowdsourcing has been used
to address coding, validation, and architectural problems. A range of incentive schemes
are used to encourage public involvement, just as they are used to motivate internal work-
ing groups in businesses. Employees get several types of points, cash awards, and other
rewards based on their performance. Our study focused on achieving three goals related
to crowdsourcing paradigm:
(1) Analysis of the appropriate characteristics of social crowd utilized for effective soft-
ware crowdsourcing.
(2) Analysis of the participation reasons of people carrying out software developmental
tasks.
(3) Development of a decision support system for evaluating primary participation rea-
sons by assessing various crowds using Fuzzy AHP and TOPSIS techniques.
A decision support system was developed in this study to analyze the appropriate
reasons for crowd participation in software development. Rewards and employment were
evaluated as the highest motives of crowds for task accomplishment, followed by
knowledge-sharing, ranking, competency, socialization, and source of inspiration. As this
study evaluated crowd drives and motivations for task accomplishment, it will assist
Figure 3. Ranking and performance of alternatives.
5. Conclusions
Crowdsourcing is a popular strategy for accomplishing a variety of tasks. Several
individuals and their interactions are involved in the process, such as requesters that
manage, execute, and supervise crowdsourcing initiatives and may post task requests,
the crowd (individuals), consisting of virtual employees who participate in outsourcing
activities or events, and the platform, which serves as a channel for interaction between the
crowd and the crowdsourcers. The people on these platforms are connected by means of
social media such as Facebook, WhatsApp, Instagram, Twitter, Y-mail, and Gmail accounts.
By utilizing crowdsourcing, a requestor may access a wide potential audience with a
variety of skills and experiences to help with work that would be challenging to do without
many people. In the realm of software engineering, crowdsourcing has been used to
address coding, validation, and architectural problems. A range of incentive schemes are
used to encourage public involvement, just as they are used to motivate internal working
groups in businesses. Employees get several types of points, cash awards, and other
rewards based on their performance. Our study focused on achieving three goals related to
crowdsourcing paradigm:
(1)
Analysis of the appropriate characteristics of social crowd utilized for effective soft-
ware crowdsourcing.
(2)
Analysis of the participation reasons of people carrying out software developmental tasks.
(3)
Development of a decision support system for evaluating primary participation
reasons by assessing various crowds using Fuzzy AHP and TOPSIS techniques.
A decision support system was developed in this study to analyze the appropriate
reasons for crowd participation in software development. Rewards and employment
were evaluated as the highest motives of crowds for task accomplishment, followed by
knowledge-sharing, ranking, competency, socialization, and source of inspiration. As
this study evaluated crowd drives and motivations for task accomplishment, it will assist
crowdsourcing organizations in enhancing their operations and productivity by providing
incentives according to crowd needs and expectations.
Author Contributions:
Conceptualization, F.A. and S.N.; Methodology, H.U.K. and Y.Y.G.; Validation,
H.G.M.; Formal analysis, I.U.; Investigation, H.U.K.; Writing—review & editing, F.A. and I.U. All
authors have read and agreed to the published version of the manuscript.
Electronics 2023,12, 934 17 of 20
Funding:
Princess Nourah bint Abdulrahman University Researchers Supporting Project number
(PNURSP2023TR140), Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia.
Data Availability Statement: Not applicable.
Acknowledgment:
Princess Nourah bint Abdulrahman University Researchers Supporting Project
number (PNURSP2023TR140), Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia.
Conflicts of Interest: The authors declare no conflict of interest.
References
1.
Mazlan, N.; Ahmad, S.S.S.; Kamalrudin, M. Volunteer selection based on crowdsourcing approach. J. Ambient. Intell. Humaniz.
Comput. 2018,9, 743–753. [CrossRef]
2.
Raza, M.; Barket, A.R.; Rehman, A.U.; Rehman, A.; Ullah, I. Mobile crowdsensing based architecture for intelligent traffic
prediction and quickest path selection. In Proceedings of the 2020 International Conference on UK-China Emerging Technologies
(UCET), Glasgow, UK, 20–21 August 2020; pp. 1–4.
3.
Lee, J.; Seo, D. Crowdsourcing not all sourced by the crowd: An observation on the behavior of Wikipedia participants.
Technovation 2016,55, 14–21. [CrossRef]
4.
Zhai, L.; Wang, H.; Li, X. Optimal Task Partition with Delay Requirement in Mobile Crowdsourcing. Wirel. Commun. Mob.
Comput. 2019,2019, 1–12. [CrossRef]
5. Howe, J. The rise of crowdsourcing. Wired Mag. 2006,14, 1–4.
6.
Assis Neto, F.R.; Santos, C.A.S. Understanding crowdsourcing projects: A systematic review of tendencies, workflow, and quality
management. Inf. Process. Manag. 2018,54, 490–506. [CrossRef]
7.
Pongratz, H.J. Of crowds and talents: Discursive constructions of global online labour. New Technol. Work. Employ.
2018
,33, 58–73.
[CrossRef]
8.
Sarı, A.; Tosun, A.; Alptekin, G.I. A systematic literature review on crowdsourcing in software engineering. J. Syst. Softw.
2019
,
153, 200–219. [CrossRef]
9.
Wu, G.; Chen, Z.; Liu, J.; Han, D.; Qiao, B. Task assignment for social-oriented crowdsourcing. Front. Comput. Sci.
2021
,15, 1–11.
[CrossRef]
10.
Boubiche, D.E.; Imran, M.; Maqsood, A.; Shoaib, M. Mobile crowd sensing—Taxonomy, applications, challenges, and solutions.
Comput. Hum. Behav. 2019,101, 352–370. [CrossRef]
11.
Stol, K.; Caglayan, B.; Fitzgerald, B. Competition-Based Crowdsourcing Software Development: A Multi-Method Study from a
Customer Perspective. IEEE Trans. Softw. Eng. 2019,45, 237–260. [CrossRef]
12.
Alsayyari, M.; Alyahya, S. Supporting Coordination in Crowdsourced Software Testing Services. In Proceedings of the 2018 IEEE
Symposium on Service-Oriented System Engineering (SOSE), Bamberg, Germany, 26–29 March 2018; pp. 69–75.
13.
Pee, L.G.; Koh, E.; Goh, M. Trait motivations of crowdsourcing and task choice: A distal-proximal perspective. Int. J. Inf. Manag.
2018,40, 28–41. [CrossRef]
14.
Brandtner, P.; Auinger, A.; Helfert, M. Principles of human computer interaction in crowdsourcing to foster motivation in the
context of open innovation. In Proceedings of the HCI in Business: First International Conference, HCIB 2014, Held as Part of
HCI International 2014, Heraklion, Crete, Greece, 22–27 June 2014; Proceedings 1; pp. 585–596.
15.
Wightman, D. Crowdsourcing human-based computation. In Proceedings of Proceedings of the 6th Nordic Conference on
Human-Computer Interaction: Extending Boundaries, New York, NY, USA, 16–20 October 2010; pp. 551–560.
16.
Shang, R.; Ma, Y.; Ali, F.; Hu, C.; Nazir, S.; Wei, H.; Khan, A. Selection of crowd in crowdsourcing for smart intelligent applications:
A systematic mapping study. Sci. Program. 2021,2021, 1–23. [CrossRef]
17.
Mao, K.; Capra, L.; Harman, M.; Jia, Y. A survey of the use of crowdsourcing in software engineering. J. Syst. Softw.
2016
,
126, 57–84. [CrossRef]
18.
Stolee, K.T.; Elbaum, S. Exploring the use of crowdsourcing to support empirical studies in software engineering. In Proceedings
of the 2010 ACM-IEEE international symposium on Empirical software engineering and measurement, Bolzano/Bozen, Italy,
16–17 September 2010; pp. 1–4.
19.
Xie, T.; Bishop, J.; Horspool, R.N.; Tillmann, N.; De Halleux, J. Crowdsourcing code and process via code hunt. In Proceedings
of the 2015 IEEE/ACM 2nd International Workshop on CrowdSourcing in Software Engineering, Florence, Italy, 19 May
2015; pp. 15–16.
20.
Vermicelli, S.; Cricelli, L.; Grimaldi, M. How can crowdsourcing help tackle the COVID-19 pandemic? An explorative overview
of innovative collaborative practices. RD Manag. 2021,51, 183–194. [CrossRef]
21.
Mourelatos, E.; Tzagarakis, M. An investigation of factors affecting the visits of online crowdsourcing and labor platforms.
NETNOMICS Econ. Res. Electron. Netw. 2018,19, 95–130. [CrossRef]
22.
Peng, X.; Gu, J.; Tan, T.H.; Sun, J.; Yu, Y.; Nuseibeh, B.; Zhao, W. CrowdService: Serving the individuals through mobile
crowdsourcing and service composition. In Proceedings of the 2016 31st IEEE/ACM International Conference on Automated
Software Engineering (ASE), Singapore, 3–7 September 2016; pp. 214–219.
Electronics 2023,12, 934 18 of 20
23.
Leicht, N.; Blohm, I.; Leimeister, J.M. Leveraging the Power of the Crowd for Software Testing. IEEE Softw.
2017
,34, 62–69.
[CrossRef]
24.
Jeffcoat, K.L.; Eveleigh, T.J.; Tanju, B. A Conceptual Framework for Increasing Innovation through Improved Selection of
Specialized Professionals. Eng. Manag. J. 2019,31, 22–34. [CrossRef]
25.
Kamoun, F.; Alhadidi, D.; Maamar, Z. Weaving Risk Identification into Crowdsourcing Lifecycle. Procedia Comput. Sci.
2015
,
56, 41–48. [CrossRef]
26.
Saremi, R.L.; Ye, Y.; Ruhe, G.; Messinger, D. Leveraging crowdsourcing for team elasticity: An empirical evaluation at TopCoder.
In Proceedings of the 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering in Practice
Track (ICSE-SEIP), Buenos Aires, Argentina, 20–28 May 2017; pp. 103–112.
27.
Pryss, R. Mobile crowdsensing in healthcare scenarios: Taxonomy, conceptual pillars, smart mobile crowdsensing services. In
Digital Phenotyping and Mobile Sensing; Springer: Berlin/Heidelberg, Germany, 2023; pp. 305–320.
28.
Barzilay, O.; Treude, C.; Zagalsky, A. Facilitating crowd sourced software engineering via stack overflow. In Finding Source Code
on the Web for Remix and Reuse; Springer: Berlin/Heidelberg, Germany, 2013; pp. 289–308.
29.
Matei, S.A.; Abu Jabal, A.; Bertino, E. Social-collaborative determinants of content quality in online knowledge production
systems: Comparing Wikipedia and Stack Overflow. Soc. Netw. Anal. Min. 2018,8, 1–16. [CrossRef]
30.
Sathish, R.; Manikandan, R.; Priscila, S.S.; Sara, B.V.; Mahaveerakannan, R. A report on the impact of information technology and
social media on COVID–19. In Proceedings of the 2020 3rd International Conference on Intelligent Sustainable Systems (ICISS),
Thoothukudi, India, 3–5 December 2020; pp. 224–230.
31.
Wang, X.; Goh, D.H.-L.; Lim, E.-P. Understanding continuance intention toward crowdsourcing games: A longitudinal investiga-
tion. Int. J. Hum. Comput. Interact. 2020,36, 1168–1177. [CrossRef]
32.
Blanco, G.; Pérez-López, R.; Fdez-Riverola, F.; Lourenço, A.M.G. Understanding the social evolution of the Java community in
Stack Overflow: A 10-year study of developer interactions. Future Gener. Comput. Syst. 2020,105, 446–454. [CrossRef]
33.
Zhu, W.; Zhang, H.; Hassan, A.E.; Godfrey, M.W. An empirical study of question discussions on Stack Overflow. arXiv
2021
,
arXiv:2109.13172. [CrossRef]
34.
Beddiar, C.; Khelili, I.E.; Bounour, N.; Seriai, A.-D. Classification of Android APIs Posts: An analysis of developer ’s discussions
on Stack Overflow. In Proceedings of the 2020 International Conference on Advanced Aspects of Software Engineering (ICAASE),
Constantine, Algeria, 28–30 November 2020; pp. 1–5.
35.
Cagnoni, S.; Cozzini, L.; Lombardo, G.; Mordonini, M.; Poggi, A.; Tomaiuolo, M. Emotion-based analysis of programming
languages on Stack Overflow. ICT Express 2020,6, 238–242. [CrossRef]
36.
Rosen, C.; Shihab, E. What are mobile developers asking about? a large scale study using stack overflow. Empirical Software
Engineering 2016,21, 1192–1223. [CrossRef]
37.
Zolduoarrati, E.; Licorish, S.A.; Stanger, N. Impact of individualism and collectivism cultural profiles on the behaviour of software
developers: A study of stack overflow. J. Syst. Softw. 2022,192, 111427. [CrossRef]
38.
Zhen, Y.; Khan, A.; Nazir, S.; Huiqi, Z.; Alharbi, A.; Khan, S. Crowdsourcing usage, task assignment methods, and crowdsourcing
platforms: A systematic literature review. J. Softw. Evol. Process 2021,33, e2368. [CrossRef]
39.
Layman, L.; Sigurðsson, G. Using Amazon’s Mechanical Turk for User Studies: Eight Things You Need to Know. In Proceedings
of the 2013 ACM/IEEE International Symposium on Empirical Software Engineering and Measurement, Baltimore, MD, USA,
10–11 October 2013; pp. 275–278.
40.
Ritchey, C.M.; Kuroda, T.; Rung, J.M.; Podlesnik, C.A. Evaluating extinction, renewal, and resurgence of operant behavior in
humans with Amazon Mechanical Turk. Learn. Motiv. 2021,74, 101728. [CrossRef]
41.
Sun, P.; Stolee, K.T. Exploring crowd consistency in a mechanical turk survey. In Proceedings of the 3rd International Workshop
on CrowdSourcing in Software Engineering, Austin, TX, USA, 16 May 2016; pp. 8–14.
42.
Binder, C.C. Time-of-day and day-of-week variations in Amazon Mechanical Turk survey responses. J. Macroecon.
2022
,71, 103378.
[CrossRef]
43.
Hilton, L.G.; Coulter, I.D.; Ryan, G.W.; Hays, R.D. Comparing the Recruitment of Research Participants With Chronic Low Back
Pain Using Amazon Mechanical Turk With the Recruitment of Patients From Chiropractic Clinics: A Quasi-Experimental Study. J.
Manip. Physiol. Ther. 2021,44, 601–611. [CrossRef]
44.
Schmidt, G.B.; Jettinghoff, W.M. Using Amazon Mechanical Turk and other compensated crowdsourcing sites. Bus. Horiz.
2016
,
59, 391–400. [CrossRef]
45.
Jarrahi, M.H.; Sutherland, W.; Nelson, S.B.; Sawyer, S. Platformic management, boundary resources for gig work, and worker
autonomy. Comput. Support. Coop. Work. (CSCW) 2020,29, 153–189. [CrossRef]
46. Kinder, E.; Jarrahi, M.H.; Sutherland, W. Gig platforms, tensions, alliances and ecosystems: An actor-network perspective. Proc.
ACM Hum. -Comput. Interact. 2019,3, 1–26. [CrossRef]
47.
Gupta, V.; Fernandez-Crehuet, J.M.; Hanne, T. Freelancers in the software development process: A systematic mapping study.
Processes 2020,8, 1215. [CrossRef]
48.
Abhinav, K.; Dubey, A. Predicting budget for Crowdsourced and freelance software development projects. In Proceedings of the
10th Innovations in Software Engineering Conference, Jaipur, India, 5–7 February 2017; pp. 165–171.
49.
Bernabé, R.B.; Navia, I.Á.; García-Peñalvo, F.J. Faat: Freelance as a team. In Proceedings of the 3rd International Conference on
Technological Ecosystems for Enhancing Multiculturality, Porto, Portugal, 7–9 October 2015; pp. 687–694.
Electronics 2023,12, 934 19 of 20
50.
Begel, A.; Bosch, J.; Storey, M.-A. Social networking meets software development: Perspectives from github, msdn, stack exchange,
and topcoder. IEEE Softw. 2013,30, 52–66. [CrossRef]
51.
Li, K.; Xiao, J.; Wang, Y.; Wang, Q. Analysis of the key factors for software quality in crowdsourcing development: An empirical
study on topcoder. com. In Proceedings of the 2013 IEEE 37th Annual Computer Software and Applications Conference, Kyoto,
Japan, 22–26 July 2013; pp. 812–817.
52.
Guo, W.; Fu, Z.-L.; Sun, J.; Wang, L.; Zhang, J. Task navigation panel for Amazon Mechanical Turk. In Proceedings of the 5th
International Conference on Computer Science and Software Engineering, Guilin, China, 21–23 October 2022; pp. 574–580.
53.
Sun, Y.; Ma, X.; Ye, K.; He, L. Investigating Crowdworkers’ Identify, Perception and Practices in Micro-Task Crowdsourcing. Proc.
ACM Hum. -Comput. Interact. 2022,6, 1–20. [CrossRef]
54.
Zhao, Y.; Liu, G.; Zheng, K.; Liu, A.; Li, Z.; Zhou, X. A context-aware approach for trustworthy worker selection in social crowd.
World Wide Web 2017,20, 1211–1235. [CrossRef]
55. Luz, N.; Silva, N.; Novais, P. A survey of task-oriented crowdsourcing. Artif. Intell. Rev. 2015,44, 187–213. [CrossRef]
56.
Folorunso, O.; Mustapha, O.A. A fuzzy expert system to Trust-Based Access Control in crowdsourcing environments. Appl.
Comput. Inform. 2015,11, 116–129. [CrossRef]
57.
Christoforaki, M.; Ipeirotis, P.G. A system for scalable and reliable technical-skill testing in online labor markets. Comput. Netw.
2015,90, 110–120. [CrossRef]
58.
Li, M.; Wang, M.; Jin, X.; Guo, C. Affinity-Aware Online Selection Mechanisms in Mobile Crowdsourcing Sensing. In Proceedings
of the 2018 IEEE 9th International Conference on Software Engineering and Service Science (ICSESS), Beijing, China, 23–25
November 2018; pp. 1–6.
59.
Sharma, S.; Hasteer, N.; Van-Belle, J.P. An exploratory study on perception of Indian crowd towards crowdsourcing software
development. In Proceedings of the 2017 International Conference on Computing, Communication and Automation (ICCCA),
Greater Noida, India, 5–6 May 2017; pp. 901–905.
60.
Tokarchuk, O.; Cuel, R.; Zamarian, M. Analyzing Crowd Labor and Designing Incentives for Humans in the Loop. IEEE Internet
Comput. 2012,16, 45–51. [CrossRef]
61.
Zanatta, A.L.; Machado, L.; Steinmacher, I. Competence, Collaboration, and Time Management: Barriers and Recommenda-
tions for Crowdworkers. In Proceedings of the 2018 IEEE/ACM 5th International Workshop on Crowd Sourcing in Software
Engineering (CSI-SE), Gothenburg, Sweden, 27 May–3 June 2018; pp. 9–16.
62.
Zhang, X.; Chen, Z.; Fang, C.; Liu, Z. Guiding the Crowds for Android Testing. In Proceedings of the 2016 IEEE/ACM 38th
International Conference on Software Engineering Companion (ICSE-C), Austin, Texas, USA, 14–22 May 2016; pp. 752–753.
63.
Tran-Thanh, L.; Stein, S.; Rogers, A.; Jennings, N.R. Efficient crowdsourcing of unknown experts using bounded multi-armed
bandits. Artif. Intell. 2014,214, 89–111. [CrossRef]
64.
Smirnov, A.; Ponomarev, A.; Shilov, N. Hybrid Crowd-based Decision Support in Business Processes: The Approach and
Reference Model. Procedia Technol. 2014,16, 376–384. [CrossRef]
65.
Moayedikia, A.; Yeoh, W.; Ong, K.-L.; Boo, Y.L. Improving accuracy and lowering cost in crowdsourcing through an unsupervised
expertise estimation approach. Decis. Support Syst. 2019,122, 113065. [CrossRef]
66.
Tahaei, M.; Vaniea, K. Recruiting participants with programming skills: A comparison of four crowdsourcing platforms and a CS
student mailing list. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, New Orleans, LA,
USA, 29 April–5 May 2022; pp. 1–15.
67.
Hettiachchi, D.; Kostakos, V.; Goncalves, J. A survey on task assignment in crowdsourcing. ACM Comput. Surv. (CSUR)
2022
,
55, 1–35. [CrossRef]
68.
Dissanayake, I.; Mehta, N.; Palvia, P.; Taras, V.; Amoako-Gyampah, K. Competition matters! Self-efficacy, effort, and performance
in crowdsourcing teams. Inf. Manag. 2019,56, 103158. [CrossRef]
69.
Aguinis, H.; Joo, H.; Gottfredson, R.K. What monetary rewards can and cannot do: How to show employees the money. Bus.
Horiz. 2013,56, 241–249. [CrossRef]
70.
Troll, J.; Blohm, I.; Leimeister, J.M. Why Incorporating a Platform-Intermediary can Increase Crowdsourcees’ Engagement. Bus.
Inf. Syst. Eng. 2019,61, 433–450. [CrossRef]
71.
Modaresnezhad, M.; Iyer, L.; Palvia, P.; Taras, V. Information Technology (IT) enabled crowdsourcing: A conceptual framework.
Inf. Process. Manag. 2020,57, 102135. [CrossRef]
72.
Micholia, P.; Karaliopoulos, M.; Koutsopoulos, I.; Aiello, L.M.; Morales, G.D.F.; Quercia, D. Incentivizing social media users for
mobile crowdsourcing. Int. J. Hum. -Comput. Stud. 2017,102, 4–13. [CrossRef]
73.
LaToza, T.D.; Hoek, A.v.d. A Vision of Crowd Development. In Proceedings of the 2015 IEEE/ACM 37th IEEE International
Conference on Software Engineering, Florence, Italy, 16–24 May 2015; pp. 563–566.
74.
Dissanayake, I.; Zhang, J.; Gu, B. Virtual Team Performance in Crowdsourcing Contest: A Social Network Perspective. In Proceedings
of the 2015 48th Hawaii International Conference on System Sciences, Kauai, HI, USA, 5–8 January 2015; pp. 4894–4897.
75.
Franken, S.; Kolvenbach, S.; Prinz, W.; Alvertis, I.; Koussouris, S. CloudTeams: Bridging the Gap Between Developers and
Customers During Software Development Processes. Procedia Comput. Sci. 2015,68, 188–195. [CrossRef]
76.
Saxton, G.D.; Oh, O.; Kishore, R. Rules of Crowdsourcing: Models, Issues, and Systems of Control. Inf. Syst. Manag.
2013
,30, 2–20.
[CrossRef]
Electronics 2023,12, 934 20 of 20
77.
Garcia Martinez, M. Inspiring crowdsourcing communities to create novel solutions: Competition design and the mediating role
of trust. Technol. Forecast. Soc. Chang. 2017,117, 296–304. [CrossRef]
78.
Moodley, F.; Belle, J.V.; Hasteer, N. Crowdsourced software development: Exploring the motivational and inhibiting factors
of the South African crowd. In Proceedings of the 2017 7th International Conference on Cloud Computing, Data Science &
Engineering—Confluence, Noida, India, 12–13 January 2017; pp. 656–661.
79.
Morschheuser, B.; Hamari, J.; Maedche, A. Cooperation or competition—When do people contribute more? A field experiment
on gamification of crowdsourcing. Int. J. Hum. -Comput. Stud. 2019,127, 7–24. [CrossRef]
80.
Zanatta, A.L.; Steinmacher, I.; Machado, L.S.; Souza, C.R.B.d.; Prikladnicki, R. Barriers Faced by Newcomers to Software-
Crowdsourcing Projects. IEEE Softw. 2017,34, 37–43. [CrossRef]
81.
Ghezzi, A.; Gabelloni, D.; Martini, A.; Natalicchio, A. Crowdsourcing: A Review and Suggestions for Future Research. Int. J.
Manag. Rev. 2018,20, 343–363. [CrossRef]
Disclaimer/Publisher’s Note:
The statements, opinions and data contained in all publications are solely those of the individual
author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to
people or property resulting from any ideas, methods, instructions or products referred to in the content.
... Moreover, it is important to understand motivations behind software task engagement and develops a decision support system for optimizing crowdsourcing operations, aligning incentives with crowd needs [16]. Feedback is an important component of design education, especcially Crowdsourcing ofers an even more scalable approach, or anonimity [17]. ...
Conference Paper
Full-text available
Contemporary creative tendencies in design are strategically focused on user-centered design, while the communication aspect is based on the influence of new technologies in the application of design and the theory of global business practice. This attitude improves the knowledge required in the future business practice of students, who have mastered the mentioned subjects and their easier positioning in the labor market. Taking into consideration the methodology and processes of designing interfaces, as well as methods of applying interaction techniques and predictive models, they affect the modern language of design in the business world and the increasingly strong influence of the digital sphere. At the same time, this paper will discuss the relationship between design and communication practices united into visual communication and what to look for in contemporary education of young designers. Management of techniques and management of design strategies of visual communication, development of design knowledge and creative ideas aligned with 1.service design and 2. interactive design through Human-Computer Interaction (HCI) and Croudsorsing. Therefore, the field of design is considered in the form of a support system and the opportunities it provides through transformation of design under the influence of modern trends and market demands. Keywords: design process methodology, communication practice, interaction design, service design, predictive models, Human-Computer Interaction (HCI), Crowdsorsing.
... Customization of individual development processes, techniques, and tools, considering their unique characteristics, has been shown to Software development Efficient software development processes are vital for any firm, as they involve many personnel in diverse positions who must communicate and collaborate seamlessly within and beyond the organization. This is especially important for major development endeavors requiring seamless communication and collaboration [10,27,82] High-quality software development Advanced agile approaches like continuous integration and test-driven development now cover a wide variety of software development tasks, making it easier to create high-quality software quickly. On the other hand, the reuse of third-party software components is not one of them ...
Article
Full-text available
The development of smart and innovative software applications in various disciplines has inspired our lives by providing various cutting-edge technologies spanning from online to smart and efficient systems. The proliferation of innovative internet-enabled tools has transformed the nation into a globalized world where individuals can participate on various platforms, collaborate in activities, communicate on issues, and exchange information safely and consistently. Coordination and cooperation are essential in software development. It gathers all software developers in one space, encouraging them to discuss goals and work rationally to accomplish the project goal. In recent years, continuous software development and deployment have become increasingly common in software engineering. Continuous software engineering (CSE) is a method that involves a variety of strategies to increase the regularity of novel and modified software versions. CSE enables a continuous learning and improvement process through rapid software update iteration by combining continuous integration and delivery. Continuous integration is a method that has arisen in order to remove gaps between development and deployment. Software engineers must handle uncertainty and alter stakeholders' requirements, which is possible through continuous software developmental strategies that manage the overall software cycle and produce high-quality software applications. The proposed study is a systematic review related to continuous software development and deployment and focuses on achieving four aims: (1) To explore the impacts of continuous development on software, (2) to pinpoint various tools used to carry out this process, (3) to highlight the challenges faced in adopting continuous approaches for development and (4) to analyze the phases of continuous software engineering.
Chapter
Future Tech Startups and Innovation in the Age of AI Our book, Future of Tech Startups and Innovations in the Age of AI, mainly focuses on artificial intelligence (AI) tools, AI-based startups, AI-enabled innovations, autonomous AI Agents (Auto-GPT), AI-based marketing startups, machine learning for organizations, AI-internet of things (IoT) for new tech companies, AI-enabled drones for agriculture industry, machine learning (ML)/deep learning (DL)-based drip farming, AI-based driverless cars, AI-based weather prediction startups, AI tools for personal branding, AI-based teaching, AI-based doctor/hospital startups, AI for game companies , AI-based finance tools, AI for human resource management, AI-powered management tools, AI tools for future pandemics, AI/ML-based transportation companies, AI for media, AI for carrier counseling, AI for customer care, AI for next generation businesses, and many more applications. AI tools and techniques will revolutionize startups all over the world. Entrepreneurs, engineers, and practitioners have already moved toward AI-based solutions to reshape businesses. AI/ML will create possibilities and opportunities for improving human lifestyles. AI-enabled startups will work on cost-effective solutions to solve difficult problems. Recently, many research companies are interested in providing solutions and investing a lot in AI-based startups. AI-driven products will revolutionize the "smart world. " AI computing tech companies will help to model human speech recognition systems. Also, AI-based startups will focus on perception and reasoning of autonomous robotic systems. AI/ML-based tech startups will introduce smart online education systems for future pandemics. More interestingly, people are also moving for online job opportunities and trying to work from home. Future innovation needs closer relations between academia and industry. Therefore, online platforms need to be introduced that will only focus on academia and industry linkage. Future AI tech-based startups will focus more on research and development to introduce novel products to the market. Accordingly, engineers and many other people should be trained on AI tools and techniques to introduce innovative solutions for the smart world. In addition, integration of many new technologies with AI will be made possible. AI with IoT, smart cities, unmanned aerial vehicles (UAVs), wireless sensor networks, software-defined networks, network management, vehicular ad hoc networks , flying ad hoc networks, wireless communication technologies, ML, reinforcement learning, federated learning and other mechanisms will introduce new technological products.
Book
Future Tech Startups and Innovation in the Age of AI Our book, Future of Tech Startups and Innovations in the Age of AI, mainly focuses on artificial intelligence (AI) tools, AI-based startups, AI-enabled innovations, autonomous AI Agents (Auto-GPT), AI-based marketing startups, machine learning for organizations, AI-internet of things (IoT) for new tech companies, AI-enabled drones for agriculture industry, machine learning (ML)/deep learning (DL)-based drip farming, AI-based driverless cars, AI-based weather prediction startups, AI tools for personal branding, AI-based teaching, AI-based doctor/hospital startups, AI for game companies , AI-based finance tools, AI for human resource management, AI-powered management tools, AI tools for future pandemics, AI/ML-based transportation companies, AI for media, AI for carrier counseling, AI for customer care, AI for next generation businesses, and many more applications. AI tools and techniques will revolutionize startups all over the world. Entrepreneurs, engineers, and practitioners have already moved toward AI-based solutions to reshape businesses. AI/ML will create possibilities and opportunities for improving human lifestyles. AI-enabled startups will work on cost-effective solutions to solve difficult problems. Recently, many research companies are interested in providing solutions and investing a lot in AI-based startups. AI-driven products will revolutionize the "smart world. " AI computing tech companies will help to model human speech recognition systems. Also, AI-based startups will focus on perception and reasoning of autonomous robotic systems. AI/ML-based tech startups will introduce smart online education systems for future pandemics. More interestingly, people are also moving for online job opportunities and trying to work from home. Future innovation needs closer relations between academia and industry. Therefore, online platforms need to be introduced that will only focus on academia and industry linkage. Future AI tech-based startups will focus more on research and development to introduce novel products to the market. Accordingly, engineers and many other people should be trained on AI tools and techniques to introduce innovative solutions for the smart world. In addition, integration of many new technologies with AI will be made possible. AI with IoT, smart cities, unmanned aerial vehicles (UAVs), wireless sensor networks, software-defined networks, network management, vehicular ad hoc networks , flying ad hoc networks, wireless communication technologies, ML, reinforcement learning, federated learning and other mechanisms will introduce new technological products.
Chapter
The rise of Artificial General Intelligence (AGI) marks a chapter in cybersecurity where intelligent applications and sustainable technologies merge with the evolving digital world. In today’s interconnected society, AGIs potential for transformation is undeniable, reshaping how we protect our assets and strengthen our boundaries. As individual organizations and nations increasingly rely on AGI-powered systems for operations, the stakes have never been higher. This section embarks on an exploration of the evolving partnership between AGI and cybersecurity, a collaboration set to bring groundbreaking advancements in defense. AGIs’ abilities in real-time data analysis, adaptive learning, and autonomous decision-making position them as an ally in safeguarding our ecosystems. Utilizing AGI's capabilities to tackle the escalating speed and complexity of cyber threats ushers in an era of proactive, data-driven cybersecurity. Our main goal is to analyze and shed light on the unfolding impact of AGI on the cybersecurity landscape by examining its implications, prerequisites, and emerging trends that shape this alliance. We delve into the realm where AGI intersects with cybersecurity principles uncovering the mechanisms and guiding principles behind the evolution of security paradigms. In the following chapter, we will thoroughly explore the intersection of AGI and cybersecurity. We'll cover both concepts and real-world applications aiming to provide readers with an understanding of how AGI enhances cybersecurity measures and brings about significant changes in threat prevention strategies. Through analysis, critical evaluation, and practical insights, our goal is to equip you with an outlook on the diverse impacts AGI has on the field of cybersecurity.
Chapter
The profound impact of Artificial Intelligence (AI) on the global economy spans a diverse spectrum of consequences, with Cognitive Computing emerging as a catalyst for significant economic advancement. This transformative force notably augments productivity nurtures innovation, and contributes to worldwide economic expansion. Its influence is conspicuous across healthcare, finance, and manufacturing sectors, where intelligent systems optimize processes and ignite imaginative thinking. Moreover, AI plays a pivotal role in globalization, fortifying international competitiveness and enabling seamless worldwide economic integration. This chapter embarks on a journey to elaborate on the extensive economic impact of AI advancements, deftly navigating the intricate implications of cutting-edge technologies. We unravel AI’s role as a catalyst for heightened productivity and enhanced decision-making, skillfully addressing ethical and regulatory challenges. Shifting focus to economic growth and productivity, our exploration delves deeply into AI’s transformative influence in improving operational efficiency and fostering innovation on a global scale. The narrative then seamlessly transitions to labor market dynamics, unveiling evolving employment patterns and emphasizing the collaborative potential between humans and AI while thoughtfully integrating ethical considerations. Adopting a sector-specific lens, our narrative investigates AI’s pervasive influence across diverse industries, showcasing its impact from manufacturing automation to healthcare innovations and sustainable practices. This chapter is a holistic guide, offering nuanced insights into the multifaceted dimensions of AI’s economic impact. It ensures a comprehensive understanding of the evolving economic landscape shaped by artificial intelligence in this scientific survey.
Article
The appropriate planning of Areas of Public Space and Meeting (APSM) plays a pivotal role in enhancing the quality of life for citizens, particularly in developing countries where socio-economic disparities impact social and territorial cohesion. Engaging the local population in decision-making processes through public participation is crucial. This research endeavours to design and implement two geoinformatics tools aimed at streamlining data collection processes, thereby contributing to the democratization of urban planning and management. These tools, known as Field Geoform (FG) and Crowdsourcing Geoform (CG), have been successfully deployed in Comunne #9 of Monteria, Colombia. The collected data is presented systematically and in real-time through a web-based data visualization platform. FG offers a practical and efficient means of characterizing and assessing the physical and conservation status of APSM. On the other hand, CG empowers users of these areas to actively contribute valuable data. The trial to evaluate the functionality of CG confirms that the use of digital crowdsourcing tools, accessible to the community, gathers pertinent data regarding APSM. This mechanism greatly facilitates the efforts of those responsible for the restoration and maintenance of these infrastructures, as well as decision-makers within the realm of urban management.
Chapter
This chapter investigates the revolutionary convergence of data science with the Internet of Things (IoT). It demonstrates how data science approaches like advanced analytics, machine learning, and artificial intelligence (AI) may improve the capabilities of IoT devices and systems. This confluence enables data-driven decision-making, process improvement, and the empowerment of numerous businesses by deriving valuable insights from the enormous data created by IoT devices. The chapter also discusses the ethical issues surrounding data privacy and security, emphasizing responsible behaviors to support the responsible and long-term development of Intelligent IoT applications. The chapter illustrates the potential of this convergence to disrupt industries, build smart cities, and nurture a more linked and efficient future through real-world examples.
Article
Full-text available
Stack Overflow provides a means for developers to exchange knowledge. While much previous research on Stack Overflow has focused on questions and answers (Q&A), recent work has shown that discussions in comments also contain rich information. On Stack Overflow, discussions through comments and chat rooms can be tied to questions or answers. In this paper, we conduct an empirical study that focuses on the nature of question discussions. We observe that: (1) Question discussions occur at all phases of the Q&A process, with most beginning before the first answer is received. (2) Both askers and answerers actively participate in question discussions; the likelihood of their participation increases as the number of comments increases. (3) There is a strong correlation between the number of question comments and the question answering time (i.e., more discussed questions receive answers more slowly). Our findings suggest that question discussions contain a rich trove of data that is integral to the Q&A processes on Stack Overflow. We further suggest how future research can leverage the information in question discussions, along with the commonly studied Q&A information.
Conference Paper
Full-text available
Reliably recruiting participants who have programming skills is an ongoing challenge for empirical studies involving software development technologies, often leading to the use of crowdsourcing platforms and computer science (CS) students. In this work, we use five existing survey instruments to explore the programming skills, privacy and security attitudes, and secure development self-efficacy of CS student participants and participants from four crowdsourc-ing platforms (Appen, Clickworker, MTurk, and Prolific). We recruited 613 participants who claimed to have programming skills and assessed recruitment channels in regards to costs, quality, programming skills, and privacy/security attitudes. We find that 27% of crowdsourcing participants, 40% of self-reported developers from crowdsourcing participants, and 89% of CS students got all programming skill questions correct. CS students are the most cost-effective recruitment channel and rate themselves lower than crowdsourcing participants in terms of secure development self-efficacy.
Article
Full-text available
Crowdsourcing is a task-solving model in which human crowd is hired to solve a particular task. During the crowdsourcing process, the crowd selection is performed in order to select appropriate crowd workers for a specific task; without appropriate selection of crowd workers, the process of crowdsourcing is aimless. The main goal of this paper was to identify the features of crowd in crowdsourcing activity, reasons behind crowd participation in the activity of crowdsourcing, and the existing techniques that were utilized for crowd selection in crowdsourcing. Search strings with corresponding keywords were used to capture relevant studies related to crowdsourcing, and crowd selection was classified under conference papers, journal articles, proceedings, and book chapters. 81 relevant studies are selected from 7 digital data repositories using a search strategy. In crowdsourcing practices, crowd selection was considerably addressed. Nonetheless, it has been noticed that the selection is based only on a single crowd worker attribute such as confidence, past success, efficiency, and experience. For the efficiency and effectiveness of the crowdsourcing operation, crowd selection on multicriteria features is essential.
Article
Full-text available
Crowdsourcing is simply the outsourcing of different tasks or work to a diverse group of individuals in an open call for the purpose of utilizing human intelligence. Crowdsourcing nowadays used to support and enhance software engineering in different aspects. In this proposed study, a systematic literature review was conducted for the last 10 years from 2010 to 2019. During the filtering process, a total of 120 relevant studies have been identified, and then the most relevant 70 studies were selected to include as part of the current study. The proposed study shows the effect of task assignment in crowdsourcing, such as if a task is assigned to an appropriate worker or an inappropriate worker, what will be the consequences. The study also highlights crowdsourcing usage in the field of software engineering. All the existing task assignment methods used for assigning the task to make crowdsourcing activity more effective have been analyzed. The study also highlights all the available crowdsourcing platforms used for a variety of task to be performed. The study concludes by identifying the issues regarding the task assignment and to specify the methods for enhancement in the assignment of tasks for future research in crowdsourcing.
Article
Literature is scarce on culture and its impact on the behavioural patterns within software development communities. However, globalization in software development has intensified the need for software development teams to navigate culture issues to ensure the successful implementation of projects. Therefore, the current study examines whether the effects of culture on software developers conform to Hofstede’s individualism cultural dimension. Individualism is studied because of its established negative impacts on teamwork, which is central to software development. Data comprised artefacts from Stack Overflow, a popular online programming community. Developers were from the United States (US), China, and Russia, three countries that differ in terms of their individualistic or collectivistic cultures. Data mining techniques, as well as statistical, linguistic, and content analysis were used to compare the orientation, attitudes, interaction, and knowledge sharing patterns of the three groups of developers. Differences revealed among the three groups were consistent with their cultural backgrounds. US developers, who are from a more individualistic culture, had higher average reputations, used the pronoun “I” more frequently, and were more task-focused. Conversely, Chinese developers, who are from a more collectivistic culture, used the pronouns “we” and “you” more frequently, and were more likely to engage in information exchange. Russian developers had been using Stack Overflow the longest and were the most reflective. The cultural patterns identified in this study have implications for enhancing in-group interactions and team behaviour management during software development, especially when global teams assemble.
Article
Objective: The purpose of this study was to compare the crowdsourcing platform Amazon Mechanical Turk (MTurk) with in-person recruitment and web-based surveys as a method to (1) recruit study participants and (2) obtain low-cost data quickly from chiropractic patients with chronic low back pain in the United States. Methods: In this 2-arm quasi-experimental study, we used in-person clinical sampling and web-based surveys from a separate study (RAND sample, n = 1677, data collected October 2016 to January 2017) compared with MTurk (n = 310, data collected November 2016) as a sampling and data collection tool. We gathered patient-reported health outcomes and other characteristics of adults with chronic low back pain receiving chiropractic care. Parametric and nonparametric tests were run. We assessed statistical and practical differences based on P values and effect sizes, respectively. Results: Compared with the RAND sample, the MTurk sample was statistically significantly younger (mean age 35.4 years, SD 9.7 vs 48.9, SD 14.8), made less money (24% vs 17% reported less than 30,000annualincome),andreportedworstmentalhealththantheRANDsample.OtherdifferenceswerethattheMTurksamplehadmoremen(3730,000 annual income), and reported worst mental health than the RAND sample. Other differences were that the MTurk sample had more men (37% vs 29%), fewer White patients (87% vs 92%), more Hispanic patients (9% vs 5%), fewer people with a college degree (59% vs 68%), and patients were more likely to be working full time (62% vs 58%). The MTurk sample was more likely to have chronic low back pain (78% vs 66%) that differed in pain frequency and duration. The MTurk sample had less disability and better global health scores. In terms of efficiency, the surveys cost 2.50 per participant in incentives for the MTurk sample. Survey development took 2 weeks and data collection took 1 month. Conclusion: Our results suggest that there may be differences between crowdsourcing and a clinic-based sample. These differences range from small to medium on demographics and self-reported health. The low incentive costs and rapid data collection of MTurk makes it an economically viable method of collecting data from chiropractic patients with low back pain. Further research is needed to explore the utility of MTurk for recruiting clinical samples, such as comparisons to nationally representative samples.
Article
Quality improvement methods are essential to gathering high-quality crowdsourced data, both for research and industry applications. A popular and broadly applicable method is task assignment that dynamically adjusts crowd workflow parameters. In this survey, we review task assignment methods that address: heterogeneous task assignment, question assignment, and plurality problems in crowdsourcing. We discuss and contrast how these methods estimate worker performance, and highlight potential challenges in their implementation. Finally, we discuss future research directions for task assignment methods, and how crowdsourcing platforms and other stakeholders can benefit from them.