Professional Documents
Culture Documents
Crowdsourcing Applications
2013
Abstract
Crowdsourcing (CS) has undergone a new and emerging shift recently it can now be
deployed on smartphones. CS is not a new technology; it has been used for years on websites
and GSM mobile phones. However, the use of CS on smartphones allows more and different
opportunities for CS technology because it combines a sense of the surrounding environment
with crowdsourcing, which has not yet been well studied. There are some challenges in using
CS on smartphones, the main one being that a number of projects do not have sufficient
participants to share sufficient data, which results in a lack of information. This research
explores, empirically, the factors that affect people's use of mobile crowdsourced
participatory sensing (CSPS) applications. We used the TobaccoFree application (TFA)
(http://tobaccofree.nzdis.org/) and NoiseTube Mobile (NTM) (http://noisetube.net/) as
cases in this study. The factors that were identified are perceived usefulness (PU), perceived
ease of use (PEOU), perceived privacy concerns (PPC) and perceived enjoyment (PE).
Results indicate that behavioural intention is mainly correlated with perceived usefulness and
perceived enjoyment.
Acknowledgments
I would like to thank everyone who has helped and supported me in the completion of this
thesis. Thank you to my supervisors Associate Professor Mariusz Nowostawski and
Associate Professor Holger Regenbrecht who have continually encouraged and motivated me
during the journey of completing this work. Without their help, guidance and advice, this
thesis would never have been done.
Thanks to Professor Michael Winikoff for his advice and suggestions for the experiment.
Thanks also to my mum, dad and wife for giving me the encouragement and support to do my
best in my study.
Finally to my friends Maher Alhazmi, Simon Hoermann and Lavell Mller, thank you for
your support and help.
ii
Table of Contents
Abstract ................................................................................................................................. i
Acknowledgments ................................................................................................................. ii
Table of Contents ................................................................................................................. iii
List of Figures ...................................................................................................................... vi
List of Tables ..................................................................................................................... viii
Chapter 1 Introduction .......................................................................................................... 1
1.1 Definition of Terms ...................................................................................................... 1
1.2 Introduction.................................................................................................................. 1
1.3 Research Questions ...................................................................................................... 3
1.4 Scope of the Study ....................................................................................................... 3
1.5 Objective of the Study .................................................................................................. 3
1.6 Importance of the Study ............................................................................................... 4
Chapter 2 Review of Literature ............................................................................................. 5
2.1 Introduction.................................................................................................................. 5
2.2 Related Work ............................................................................................................... 5
2.3 Crowdsourced Participatory Sensing ............................................................................ 7
2.3.1 Web 2.0 Crowdsourcing Projects vs. Mobile Crowdsourced Sensing Projects ........ 8
2.3.2 Traditional Sensor Network vs. Participatory Sensing............................................. 9
2.4 Participation ............................................................................................................... 10
2.5 Motivation Theory ..................................................................................................... 10
2.6 Extrinsic vs. Intrinsic Motivation................................................................................ 10
2.7 Gamification .............................................................................................................. 11
2.8 Mobile Crowdsourcing Projects ................................................................................. 12
Chapter 3 Combined Models ............................................................................................... 13
3.1 Introduction................................................................................................................ 13
3.2 Perceived Ease of Use (PEOU)................................................................................... 13
iii
List of Figures
Figure 3-1 The Conceptual Framework ............................................................................... 16
Figure 4-1 TobaccoFree webpage http://tobaccofree.nzdis.org/ ........................................... 18
Figure 4-2 Index Screen ...................................................................................................... 19
Figure 4-3 Recording Screen ............................................................................................... 19
Figure 4-4 Enabling GPS Screen ......................................................................................... 19
Figure 4-5 Index Screen ...................................................................................................... 20
Figure 4-6 Stored Location Screen ...................................................................................... 20
Figure 4-7 Fixed Location Screen........................................................................................ 21
Figure 4-8 Subtract Screen .................................................................................................. 21
Figure 4-9 Noise map http://www.brussense.be/experiments/linkeroever/index.php ............ 23
Figure 4-10 Noise Meter ..................................................................................................... 24
Figure 4-11 NoiseTube Mobile Preferences ......................................................................... 24
Figure 4-12 NoiseTube Mobile Map Screen ........................................................................ 24
Figure 4-13 NoiseTube Mobile Tag Screen ......................................................................... 25
Figure 4-14 Noise Meter after Tag ...................................................................................... 25
Figure 6-1 Gender ............................................................................................................... 33
Figure 6-2 Length of Time Using Smartphone..................................................................... 33
Figure 6-3 Participants Ages .............................................................................................. 34
Figure 6-4 Smartphone Usage per Day ................................................................................ 34
Figure 6-5 Occupations and Majors ..................................................................................... 35
Figure 6-6 Mostly Used Applications .................................................................................. 36
Figure 6-7 Recommendations for Mobile Applications ........................................................ 36
Figure 6-8 Factor Means With Standard Error in Each Application ..................................... 37
Figure 6-9 Participants Perceived Behavioural Intentions in Each Application ................... 40
Figure 6-10 Perceived Usefulness for Both Applications. .................................................... 41
Figure 6-11 Behavioural Intention for Both Applications .................................................... 41
Figure 6-12 Factor Means and Standard Errors.................................................................... 44
Figure 6-13 BI for Occupations and Majors ......................................................................... 46
Figure D-1 Normal Distribution for Percived Privacy Concerns .......................................... 80
Figure D-2 Normal Distribution for Perceived Ease of Use (TobaccoFree) .......................... 81
vi
vii
List of Tables
Table 2-1 Comparison between Traditional Sensor Network and Participatory Sensing
(Kanhere, 2011) .................................................................................................................... 9
Table 5-1 Research Conceptual Framework Relationship .................................................... 28
Table 5-2 The Research Conceptual Framework Variables .................................................. 29
Table 6-1 Correlation for TobaccoFree Application ............................................................ 38
Table 6-2 Correlation for NoiseTube Mobile Application .................................................... 39
Table 6-3 Correlation between Perceived Privacy Concerns and Perceived Behavioural
Intention.............................................................................................................................. 39
Table 6-4 T-test, Pair Samples Correlation between PU and BI in Two Applications........... 40
Table 6-5 Ranked Factors Order and Mean ......................................................................... 42
Table 6-6 One Sample T-test for Factors Order ................................................................... 43
Table 6-7 Hypotheses Test Conclusion ................................................................................ 44
Table 6-8 Demographic Correlation with Perceived Behavioural Intention .......................... 45
Table 6-9 Correlation between Number of Applications with Level of using Smartphone.... 46
Table 6-10 Major One Sample T-test................................................................................... 47
Table 6-11 Correlation between Number of Cars and Smoking in Cars with Perceived
Behavioural Intention .......................................................................................................... 47
Table D-1 Factors Means with Standard Errors in Each Application .................................... 79
Table D-2 Reliability Value ................................................................................................ 80
Table D-3 Normal Distribution Test after Calculate Log10 and SQRT ................................ 84
Table D-4 Normality Test Value ......................................................................................... 85
Table D-5 Log 10 and Sqrt Value for Non-Normal Distributed Factors ............................... 86
Table D-6 TobaccoFree Correlation Factors ........................................................................ 87
Table D-7 NoiseTube Mobile Correlation Factors ............................................................... 88
Table D-8 Correlation between Demographic Smartphone Users and Behavioural Intention 89
Table D-9 Correlation between Weather Condition and Behavioural Intention .................... 90
Table D-10 Correlation between Gender and Behavioural Intention .................................... 90
Table D-11 Paired Sample Statistics for Perceived Usefulness and Behavioural Intention for
Both Applications ............................................................................................................... 91
viii
Table D-12 Paired Sample T-test for Perceived Usefulness and Behavioural Intention for
Both Applications ............................................................................................................... 91
Table D-13 Ranked Important Factors Means, Standard Deviation and Standard Errors ...... 92
Table D-14 Behavioural Intention Means, Standard Deviation and Standard Errors for Majors
........................................................................................................................................... 93
ix
Chapter 1 Introduction
1.1 Definition of Terms
Crowdsourcing: is a "known mechanism by which to generate work from a community of
people, whether they are customers or interested parties" (Thebault-Spieker, 2012).
Crowdsourced Participatory Sensing: These are systems that enable and support
crowdsourcing of sensory data from a mobile sensor (often a smartphone) (Brabham, 2012).
Smartphone: This is "a mobile phone that offers more advanced computing ability and
connectivity than a contemporary, basic mobile phone. Smartphones allow the user to install
and run various applications based on a specific platform, as they run complete operating
system software providing a platform for application developers. These advanced mobile
devices possess powerful processors, abundant memory, larger multi-touch screen and a
virtual keyboard with e-mail, web browsing and Wi-Fi connectivity (Saag, Randlane, &
Leht, 2010).
1.2 Introduction
Crowdsourcing is the practice of obtaining needed services, ideas, or content by imploring
contributions from a large group of people. It is a mechanism to generate work from users
end. It can involve a device that is already in the hands of the users, i.e., a Smartphone.
Smartphone is a mobile phone with more advanced computing capability and connectivity
than basic feature phones. Smartphones can be carried by users anywhere and can activate
sensors to collect data about a particular location. The method of using sensors or mobile
sensors to generate work from people is known as Crowd-Sourced Participatory Sensing
(CSPS). It allows data to be collected from the different actions performed by the participants
rather than from the answers they would give in a questionnaire, i.e., automatically
measurable data.
One use of crowdsourcing is to provide users with important locations such as hospitals in the
case of medical emergencies, or meeting points during fires. For example, the AED4.US
project (http://www.aed4.us) uses user-generated data from either its website or iOS or
1
Android mobile application to locate the nearest defibrillator in the case of a cardiac
emergency. As in the AED4.US project, crowdsourcing has been used with different
technologies, including websites (Kleemann, Vo, & Rieder, 2008), basic phones using text
messaging (Eagle, 2009) and smartphones (Liu et al., 2010). CS in mobile phones is
attractive because there is no capital cost; mobile phones are resource-rich devices and offer
good economies of scale (Kanhere, 2011).
The smartphones economy of scale is because of its popularity and use globally; 491.4
million smartphones were sold in 2011 (Framingham, 2012). Because of their size they can
be carried anywhere and used for easier Internet access. As a result, a huge amount of data
can be collected globally from all these smartphone users. Smartphones can also contain
accelerometers, GPS radios, microphones and Wi-Fi radios to obtain contextual data from the
surrounding environment, physical activity in the environment and for social interaction
(Kanhere, 2011). Moreover, a variety of applications can also be installed in a smartphone,
which offers developers access to the resources. The smartphone allows users to share
information from anywhere and whenever they have access to the Internet in a coverage area.
Sharing information in this way enriches social mobile networking content and saves users
time by finding required information about particular locations. As a result, smartphones can
be used to sense the surrounding environment and collect data that a website cannot obtain
using classic crowdsourcing methods (e.g., NoiseTube Mobile, which is explained in Chapter
4).
On the other hand, as useful as crowdsourcing projects can be, they still require a significant
number of active participants to contribute the necessary data for analysis and presentation as
valuable information (Kanhere, 2011).
As a result, one of the most significant challenges facing CS projects is numbers of
participants; projects involve a lot of human work (Zambonelli, 2011). Having an
insufficient number of participants not only affects the credibility of data and lowers the
quality of information provided for users, communities, and/or governments, but also
increases the possibility that the project might be aborted. Thus, it is essential to identify
ways to increase participation in CS projects via smartphones. It seems that not many studies
have investigated the variables that may affect intention of participation in a CS project using
smartphones. It is argued that usability and quality control (Stevens & DHondt, 2010),
perceived ease of use and perceived usefulness to participants (Carvalho, Lease, & Yilmaz,
2011), enjoyment (Zheng, Li, & Hou, 2011), and perceived privacy concerns (Kanhere, 2011)
are important factors that influence participation rates among users in CS projects.
This study will explore, empirically, the association of some of these factors with
participation in mobile CS projects.
Zheng, Li, and Hou (2011) used the Taskcn website to examine the intrinsic motivation (IM)
and extrinsic motivation (EM) factors. Firstly, IM factors comprise the following:
autonomy the degree to which the job provides substantial freedom, independence,
and discretion to the individual in scheduling the work and in determining the
procedures to be used in carrying it out (Hackman & Oldham, 1980);
variety the degree to which the contest requires the contest solver to apply a wide
range of skills and perform a variety of activities in the competition process;
variability the frequency of unanticipated and novel events and emergencies that can
happen once involved in a task (defintion adopted from Perrow (1967));
Secondly, according to Zheng, Li, and Hou (2011), extrinsic motivation (EM) factors
comprise rewards from monetary gain and recognition that may influence the intention to
participate, in particular, factors that may influence people to participate in the Taskcn
website.
Tasckcn is a crowdsourcing contest platform in China that in 2010 had 270,000 registered
contest solvers involved in 17,026 contests provided on Tasckcn crowdsourcing project
(www.tasckcn.com).
Kaufmann, Schulze, and Veit (2011) measured the effect of IM and EM factors (i.e.
immediate payoffs, delayed payoffs, social motivation, enjoyment on participation in
Amazon Mechanical Turk (i.e. a web marketplace that programmers can get paid for
performing available human intelligence tasks that computers cannot do).
Roberts, Hann, and Slaughter (2006) measured the relation between motivation, participation
and performance in Apache (i.e. an open-source software development project, and Apache
products include developer websites, change logs, documentation, and developer
communications in the form of e-mail archives). These studies are more constrained to what
6
factors make people contribute or continue contributing to a project and their samples must
be from people who have already contributed to a project. Chapter 4 explains the factors that
have been selected and the relationship with other studies.
As for mobile crowdsourcing projects, some studies have measured their usability. For
example, Askus is a system where a persons request is transmitted to a suitable person who
will then act in accordance with the request at a remote site. It was for people chatting to get
useful information from others who were also involved in the project (Konomi et al., 2009).
The second one was for translation, a co-operative system in which people who did not speak
a particular language and did not understand the script could take a picture of the text and
send it to people who were involved in the project and anyone who understood the language
could accept the request and write the meaning in English (Liu et al., 2010). The third study
that tested usability for pothole detecting, evaluated data from taxi drivers, and showed that
potholes could be successfully detected (Eriksson et al., 2008). These studies have been done
with users testing mobile applications, but the studies did not address what motivates users to
use crowdsourcing or how to motivate them. Furthermore, not giving good results and
problems in usability is a factor that may affect the intention to use.
Another project was a vehicle for research using street sweepers to explore the landscape of
environmental community action which is "a mobile sensing platform to facilitate public
awareness of environmental conditions" that requires collecting and presenting data. This
system has been used in the major US cities (Aoki et al., 2009).
Mostly stationary nodes (i.e. limited by Mobile nodes (i.e. can work in many
locations)
locations)
Multi-hop network
Resource-limited nodes
2.4 Participation
Many participatory sensing projects still have a small number of downloads that means not
more than 1000 participants (e.g. TobaccoFree, Pothole Detector, Sensor Reader)1, that is,
not a sufficient number of people who are participating and sharing the information. There
are some studies (see Related Work) that have identified the factors for participation in Web
2.0 that influence people to participate in mobile CS projects. These factors depend on the
type and nature of the projects works and will measure the intention of people to participate
in the future after they try the applications. However, even with thousands of participants, the
project will sometimes have some usability issues. For example, NoiseTube Mobile a noise
level meter conflicts somewhat with the normal usage of the device. Measuring noise is
pointless when the phone is put in a pocket or purse or when a telephone call is being made
(Stevens & DHondt, 2010).
By typing the application name in Google Play and finding the number of downloads for each application in
25/9/2012
10
between the definitions there are some differences in factors categorizing. Most of the studies
mentioned that the extrinsic motivation factor are important and may affect the motivation
participation but the extrinsic motivation factors are playing the main role for people to
participate in a project (e.g. Ryan & Deci (2000)).
Despite of the categorizing and definition the study will focus on the factors that does come
from a third party and will select the most important factors that may motivate people to
participate in mobile CS applications.
Most of the studies (e.g. Ryan & Deci (2000)) does not deny that extrinsic factors may
influence user' participation, but they mentioned that the intrinsic motivation factors are more
important and have a greater effect on users' participation.
2.7 Gamification
Gamification is a form of service packaging where a core service is enhanced by a rulesbased service system that provides feedback and interaction mechanisms to the user with an
aim to facilitate and support the users overall value creation (Huotari & Hamari, 2011).
Because of "games and game technologies increasingly transcend the traditional boundaries
of their medium" (Deterding et al., 2011) as well as popularity of using smartphone the game
technology design for smartphone becomes more important for smartphone application
designers. Furthermore, some applications have not been basically designed to be a game but
they are modified to be game-like by adding game elements in these applications. The reason
behind gamification for these applications is to motivate people to use them by making the
applications more enjoyable.
Gamification of some applications uses competition tools between users to motivate user to
participate in these applications and use them more. For example, the number of points that
users can obtain from answering questions in Yahoo Answers (http://answers.yahoo.com/)
may motivate users to participate more and answering more questions.
11
Pothole Patrol
Eriksson et al. (2008) developed a crowdsourced participatory sensing system to gather data
using GPS and vibration sensors on potholes in roads. It was evaluated by installing the
software on mobile phones and putting the phones in taxis, which covered thousands of
kilometers. The Pothole Patrol system has shown that it can successfully detect a number of
real potholes in and around the Boston area. After clustering to further reduce spurious
detections, manual inspection of reported potholes shows that over 90% contain road
anomalies in need of repair.
A number of similar applications can be found in the Google Play market (e.g. ITS Suite that
monitors roads by detecting potholes and areas where sudden braking occurs using a sensor
reader to register their location and time in the system). This application may have some
usability problems as the car needs to be travelling quickly to detect the pothole. Also, the
mobile phone needs to be held in the car and most potholes are in an area familiar to drivers,
thus drivers will not be travelling quickly so not all potholes will be detected.
Chapter 5 shows the number of mobile crowdsourcing project and explains the method of searching for the
applications.
12
H1: Perceived ease of use positively influences people to participate in mobile crowdsourcing
sensing projects.
in a technology acceptance model (TAM) and it has been found that there was a relationship
between it and using a technology in the future (Straub et al., 1997). PU is an extrinsic
motivation factor that comes from the application itself (e.g. an application makes participant
more efficient) not from a third party (e.g. financial rewards). Konomi et al. (2009) have
measured PU for a mobile application to see if people think an application is useful and
measure the relationship between it and using the application in the future. PU is measuring
the personal usefulness.
Our study operationalizes usefulness as a crowdsourcing factor and measures it on a sevenitem scale adopted from Sun and Zhang, (2006). Based on the literature and these findings,
this is our hypothsis:
H3: PU positively influences people to participate in mobile crowdsourced sensing projects.
15
16
Chapter 4 Applications
4.1 Introduction
There are a large number of health applications for smartphones (e.g. for dieting and quitting
smoking), which, it is argued, can improve the health of users (Patrick, Griswold, Raab, &
Intille, 2008). Applications for gaining data need to have a number of users to upload data.
This chapter will explore the TobaccoFree and NoiseTube Mobile applications that will be
used in the experiments.
4.2 TobaccoFree
TobaccoFree is an application used to count smokers in cars; it can save the number to a
mobile phone and upload it to a database, which is available for all to use. It is an
international application used in several countries and uses GPS and users input as the main
input form to crowdsourcing. It is used by researchers to gather information on smokers in
cars. It requires a GPS to identify the location of the monitoring area and requires the Internet
to upload the data that people have recorded.
17
18
19
The recorded data history can be found by pressing the stored data button (see Figure 4-6).
As this application uses a GPS, it needs time to find the location, but many users will not
notice this as they will be busy entering the data while the phone is receiving signals from the
satellites.
However, if a user wants to go back after some numbers have been entered before indicating
user location, the application does not go back (see Figure 4-7); hence, a user needs to delete
the data by holding any of the four buttons, which will subtract an observation from that
category (see Figure 4-8).
20
This application has one way to set the users location and users cannot enter data without
turning on the GPS. This application also requires people who want to record data to be
standing on the street in order to monitor the data.
The goal of this application is to answer these questions: How many people smoke in cars?
How many passive smokers are affected? How many passive smokers are children? How
much do the statistics differ among countries? "Collecting data from multiple sites, globally,
many times a day, over and over again would be expensive (NZDIS, 2011-2012). So, it is
less time consuming and less expensive if crowdsourcing technology is used. Anyone can
participate and anyone can also access the data from the webpage (http://tobaccofree.nzdis.org/).
21
22
23
24
The cycle shown in the Figure 4-14 is for the noise level and when it is red it means the noise
level has reached 80 dB or more. The cycle colour depends on the number that shows in the
graph.
When users press Tag, they can choose a number of measurements to tag and write a tag
name (see Figure 4-14), and after tagging blue lines will be shown in the graph to determine
measurement sections (see Figure 4-15), which can be useful for comparing the level of noise
in one graph.
25
26
27
Table 5.1 shows the relationship of four factors that may influence smartphone users to use
mobile crowdsourcing applications.
Independent Variables
Dependent Variable
Behavioural
Intention
Mobile
NoiseTube
The reason for doing an outdoor experiment is that mobile phones can receive satellite signals
specifying location using the GPS, as well as achieving the main goal of using TobaccoFree
and NoiseTube Mobile applications to observe the urban areas.
All of the participants in the study were required to have smartphones or similar technology
(e.g. iPod) or have access to this technology. The rationale is that people who have
smartphones are familiar with them and are likely to participate in crowdsourcing projects
based on smartphones. People without smartphones may participate in other types of
crowdsourcing but not smartphone based. These devices and handsets have sensors to operate
the study technology. People who already had experience with TobaccoFree and NoiseTube
Mobile applications were excluded.
Participants were given the same instructions for using the applications as those written in
application information sheets to avoid the issue of subjective talking. This information
28
included development details, the purpose of using the applications, how to get the
applications and how to use them. Preconfigured smartphones were provided for making the
observations. Questionnaire variables used in the research conceptual framework are shown
in Table 5.2.
Table 5-2 The Research Conceptual Framework Variables
Name
1- Perceived Ease of Use
Value
A seven-point Likert scale, rating from 1
Items
3 items
3 items
3 items
6 items
2 items
29
In the first pilot study, an issue with the outdoor experiment was the weather; sometimes it
was windy and raining. People got cold or wet standing on the street; the weather (i.e. wind,
temperature and rain) had been taken into account. Participants were also asked to fill in the
questionnaire inside the laboratory instead of on the street because of the wind and the noise,
which might have disturbed the participants.
For questionnaire validity and understanding, by giving the questionnaire to participants to
see if there were any issues with understanding the questions, it was found participants (i.e.
non-English native speakers) did not understand the word divulge in the Perceived Privacy
Concerns, and also some of the questions about privacy concerns were not clear to them. As a
consequence, some questions were rewritten to make them clearer to the participants.
Furthermore, the researcher had developed a measure of personal contribution usefulness, but
it also was removed as there were some issues in the questionnaire regarding Perceived
Altruism and it was not possible to measure the level of people's altruism in using these
mobile crowdsourcing applications (TobaccoFree and NoiseTube Mobile).
In respect of a assessing a valid length of time to use each application, we found in the pilot
study results that five minutes are sufficient to make a satisfactory contribution for each
application.
30
projects) in an effort to discover what peoples concerns are about using geolocation
applications and apply that to crowdsourcing applications and intention to use the
applications in the future.
All participants used the applications in the same places and for the same amount of time; all
participants performed the same tasks (i.e. counting smoking in cars and measuring noise
levels). Participation information, the participation consent form and the ethical approval for
the experiment can be found in Appendix A. Use of TobaccoFree or NoiseTube Mobile as the
first application was randomized such that each application was used 16 times as the first
application and 16 times as the second application (for more details see Appendix A.4).
The weather and the number of people smoking in cars have been recorded for all
participants.
31
6.1 Description
The sample size was 32 participants; the margin of error was 17.5% at a confidence level of
95%. The study did not involve more participants because of time limitations on the research
and every participant took about 30 minutes to read the information sheets, use both
applications and fill out the questionnaire.
The majority of participants (84%, n=27) were males with females making up 16% (n=5) of
the group (Figure 6-1). More than 40% (n=14) of all participants had used a smartphone for
one year or less, with the ratio decreasing progressively up to four years, 3.125% (n=1)
having used one for more than two years, 31% (n=10) for three years and 16% (n=5) for four
years, then for five years or more 6% (n=2) (Figure 6-2).
The majority of participants, 31.25% (n=10), were between 22 and 25 years old, 2630 years
old 28% (n=9), 1921 years 22% (n=7), 31 years old or more 9% (n=3), 18 years or less 6%
(n=2). One participant did not give his age (Figure 6-3).
In terms of time spent using a smartphone per day, the highest percentage of participants,
22% (n=7), was the same for the periods 1030 minutes and 3 hours or more, 19% (n=6) used
one for 3060 minutes, and the percentages of participants using a smartphone for 23 hours,
less than 10 minutes and 12 hours were 16% (n=5), 12.5% (n=4) and 3% (n=1), respectively
(Figure 6-4).
For 25% (n=8) of all participants, their studies related to computers (i.e. computer science,
information science and software engineering), 19% (n=6) of participants were studying
health sciences (i.e. food science, oral health, pharmacy and first year health science), and
participants who were studying engineering (i.e. mechanical engineering and civil
engineering), English, management, law and commerce, attending foundation year or
studying science (i.e. maths) comprised 16% (n=5), 9% (n=3), 6% (n=2) and 3% (n=1),
32
respectively. Six percent (n=2) of participants were employed (i.e. IT support and waitress)
and one participant said he was a student but did not give his major (Figure 6-5).
33
34
A survey of application use showed that the most used involved communication, 93.75%
(n=30) of participants, the second most used being multimedia at 43% (n=14), with news,
games, navigation and education at 40.625% (n=13), 28.125% (n=9), 25% (n=8) and 25%
(n=8), respectively. Other applications used (i.e. office, social networks and translation
applications) accounted for 9.375% (n=3) of participants (Figure 6-6).
35
36
37
Correlations TobaccoFree
Perceived
Perceived Perceived Perceived Perceived
Behavioural Privacy Ease of Enjoyment Usefulness
Intention
Concerns
Use
Perceived
Behavioural
Intention
Pearson
Correlation
Sig. (2-tailed)
N
-.237
.030
.618**
.727**
32
.191
32
.869
32
.000
32
.000
32
38
Pearson
Correlation
Sig.
(2tailed)
N
32
Perceived Perceived
Enjoyment Usefulness
-.085
.007
.596**
.750**
.645
.969
.000
.000
32
32
32
32
For PPC, general questions were asked about both applications and the means for each
application tested separately, and the means for BI for both applications were also calculated.
There was no significant correlation between the PPC and BI in the two tests.
Table 6-3 Correlation between Perceived Privacy Concerns and Perceived Behavioural Intention
Correlations
Perceived Privacy
Concerns
Perceived
Concerns
Perceived
Behavioural
Intention
Privacy
Pearson Correlation
Sig. (2-tailed)
N
Pearson Correlation
Sig. (2-tailed)
N
1
32
-.183
.316
32
Perceived
Behavioural
Intention
-.183
.316
32
1
32
6.4.2 T-test
A t-test to compare two means has been conducted to test differences between PU and BI in
TobaccoFree and NoiseTube Mobile as these two factors are normally distributed for both
applications. The dependent t-test (paired-samples t-test) was chosen because the same
participants took part in both conditions.
Calculating the effected size:
r=
(Less than 0.5 threshold for small effect and above 0.5 threshold for large effect).
39
Table 6-4 T-test, Pair Samples Correlation between PU and BI in Two Applications
Pair 1
Pair 2
Correlation
Sig.
.368
.038
.541
.001
On average, participants experienced about the same (greater but not significantly) usefulness
using the NoiseTube Mobile application (M = 5.2500, SE = 0.24041) and the TobaccoFree
application (M = 5.0417, SE = 0.26214), t (31) = 0.736, r = 0.131 (Figure 6-11), and also
experienced about the same (greater but not significantly) behavioural intention to use
40
41
For the factor ranking, participants would contribute if the crowdsourcing applications had
the following characteristics (from the most important to least important).
To avoid mistakes that might occur in shifting the data, we entered the data as it was, and
then made a simple calculation. The mean has then been calculated for each factor.
The results showed that participants considered that the most important factor in using a free
mobile application was the useful impact on society followed, in descending order, by
personal usefulness, ensuring the protection of personal data, enjoyment, relating to study or
work, ease of use, social aspects, competitiveness, recommended by a family member or
friend, personal contribution highlighted as valuable, monetary offers or other tangible
rewards for participation and others (e.g. the size of application) (Table 6-6).
Table 6-5 Ranked Factors Order and Mean
Order Factor
Mean
Standard Errors
10.03125
0.888906
8.6875
0.975162
8.25
1.222548
Enjoyable
8.0625
1.0971
7.9375
1.347788
Easy to use
7.90625
1.069415
1.330916
6.09375
1.237233
5.90625
1.288324
10
His/her personal
valuable
11
1.182804
12
Other
1.65625
1.008615
contribution
highlighted
as 4.875
1.273172
One sample t-test was conducted to compare the mean with the test value of 6.5 (6.5 was
selected because it is the mid-point of 1 to 12 point scale, where 6 and below is unimportant
and 7 and above is important) to find if the factors show a significant difference (i.e. the
significance is less than .05) to the test value.
42
df
Sig. (2-tailed)
Mean
Difference
of the Difference
Lower
Social Aspects
Upper
.488
31
.629
.281
-.89
1.46
Easy to Use
3.037
31
.005
1.406
.46
2.35
Competitive
-.758
31
.454
-.406
-1.50
.69
-1.064
31
.295
-.594
-1.73
.54
-3.234
31
.003
-1.656
-2.70
-.61
Enjoyable
3.289
31
.003
1.563
.59
2.53
9.174
31
.000
3.531
2.75
4.32
3.306
31
.002
1.750
.67
2.83
Personal Usefulness
5.180
31
.000
2.188
1.33
3.05
2.463
31
.020
1.438
.25
2.63
-2.948
31
.006
-1.625
-2.75
-.50
-11.091
31
.000
-4.844
-5.73
-3.95
Recommended by Family or
Others
Offers Money or Rewards
Table 6.7 shows that the only factors that are not significantly different from the test value
are social aspect, competitive and recommended by family or others. The factors that are
significantly less than 6.5 are recommended by a family member or others, personal
contribution highlighted as valuable, monetary offers or other tangible rewards for
participation, and other (e.g. storage). The factors that are significantly greater than 6.5 are
useful to society, personal usefulness, ensure the protection of personal data, enjoyment and
related to study or work. Appendix D.4 shows more details about factors means, standard
deviation and standard errors.
43
The correlation between PEOU and BI is positive but it is not significant and, as well, the
correlation between the PPC and BI is negative but it is not significant, which means the
hypotheses are rejected for both of them. For PU and PE the correlation with BI is significant
(see Table D.7 in Appendix D).
Table 6-7 Hypotheses Test Conclusion
Hypotheses
H1
H2
H3
H4
The context
Perceived Ease of Use is positively associated with
Behavioural Intention
Perceived Enjoyment is positively associated with Perceived
Behavioural intention
Perceived Usefulness is positively associated with Perceived
Behavioural intention
Perceived Privacy Concerns is negatively associated with
Perceived Behavioural intention
44
Conclusion
Not Supported
Supported
Supported
Not Supported
Correlations
Behavioural Length of Usage per Number
Intention
Time of
day
of apps
Using
Smartphone
Behavioural
Intention
Pearson
Correlation
Sig. (2-tailed)
N
Level
-.167
.221
-.049
-.057
32
.360
32
.224
32
.789
32
.756
32
There is no significance between BI and length of time of smartphone usage per day, number
of installed applications and experience level of using cell phone, but there is significance
between the number of installed applications and the experience level of using a smartphone
(Table 6.10).
There is also no significant correlation between a research participant's university study
major, or employment, and BI to use the applications, or with the PE. Figure 6-14 shows the
BI for occupations and majors, and it can be seen that the workers have the smallest value
and less than the average (i.e. 4.64), while art subject majors have the largest with 5.583333,
which is more than the average (for more details see Table 6-13).
45
Table 6-9 Correlation between Number of Applications with Level of using Smartphone
Correlations
Behavioural Length of Usage per Number
Intention
Time of
day
of apps
Using
Smartphone
Pearson
Correlation
Number of apps
Sig. (2-tailed)
N
-.049
.287
.212
.789
32
.111
32
.244
32
Level
.493**
32
.004
32
Students have more BI than workers, but 29 students participated in this study and only three
workers, and the result cannot be generalized for only three workers. Table 6.11 shows that
there is no significant difference between students, as defined by the majors they are
studying, with respect to BI, or between workers and students. Appendix D.4 shows more
detail about the major and occupation means, standard deviation and standard errors.
46
df
Sig. (2-tailed)
Mean Difference
Computer
Upper
-.348
.738
-.17188
-1.3406
.9968
.337
.749
.23438
-1.5508
2.0196
-.193
.879
-.26563
-17.7367
17.2054
English
.578
.622
.19271
-1.2415
1.6269
Workers
-.949
.443
-1.39063
-7.6934
4.9122
Engineers
-.090
.933
-.04063
-1.2939
1.2126
Humanities
.665
.574
.94271
-5.1527
7.0381
Student
.563
28
.578
.14386
-.3793
.6670
Health Science
Foundation
For TobaccoFree, the number of cars and incidence of smoking in cars may have a positive
impact on people to use the application in the future, or it may affect PE. In the study,
participants counted the number of cars and incidence of smoking in cars in a five-minute
period. Correlation tests were conducted, and it was found there is no significant correlation
between number of observed cars with BI, number of observed cars with PE, incidence of
smoking in cars with BI and incidence of smoking in cars with PE (see Table 6-12).
Table 6-11 Correlation between Number of Cars and Smoking in Cars with Perceived Behavioural Intention
Correlations
TobaccoFree Perceived
Behavioural Intention
TobaccoFree.
Perceived
Behavioural
Intention
Pearson
Correlation
Sig. (2-tailed)
N
32
47
Number of Smokers
Cars
.088
.134
.632
.464
32
32
48
Perceived ease of use did not have significant direct correlation with behavioural intention to
use mobile crowdsourcing in the future, which may suggest that the data was not strong
enough to show significant correlation. This might be due to the small sample size. All
participants found the applications easy to use; this may be due to the instructions for using
both applications were clear and there were also diagrams to explain how to use the
applications.
The diagrams and the information sheet may have caused people to think that application was
useful and diagrams and the instructions made the application easier. Using an information
sheet instead of talking to people to explain the applications would have decreased the
subjectivity of interaction.
Also, all of the participants were familiar with smartphone touch screens, thus indicating all
could contribute, and all spectrums of society were the target users.
Perceived privacy concerns did not show a significant inverse correlation with behavioural
intention to use mobile crowdsourcing in the future, and this is inconsistent with the
assumptions of Gaonkar et al. (2008) and Alt et al. (2010) who stated perceived privacy
concerns might prevent or have a negative impact on peoples intention to use mobile
crowdsourcing projects. Perceived usefulness was positively associated with behavioural
intention to participate in mobile crowdsourcing applications in the future. Participants
concerned that personal location information would be misused do not trust mobile
application providers, but that did not have a significant impact on behavioural intention to
use mobile crowdsourcing in the future. Some participants were not concerned about personal
location information misuse because they did not consider the issue, at that specific time, as
something worth being concerned about, or they simply took the view that the application
providers were trustworthy.
With respect to factor ranking, the study showed the most important factor was useful for
society and personal usefulness, followed by perceived privacy concerns (i.e. ensuring the
protection of data), perceived enjoyment and perceived ease of use. Studies (e.g. Kaufmann,
Schulze, and Veit (2011)) that have focused on the special usefulness factor (immediate
payoff and delayed payoff), enjoyment and ease of use, or that have considered privacy
49
concerns, have shown these are the most important factors motivating people to participate in
crowdsourcing projects.
As for behavioural intention with respect to using the application in the future, participants in
the study indicated they would do so because they found the applications to be useful and
enjoyable. Some participants did not find the applications to be useful or enjoyable and were
not convinced to use them. There may also have been some factors that have not been taken
into account, which discouraged people from participating (e.g. battery concerns as the GPS
is a factor that exhausts battery life in a short period of time).
However, participation self-reports may not be consistent with actual attitude (e.g. people
might report that they would use the applications in the future but they might not).
The study showed that the number of installed applications on a smartphone has a direct,
significant correlation with the level of use of the smartphone, which may be because people
who have installed many different types of applications believe they have the expertise to use
a smartphone for a variety of purposes. However, this study did not find a direct, significant
correlation with the behavioural intention to use the applications in the future.
One possible explanation is that, there may be an issue with the wording in the questionnaire,
and it would be good to do further work with an improved questionnaire.
To conclude the general findings of the study, the majority of participants were using
Android phones, with the second most used platform being iOS, while other operating
systems (i.e. Symbian and Blackberry) were least used. Android turned out to be the most
used operating system in this study because it is on a wide range of devices of varying prices
and capabilities for smartphones. Also, because of the increase of smartphone shipments, this
study found that the majority of participants have used the smartphone for one year or less.
This indicates that the popularity of using smartphones has increased significantly, as has the
number of businesses that have developed applications targeting smartphone users. The
majority of participants use their smartphones for more than 30 minutes, which indicates they
most likely use smartphones for more than just basic communications (i.e. texting and calling
network providers) but also for several other purposes.
50
51
concerns: using GPS, internet connections and high brightness can exhaust battery power in a
short period of time. In addition, the study could not make calculations based on the average
time spent on observation for each application as this information has not been provided on
either applications website. This study is limited to the crowdsourcing applications that use
sensors (e.g. GPS).
Participants were asked to read the information about each application, so it may make them
biased to think that the applications should be useful and enjoyable.
There may be an issue with the wording used in the questionnaire and it would be good to do
further work with an improved questionnaire (i.e. this study asked participants about whether
using the application makes them more efficient or more productive. It is good to see that
if someone founds TobaccoFree or NoiseTube Mobile as extremely useful, but provided
wording of the question may not see that the application is making them more efficient or
more
productive.
This
could
have
made
the
data
collected
for Perceived
Usefulness inaccurate).
It would be useful to conduct a web survey or ask people to download a crowdsourcing
application and use it for one to three months and then ask questions about other matters (e.g.
battery concerns, cost of using the Internet and memory storage), and if they intended to
contribute in the future to investigations into other factors that have an effect on participating
in these types of projects and thus strengthen the understanding of why people participate.
Further, factors can be investigated that cause users to be inactive in their use of the
application, inactivity that is the main problem that application developers face: some
projects have a good number of registered users but the number of people who are active is
less than 20% of that number (M. Stevens, personal communication, September 27, 2012).
52
7.3 Conclusions
This study has reviewed some mobile crowdsourcing applications in Google Play market and
selected two applications to generalize the result by doing some data analysis, empirically
identified some factors that are associated with behavioural intention to use mobile
crowdsourcing applications in the future, and tested four factors (i.e. perceived ease of use,
perceived useful, perceived enjoyment and perceived privacy concerns), and ranked the most
important factors that may affect participants' intentions to use mobile crowdsourcing
applications.
The test was conducted in an outdoor environment successfully avoiding all of the problems
that might have thus arisen, weather conditions were recorded, as were the number of nonsmokers and smokers in cars, the time of use of each application was controlled, the location
where the participants made their observations was set, and the time for using the application
was during the day to avoid unclear vision of smoking in cars
By using TobaccoFree and NoiseTube Mobile there are no significant differences in the
meanings, which can generalize the result.
Having used once, the intention to use the applications again is associated with participants
enjoyment and sense of usefulness. As a result it can be concluded that people will probably
use mobile crowdsourcing applications once they find them to be useful and enjoyable.
However, perceived privacy concerns are not negatively nor perceived ease of use positively
associated with behavioural intention to use mobile crowdsourcing applications in the future.
This indicates that people might participate even if they do have concerns about ensuring
protection of their personal information (i.e. locations in this study). Moreover, it appears
ease of use is not sufficient to persuade users to use mobile crowdsourcing applications in the
future, as the results of this study showed that perceived ease of use was not associated with
behavioural intention and perceived privacy concern was not negatively associated with
behavioural intention due to small sample size. The report also shows that perceived
usefulness and perceived enjoyment are associated but not with perceived ease of use and
perceived privacy concerns.
53
This study ranks the factors that determine the participation of people in free mobile
crowdsourcing projects (i.e. free to install and use) from most to least important, and found
that useful for society, personal usefulness, enjoyable, related to his/her study or work and
easy to use are the most important factors for participants, respectively, and offers monetary
or other tangible rewards, his/her personal contribution highlighted as valuable,
recommended by a family member or friend, competitive (e.g. game-like, offered point
rewards) and social aspects are least important factors, respectively.
However, there are some important factors the study has not examined and one of them is the
most important factor (i.e.usefulness to society).
For developers, in order to produce mobile crowdsourcing applications that appeal to users,
the most significant factors to consider are the usefulness of the applications to society and
individual users, while paying attention to protecting users personal data as well as making
the applications more enjoyable and easy to use. Illustrating how a crowdsourcing project is
useful was very important to peoples understanding of why they should participate in this
project. Explaining the aim of the project and the effect of each persons participation is also
an important consideration. Making the applications enjoyable is also important for
participants to encourage them to use them in their free time.
The study show that paying attention to protecting users personal data is important for
participants while it is not negatively associated with behavioral intention, which mean it may
encourage participants but not prevent them from participating in mobile crowdsourcing
applications.
In general, for increasing the number of participants in crowdsourced participatory sensing
projects, the recommendations to developers are these; to make the applications useful by
introducing the applications and the purposes for using them, to make them enjoyable by
using design game elements in the applications (i.e. gamification) and by making them easy
to use.
54
References
Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior and Human
Decision Processes, 50(2), 179-211.
Alt, F., Shirazi, A. S., Schmidt, A., Kramer, U., & Nawaz, Z. (2010). Location-based
Crowdsourcing: Extending Crowdsourcing to the real world. ACM Nordic Conference
on Human Computer Interactions, Reykjavik (IC).
Aoki, P, et al. (2009). A vehicle for research: using street sweepers to explore the landscape
of environmental community action. Proceedings of the SIGCHI Conference on
Human Factors in Computing Systems. ACM.
Brabham, D. C. (2012). Motivations for participation in a Crowdsourcing application to
improve public engagement in transit planning. Journal of Applied Communication
Research, 40(3), 307-328
Bulusu, N., Chou, C. T., Kanhere, S., Dong, Y., Sehgal, S., Sullivan, D., & Blazeski, L.
(2008). Participatory sensing in commerce: Using mobile camera phones to track
market price dispersion. In Proceedings of the International Workshop on Urban,
Community, and Social Applications of Networked Sensing Systems (UrbanSense08).
Carvalho, V. R., Lease, M., & Yilmaz, E. (2011). Crowdsourcing for search evaluation. ACM
SIGIR Forum, 44(2),1722.
Chang, R. D., & Chang, Y. W. (2003). The effect of task uncertainty, decentralization and
AIS characteristics on the performance of AIS: an empirical case in Taiwan.
Information & Management, 40(7), 691-703.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of
information technology. MIS quarterly, 319-340. Retrieved from
http://www.jstor.org/stable/pdfplus/249008.pdf? acceptTC=true (accessed October
2012)
Davis, F. D. Bagozzi, R. P. Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use
computers in the workplace. Journal of Applied Social Psychology, 22, 11111132.
Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments
examining the etfects of extrinsic rewards on intrinsic motivation. Psychological
Bulletin, 125, 627-668.
55
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., Dixon, D. (2011). Gamification. using gamedesign elements in non-gaming contexts. Proceedings of the 2011 annual conference
extended abstracts on Human factors in computing systems. ACM, 2425-2428.
Dinev, T., & Hart, P. (2003). Privacy concerns and Internet use? A model of trade-off factors.
In Best Paper Proceedings of Annual Academy of Management Meeting. Briarcliff
Manor, NY: Academy of Management, 131-137.
Eagle, N. (2009). txteagle: Mobile Crowdsourcing. In Internationalization, Design and
Global Development. In Proceedings of the 3rd International Conference on
Internationalization, Design and Global Development: Held as Part of HCI
International 2009, IDGD (09), 447456.
Eriksson, J., Girod, L., Hull, B., Newton, R., Madden, S., & Balakrishnan, H. (2008). The
pothole patrol: using a mobile sensor network for road surface monitoring. In
MobiSys (08). 29.
Field, A. (2009). Discovering statistics using SPSS: WHERE PUBLISHED: Sage
Publications Limited.
Framingham, M. (2012). Smartphone market hits all-time quarterly high due to seasonal
strength and wider variety of offerings. USA: IDC.
Gaonkar, S., Li, J., Choudhury, R. R., Cox, L., & Schmidt, A. (2008). Micro-Blog: Sharing
and Querying Content Through Mobile Phones and Social Participation. In
Proceeding of MobiSys 08, Breckenridge, CO, USA.
Gelderman, M. (2002). Task difficulty, task variability and satisfaction with management
support systems. Information & Management, 39(7), 593-604.
George, D., & Mallery, P. (1999). SPSS for Windows step by step: A simple guide and
reference. Boston: Allyn and Bacon.
Hackman, J. R., & Oldham, G. R. (1980). Work redesign (Vol. 72): Reading, MA: AddisonWesley.
Harrison, J. S., Hitt, M. A., Hoskisson, R. E., & Ireland, R. D. (2001). Resource
complementarity in business combinations: Extending the logic to organizational
alliances. Journal of Management, 27(6), 679-690.
Hars, A., Ou, S. (2002). Working for free? Motivations for participating in Open-Source
projects. International Journal of Electronic Commerce, VOLUME MISSING(6), 25
39.
56
Hidi, S. (2000). An interest researcher's perspective: The effects of extrinsic and intrinsic
factors on motivation. In C. Sansone & J. M. Harackiewicz (Eds.), Intrinsic and
extrinsic motivation: The search for optimal motivation and performance (pp. ?-?).
NY: Academic Press.
Howe, J. (2008) Crowdsourcing: Why the power of the crowd is driving the future of
business. New York: Crown Business.
Huotari, K., & Hamari, J. (2011). "Gamification" from the perspective of service marketing.
AMCIS 2011 Proceedings. Conference Proceedings.
Johns, G. (1996). Organizational behavior: Understanding and managing life at work (4th
ed.). New York: Harper Collins
Kanhere, S.S. (2011). Participatory sensing: Crowdsourcing data from mobile smartphones in
urban Spaces. Proceedings of 2011 12th IEEE International Conference on Mobile
Data Management (MDM): 6-9 June 2011; Lule, Sweden
[http://dx.doi.org/10.1109/MDM.2011.16].
Kaufmann, N., Schulze, T., & Veit, D. (2011). More than fun and money. Worker Motivation
in Crowdsourcing A Study on Mechanical Turk. AMCIS 2011 Proceedings.
Kim, D. J., Ferrin, D. L., & Rao, H. R. (2008). A trust-based consumer decision-making
model in electronic commerce: The role of trust, perceived risk, and their antecedents.
Decision support systems, 44(2), 544-564.
Kleemann, F., Vo, G. G., & Rieder, K. (2008). Un (der) paid Innovators: The Commercial
Utilization of Consumer Work through Crowdsourcing. Science, Technology &
Innovation Studies, 4(1), 5-26. Retrieved from http://www.stistudies.de/ojs/index.php/sti/article/viewFile/81/62 (accessed December 2012)
Konomi, S., Thepvilojana, N., Suzuki, R., Pirttikangas, S., Sezaki, K., Tobe, Y. Askus
(2009). Amplifying mobile actions. Proc. Pervasive 2009, Springer, 202-219.
Liu, Y., Lehdonvirta, V., Alexandrova, T., Liu, M., & Nakajima, T. (2011). Engaging social
medias: Case Mmobile Ccrowdsourcing. SoME 11 Hyderabad, India.
Liu, Y., Lehdonvirta, V., Kleppe, M., Alexandrova, T., Kimura, H., & Nakajima, T. (2010).
A crowdsourcing based mobile image translation and knowledge sharing service. In
Proceedings of the 9th International Conference on Mobile and Ubiquitous
Multimedia, MUM 10. PG NOS
57
58
Teo, E. S., Lim, V. K., Lia, R. Y. (1999). Intrinsic and extrinsic motivation in internet usage.
In Proceedings of the Omega international journal of management science, Singapore
119260.
Thebault-Spieker, J. (2012). Crowdsourced participatory sensing: applications and motivation
of work. Retrieved from http://www-users.cselabs.umn.edu/classes/Spring2012/csci8002/PAPERS/jacob.pdf (accessed May 2014)
Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic
motivation, and emotion into the technology acceptance model. Information Systems
Research, 11(4), 342-365.
Xu, H., & Teo, H. (2004). Alleviating consumers privacy concern in location-based services:
A psychological control perspective. In Proceedings of the Twenty-Fifth International
Conference on Information Systems, 793-806.
Zambonelli, F. (2011), Pervasive urban crowdsourcing: visions and challenges, 5th
International PerCom Workshop on Pervasive Life, Learning, and Leisure, IEEE CS
Press, Washington, DC, March, 5, 78-83.
Zhao, Yuziang, and Qinghua, Zhu. (2012). Evaluation on CrowdsourcingResearch: Current
Status and Future Direction. Information Systems Frontiers, Online First. Accessed
January 17, 2013. http://www.springerlink.com/content/h37108743024vwp5/
fulltext.pdf.
Zheng, H., Li, D., & Hou, W. (2011). Task design, motivation, and participation in
crowdsourcing contests. International Journal of Electronic Commerce, 15(4), 57-88
59
Form devised May 1995; updated May 1997; June 1998; May 1999, Dec 2000, June 2002
60
TobaccoFree and NoiseTube Mobile), and fill out a questionnaire that measures the factors and
the intention to use certain applications in the future. The target sample size is 32 participants.
The projects research question is: Do perceived Ease of Use, Usefulness, Enjoyment and Privacy
Concerns influence smartphone users to participate in crowdsourcing projects? Is one more
effective than the other, or do they equally contribute to the intention to use?
DETAILS OF ETHICAL ISSUES INVOLVED: Please give details of any ethical issues which
were identified during the consideration of the proposal and the way in which these issues
were dealt with or resolved:Generally, we do not anticipate any problems arising out of this study. The experiment will
be operated at the MSRL and intersection of Clyde Street and Albany Street. Participants will
be informed through an information sheet and a consent form to read before starting the
survey. Participants will be informed that the participation in this study is voluntary, and that
the entire participants details will be kept confidential and anonymous. Only the research
team will have access to non-anonymous data.
Please find attached the questionnaires to be used in the study as well as a task description for
the experiment. All necessary information will be given to the participants.
Attachments:
1. Participant Information Sheet
2. Consent Form
3. Survey Questionnaire.
4. Task Descriptions.
ACTION TAKEN
? Approved by Head of Department
....................................................
61
62
63
64
Appendixes B Questionnaire
B.1 Demographic Questionnaire
65
66
67
68
69
70
71
72
73
74
75
76
77
78
TobaccoFree
Standard
Standard
Deviation
Errors
6.0416667
0.437972
0.252863
5.28125
0.70761
5.0416667
4.578125
Mean
Perceived
NoiseTube Mobile
Standard
Standard
Deviation
Errors
6.3125
0.637993
0.368345
0.408539
5.2916667
0.784613
0.57735
1.052093
0.607426
5.25
1.041738
0.601447
0.37565
0.265625
4.703125
0.419845
0.296875
Mean
Ease of Use
Perceived
Usefulness
Perceived
Enjoyment
Behavioural
Intention
79
Cronbachs Alpha
Reliability
0.901
Excellent
0.910
Excellent
Perceived Enjoyment
0.872
Good
Perceived Usefulness
0.810
Good
0.934
Excellent
0.661
Questionable
Perceived Enjoyment
0.835
Good
Perceived Usefulness
0.830
Good
0.918
Excellent
NoiseTube
Mobile
TobaccoFree
80
81
82
Figure D-6 Normal Distribution for Perceived Ease of Use (NoiseTube Mobile)
83
Tests of Normality
84
KolmogorovShapiro-Wilk
a
Smirnov
Statistic
df Sig. Statistic df Sig.
.272 32 .000
.751 32 .000
.301 32 .000
.547 32 .000
.253 32 .000
.785 32 .000
.218 32 .000
.717 32
.000
.216 32 .001
.267 32 .000
.849 32
.658 32
.000
.000
.241 32 .000
.802 32
.000
.195 32 .003
.842 32
.000
The Variables
NoiseTube
Mobile
TobaccoFree
Type of the
Variable
one-sample
KolmogorovSmirnov test
Asymp. Sig.
(2-tailed)
Normally
Distributed
Independent Variable
0.028
Not
Independent Variable
0.000
Not
Perceived Enjoyment
Independent Variable
0.078
Normally
Perceived Usefulness
Independent Variable
0.110
Normally
Perceived Behavioural
intention
Dependent Variable
0.124
Normally
Independent Variable
0.000
Not
Perceived Enjoyment
Independent Variable
0.021
Not
Perceived Usefulness
Independent Variable
0.077
Normally
Perceived Behavioural
intention
Dependent Variable
0.73
Normally
85
Table D-5 Log 10 and Sqrt Value for Non-Normal Distributed Factors
The Variables
Log 10
Sqrt
0.000
0.001
Perceived Usefulness
0.000
0.000
0.000
0.000
Perceived Enjoyment
0.000
0.003
NoiseTube Mobile
86
Correlations
Perceived Perceived Perceived Perceived Perceived
Behavioural Privacy Ease of Enjoyment Usefulness
Intention Concerns
Use
Perceived
Behavioural
Intention
Perceived
Privacy
Concerns
Perceived
Ease of Use
Perceived
Enjoyment
Perceived
Usefulness
Pearson
Correlation
Sig. (2-tailed)
N
Pearson
Correlation
Sig. (2-tailed)
N
Pearson
Correlation
Sig. (2-tailed)
N
Pearson
Correlation
Sig. (2-tailed)
N
Pearson
Correlation
Sig. (2-tailed)
N
-.237
.030
.618**
.727**
32
.191
32
.869
32
.000
32
.000
32
-.237
.015
-.193
-.043
.191
32
32
.936
32
.291
32
.815
32
.030
.015
.297
-.019
.869
32
.936
32
32
.098
32
.919
32
.618**
-.193
.297
.552**
.000
32
.291
32
.098
32
32
.001
32
.727**
-.043
-.019
.552**
.000
.815
.919
.001
32
32
32
32
87
32
NoiseTube Mobile
Correlations
Perceived Perceived
Behavioural Privacy
Intention
Concerns
Pearson
1
-.085
Correlation
Perceived
Behavioural Sig.
(2.645
Intention
tailed)
N
32
32
Perceived
Pearson
-.085
1
Privacy
Correlation
Concerns
Sig.
(2.645
tailed)
N
32
32
Perceived
Pearson
.007
-.034
Ease of Use Correlation
Sig.
(2.969
.855
tailed)
N
32
32
Perceived
Pearson
.596**
.006
Enjoyment Correlation
Sig.
(2.000
.974
tailed)
N
32
32
Perceived
Pearson
.750**
.056
Usefulness Correlation
Sig.
(2.000
.760
tailed)
N
32
32
**. Correlation is significant at the 0.01 level (2-tailed).
88
Perceived
Ease of
Use
Perceived Perceived
Enjoyment Usefulness
.007
.596**
.750**
.969
.000
.000
32
32
32
-.034
.006
.056
.855
.974
.760
32
32
32
.452**
-.032
.009
.861
32
32
32
.452**
.598**
.009
.000
32
32
32
-.032
.598**
.861
.000
32
32
32
Table D-8 Correlation between Demographic Smartphone Users and Behavioural Intention
Correlations
Behavioural Length of Usage per Number
Intention
Time of
day
of apps
Using
Smartphone
Behavioural
Intention
Pearson
1
-.167
Correlation
Sig. (2-tailed)
.360
N
32
32
Pearson
-.167
1
Length of Time
Correlation
of
Using
Sig. (2-tailed)
.360
Smartphone
N
32
32
Pearson
.221
-.021
Correlation
Usage per day
Sig. (2-tailed)
.224
.908
N
32
32
Pearson
-.049
.287
Correlation
Number of apps
Sig. (2-tailed)
.789
.111
N
32
32
Pearson
-.057
.278
Correlation
Level
Sig. (2-tailed)
.756
.124
N
32
32
**. Correlation is significant at the 0.01 level (2-tailed).
89
Level
.221
-.049
-.057
.224
32
.789
32
.756
32
-.021
.287
.278
.908
32
.111
32
.124
32
.212
.242
32
.244
32
.182
32
.212
.493**
.244
32
32
.004
32
.242
.493**
.182
32
.004
32
32
Correlations
Condition
Condition
Behavioural Intention
Pearson
Correlation
Sig. (2-tailed)
N
Pearson
Correlation
Sig. (2-tailed)
N
Behavioural Intention
.255
32
.159
32
.255
.159
32
32
Correlations
Gender
Gender
Behavioural Intention
Pearson
Correlation
Sig. (2-tailed)
N
Pearson
Correlation
Sig. (2-tailed)
N
90
Behavioural Intention
-.126
32
.491
32
-.126
.491
32
32
Pair 1
Pair 2
NoiseTube Perceived
Usefulness
TobaccoFree Perceived
Usefulness
NoiseTube Perceived
Behavioural Intention
TobaccoFree Perceived
Behavioural Intention
Std. Error
Mean
5.2500
32
1.35995
.24041
5.0417
32
1.48288
.26214
4.7031
32
1.74069
.30771
4.5781
32
1.73721
.30710
Table D-12 Paired Sample T-test for Perceived Usefulness and Behavioural Intention for Both Applications
Mean
NoiseTube
Perceived
Usefulness
Pair 1
.20833
TobaccoFree
Perceived
Usefulness
NoiseTube
Behavioural
Intention
Pair 2 TobaccoFree .12500
Perceived
Behavioural
Intention
df
Sig. (2tailed)
.78570 .736
31
.467
.72551 .425
31
.674
91
Table D-13 Ranked Important Factors Means, Standard Deviation and Standard Errors
One-Sample Statistics
N
Mean Std. Deviation
Social Aspects
32
6.78
3.260
Easy to Use
32
7.91
2.620
Competitive
32
6.09
3.031
Recommended by Family or Others
32
5.91
3.156
Offers Money or Rewards
32
4.84
2.897
Enjoyable
32
8.06
2.687
Useful for Society
32
10.03
2.177
Ensure Protection of Personal Data
32
8.25
2.995
Personal Usefulness
32
8.69
2.389
Related to Work or Study
32
7.94
3.301
Valuable Personal Contribution
32
4.88
3.119
Others
32
1.66
2.471
92
Table D-14 Behavioural Intention Means, Standard Deviation and Standard Errors for Majors
One-Sample Statistics
N
Computer
Health Science
Foundation
English
Workers
Engineers
Art
Science
Not Say
Student
Mean
8
6
2
3
3
5
3
1a
1a
29
4.4688
4.8750
4.3750
4.8333
3.2500
4.6000
5.5833
5.0000
5.7500
4.7845
93
Std. Deviation
1.39794
1.70110
1.94454
.57735
2.53722
1.00933
2.45374
.
.
1.37536