Gamification in crowdsourcing Testing

Source: Internet
Author: User


Gamification in crowdsourcing Testing

Mahesh gudipati has more than 10 years of testing experience and has participated in many projects in different fields. He has extensive experience in data warehouse/Bi testing, demand prediction testing, big data testing, and product testing. He has implemented Automation Technology in multiple ETL/DW testing projects and obtained a patent for developing an end-to-end solution for ETL/DW testing. He is a PMP certified project manager and manages multiple data warehouse test projects. He helped build a group testing process within the company and has been developing technology in Data projects recentlyTest Solution.
Jaya bhagavathi bhallamudi has been in the IT industry for more than 16 years. She is a CFPs (certification expert of certification function points in the international certification function points group) and a PMP (United StatesProject ManagementCertified project management experts of the Association ). She is goodAutomated TestingAnd is a member of the "innovation and improvement" school of the Infosys certification service, focusing on new and professional tests. In the past, she also played a key role in incubating services provided by security testing and agile testing. Today, she focuses on big data verification. She has been writing internal and external thought leadership articles and Infosys blogs.


In the Internet and mobile era, many applications are customer-centric and used by users with different computer levels. Although these applications are completely tested by professional IT team testers, another possibility is that some problems have been ignored and it is difficult for testers to find issues related to user experience because they cannot take advantage of testers from different cultural backgrounds. Another challenge for the IT team is when developing these software applications to ensure that the applications run seamlessly on different devices. Technologies are evolving at a faster speed. New operating systems, browsers, and mobile devices update different software and hardware specifications every week. It is basically impossible to test the versatility of an application with different browsers on different devices, because it is too costly to establish a lab and deploy human resources without a large number of devices. Crowdsourcing testing activities can help to cope with certain difficulties, such as getting users from different places and testing versatility on multiple devices. Crowdsourcing testing has been gaining momentum recently because the value produced by groups can be achieved by an internal testing team. Group testing cannot replace traditional testing, but it provides great value when selecting the right group, it also ensures that the Group actively participates in the test and covers all parts of the application. Although there are many benefits when it comes to the cost, flexibility, diversity, and timeline of the tester, group testing also has a unique challenge in the form of stimulating the tester to test: increasing the depth of test coverage, reward suitable testers. Gamification of crowdsourcing testing can help solve the difficulties faced by crowdsourcing testing.

  Crowdsourcing Test
Crowdsourcing testing is a process of obtaining test services from a group of people with different levels in different regions. Group testing is not a substitute for traditional testing, but a round of Traditional testing completed by people not directly involved in the project. They represent end users with different cultural backgrounds in different places, you can perform exploratory tests to identify defects and provide user experience feedback. Crowdsourcing testing is more suitable for user-centric applications, such as e-commerce networks, mobile applications, and games.

The benefits of using crowdsourcing testing are:
? Faster turnover due to the large number of participating testers
? The browser and device combinations expose different compatibility issues through different operating systems used by group testers
? Low payment because payment is based on the number of identified defects rather than the effort spent on the tested application
? Testers from different locations can help identify any local defects.

The difficulty in crowdsourcing testing is;
? Coverage: No control over things tested by groups
? Coverage Rate: Drive the group to test important issues rather than unimportant issues
? Coverage Rate: allows Groups to test areas that are not covered to ensure full coverage.
? Motivation: stimulate the tester to continue the test without any worry
? Consistency: The group Test Progress is consistent.
? Quality: frequent repetition or absence of defects

Gamification is a business strategy that uses game design technologies to drive user behavior in non-gaming experiences. Gamification can solve various problems by creating fun, experiencing parameters, and turning users into players. How gamification can help:
? Stimulate users by providing an interesting experience and engaging them in the best interests.
? Create benign competition among users to improve productivity
? Let the user carry out the expected behavior to solve the problem
? Encourage users to perform tedious and repetitive activities

  Gamification in crowdsourcing Testing
Gamification of crowdsourcing testing aims to involve group testers and stimulate them to spend more time looking for defects. In order to create an interesting environment and a benign competition between testers, in this way, we can get the greatest benefit from the tester and have the confidence to get the maximum test coverage. The following are some gamification technologies that can be used to test the challenges of crowdsourcing:
? Rankings
? Today's challenges
? Quizzes
? Bonus score

  How does gamification solve the difficulties of group testing?

The ranking is to publish statistics on the portal and emphasize the concepts of the top five or the top ten testers (who scored higher), the highest score on the day, and the best defect initiator. This is similar to how to publish a ranking in the game. senior players have a ranking and a badge displayed at a time. This technology creates a benign competition between testers and encourages them to participate more in and conduct test activities to help increase scores and improve rankings on the rankings.

This technology helps solve the following problems:
? Stimulate the tester to continue the test without interference
? The Group Test Progress is consistent.

When to use?
This technology should be used from the beginning of the Group Testing and should be published on the portal on a regular basis (once a day or twice a week, in this way, the tester can view their rankings and see how to improve their rankings.

Today's challenges
The challenge of the day was to release a challenge for testers to identify defects in a specific pattern of the tested application.
This technology helps solve the following problems:
? No control over things tested by groups
? Drive group tests on important issues rather than unimportant issues
? Allow groups to test areas that are not covered to ensure full coverage

When to use?
This technology should be used in half of group tests. We need to (Analyze Web logs) Check the coverage rate and see which ones are not covered yet. Once we understand untouched patterns, we need to create challenges in one way (testers who have been challenged will learn these patterns that have never been touched and find defects in them.

Quizzes can be used to control tests and run the group test platform as we expected. In this strategy, the tester will be asked some questions by designing test cases, such as: What is output when a specific behavior is executed, what will appear on a specific display. There are multiple answers, but only one is correct. This policy helps solve the following problems:
? No control over things tested by groups
? Drive group tests on important issues rather than unimportant issues
This policy can be used at the beginning of a group test, or based on the coverage rate.

Bonus score
Bonus scoring is the most effective way to stimulate groups and encourage them throughout the process. If the policy is well designed, a better result can be provided. In this policy, the tester gets a score when the performance is consistent. For example, the tester finds the most defects in X days, participates in the X-day test plan, and is tested on x browsers, rewards are scored to reduce or eliminate repetitive and invalid defects. This policy helps solve the following problems:
? Stimulate the tester to continue the test without interference
? The Group Test Progress is consistent.
? Identify a large number of repeated and invalid Defects

When to use?
This technology should be used from the very beginning of the group test and guidance should be provided to the group prior to the start of the test to help them understand the scoring mechanism. The score obtained by the tester should be communicated regularly so that the tester can motivate each other. All of the above strategies should be designed based on the project requirements and combined with the ranking (by summarizing the scores and displaying them on the ranking ). The following table shows the policy to be used to solve different group test challenges:

To effectively implement gamification strategies and communicate effectively with testers, we recommend that you create a comprehensive portal network to guide testers, rankings, challenges of the day, quizzes, and bonus scores. This will help testers fully understand their scores and rankings. The strategy discussed here is a subset of the various strategies presented in the gameplay. Although gamification can help you get more bonuses, negative results are returned if they are not correctly executed, such as when scoring or evaluating the effectiveness of defects is not transparent, and inappropriate communication frequency. Selecting an appropriate policy is an important task in gamification.

Nowadays, gamification is becoming a trend in software development, and many projects are using these policies to achieve results. Gamification should be executed to create an interesting environment and involve testers. However, it cannot be regarded as mandatory or used to create unnecessary costs for the project. Reasonable planning and selection of appropriate gamification strategies for appropriate projects, and implementation of these strategies at the right time will reap fruitful results.

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