The field of Web development is entering the HTML5 and CSS3 era and JavaScript is becoming increasingly influential. A large number of JavaScript frameworks have been recently promoted. Practitioners applying the latest technologies need to choose a suitable JavaScript framework (JSF) in order to abstract the frustrating and complicated coding steps and to provide a cross-browser compatibility. Apart from benchmark suites and recommendation from experts, there is little research helping practitioners to select the most suitable JSF to a given situation. The few proposals employ software metrics on the JSF, but practitioners are driven by different concerns when choosing a JSF. As an answer to the critical needs, this paper is a call for action. It proposes a research design towards a comparative analysis framework of JSF, which merges researcher needs and practitioner needs.
D. Graziotin, P. Abrahamsson· International Conference on...· 20 citations· ⚡1
This article is a contribution towards an understanding of open access (OA) publishing. It proposes an analysis framework of 18 core attributes, divided into the areas of bibliographic information, activity metrics, economics, accessibility, and predatory issues. The framework has been employed in a systematic analysis of 30 OA journals in software engineering (SE) and information systems (IS), which were selected from among 386 OA journals in Computer Science from the Directory of OA Journals. An analysis was performed on the sample of the journals, to provide an overview of the current situation of OA journals in the fields of SE and IS. The journals were then compared between-group, according to the presence of article processing charges. A within-group analysis was performed on the journals requesting article processing charges from authors, in order to understand what is the value added according to different price ranges. This article offers several contributions. It presents an overview of OA definitions and models. It provides an analysis framework born from the observation of data and the existing literature. It raises the need to study OA in the fields of SE and IS while offering a first analysis. Finally, it provides recommendations to readers of OA journals. This paper highlights several concerns still threatening the adoption of OA publishing in the fields of SE and IS. Among them, it is shown that high article processing charges are not sufficiently justified by the publishers, which often lack transparency and may prevent authors from adopting OA.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· Scientometrics· 21 citations· ⚡1
An impressive number of new startups are launched every day as a result of growing new markets, accessible technologies, and venture capital. New ventures such as Facebook, Supercell, Linkedin, Spotify, WhatsApp, and Dropbox, to name a few, are good examples of startups that evolved into successful businesses. However, despite many successful stories, the great majority of them fail prematurely. Operating in a chaotic and rapidly evolving domain conveys new uncharted challenges for startuppers. In this study, the authors characterize their context and identify common software development startup practices.
Carmine Giardino, M. Unterkalmsteiner, Nicolò Paternoster et al.· IEEE Software· 178 citations· ⚡19
Software startups are newly created companies with little operating history and oriented towards producing cutting-edge products. As their time and resources are extremely scarce, and one failed project can put them out of business, startups need effective practices to face with those unique challenges. However, only few scientific studies attempt to address characteristics of failure, especially during the early-stage. With this study we aim to raise our understanding of the failure of early-stage software startup companies. This state-of-practice investigation was performed using a literature review followed by a multiple-case study approach. The results present how inconsistency between managerial strategies and execution can lead to failure by means of a behavioral framework. Despite strategies reveal the first need to understand the problem/solution fit, actual executions prioritize the development of the product to launch on the market as quickly as possible to verify product/market fit, neglecting the necessary learning process.
Carmine Giardino, Xiaofeng Wang, P. Abrahamsson· International Conference on...· 174 citations· ⚡19
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For more than thirty years, it has been claimed that a way to improve software developers’ productivity and software quality is to focus on people and to provide incentives to make developers satisfied and happy. This claim has rarely been verified in software engineering research, which faces an additional challenge in comparison to more traditional engineering fields: software development is an intellectual activity and is dominated by often-neglected human factors (called human aspects in software engineering research). Among the many skills required for software development, developers must possess high analytical problem-solving skills and creativity for the software construction process. According to psychology research, affective states—emotions and moods—deeply influence the cognitive processing abilities and performance of workers, including creativity and analytical problem solving. Nonetheless, little research has investigated the correlation between the affective states, creativity, and analytical problem-solving performance of programmers. This article echoes the call to employ psychological measurements in software engineering research. We report a study with 42 participants to investigate the relationship between the affective states, creativity, and analytical problem-solving skills of software developers. The results offer support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities. The following contributions are made by this study: (1) providing a better understanding of the impact of affective states on the creativity and analytical problem-solving capacities of developers, (2) introducing and validating psychological measurements, theories, and concepts of affective states, creativity, and analytical-problem-solving skills in empirical software engineering, and (3) raising the need for studying the human factors of software engineering by employing a multidisciplinary viewpoint.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· PeerJ· 216 citations· ⚡13
Context: Software startups are newly created companies with no operating history and fast in producing cutting-edge technologies. These companies develop software under highly uncertain conditions, tackling fast-growing markets under severe lack of resources. Therefore, software startups present a unique combination of characteristics which pose several challenges to software development activities. Objective: This study aims to structure and analyze the literature on software development in startup companies, determining thereby the potential for technology transfer and identifying software development work practices reported by practitioners and researchers. Method: We conducted a systematic mapping study, developing a classification schema, ranking the selected primary studies according their rigor and relevance, and analyzing reported software development work practices in startups. Results: A total of 43 primary studies were identified and mapped, synthesizing the available evidence on software development in startups. Only 16 studies are entirely dedicated to software development in startups, of which 10 result in a weak contribution (advice and implications (6); lesson learned (3); tool (1)). Nineteen studies focus on managerial and organizational factors. Moreover, only 9 studies exhibit high scientific rigor and relevance. From the reviewed primary studies, 213 software engineering work practices were extracted, categorized and analyzed. Conclusion: This mapping study provides the first systematic exploration of the state-of-art on software startup research. The existing body of knowledge is limited to a few high quality studies. Furthermore, the results indicate that software engineering work practices are chosen opportunistically, adapted and configured to provide value under the constrains imposed by the startup context.
Nicolò Paternoster, Carmine Giardino, M. Unterkalmsteiner et al.· Information and Software Tec...· 394 citations· ⚡54
Novel software development approaches are embracing abstraction and automation techniques. It is claimed that abstraction and automation techniques increase the productivity, improve the reusability and lower the complexity of the projects. In this study we address these new frontiers of software development by investigating on one novel proposal, namely the Ball. The Ball is an information ecosystem for authorised information containing web content, digital content as well as service development and integration. It is claimed to improve the reusability, productivity and security of software development while lowering the complexity. While improving the software developer’s productivity it should produce smaller and more reasonable software systems, leading to a better reusability and a shorter learning phase for new developers. Up to now there exists no evidence to support these claims. In this study we analyse the Ball ecosystem from multiple perspectives. We compare it to related approaches in order to find its advantages and disadvantages. In order to provide empirical data we replicated a study where a mobile information system was developed using three different technologies. The results of this study show that the Ball ecosystem has the potential to improve the productivity of software development. However, it
Michael Gurschler, Henry Edison, Kalle Launiala et al.· 1 citation
Microblogging is a popular form of social media that has quickly permeated both enterprise and open source software development communities. However, how exactly open source communities can leverage microblogging isn't yet well understood.
Software engineering (SE) research lacks theory and methodologies for addressing human aspects in software development. Development tasks are undertaken through cognitive processing activities. Affects (emotions, moods, and feelings) have a linkage to cognitive processing activities and the productivity of individuals. SE research needs to incorporate affect measurements to valorize human factors and to enhance management styles.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· J. Softw. Evol. Process.· 121 citations· ⚡8
It is well acknowledged that innovation is a key success factor in the mobile service domain. Having creative ideas is the first critical step in the innovation process. Many studies suggest that customers are a valuable source of creative ideas. However, the literature also shows that adults may be constrained by existing technology frames, which are known to hinder creativity. Instead young children (aged 7-12) are considered digital natives yet are free from existing technology frames. This led us to study them as a potential source for creative mobile service ideas. A set of 41,000 mobile ideas obtained from a research project in 2006 granted us a unique opportunity to study the mobile service ideas from young children. We randomly selected two samples of ideas (N = 400 each); one contained the ideas from young children, the other from adults (aged 17-50). These ideas were evaluated by several evaluators using an existing creativity framework. The results show that the mobile service ideas from the young children are significantly more original, transformational, implementable, and relevant than those from the adults. Therefore, this study shows that young children are better sources of novel and quality ideas than adults in the mobile services domain. This study bears significant contributions to the creativity and innovation research. It also indicates a new and valuable source for the companies that seek creative ideas for innovative products and services.
Ilona Kuzmickaja, Xiaofeng Wang, D. Graziotin et al.· SAGE Open· 16 citations
This paper proposes a wayfaring approach for the early concept creation stage of development projects that have a very high degree of intended innovation and thus uncertainty. The method is supported by a concrete game design example involving the development of a tangible programming interface for virtual car racing games. We focus onto projects that not only have high degrees of freedom, for example in terms of reframing the problem or iterating the final project vision, but are also complex in nature. For example, these can be projects that allow for the exploration and exploitation of unknown unknowns and serendipity findings. Process wise we are primarily focusing onto the early stage that precedes the requirement fixation, which we see as more dynamic and evolutionary in nature. The core conceptual elements that we have derived from the development experiences are: simultaneous prototyping in multiple disciplines (such as computer science, electronics and mechanics and engineering in general, abductive learning based on the outcome of rapid cycles of designing, building and testing prototypes (probing), and the importance of includingall the involved disciplines (knowledge domains) from the beginning of the project on.
Achim Gerstenberg, Heikki Sjöman, Thov Reime et al.· International Conference on...· 36 citations· ⚡4
A new method for surgically removing training examples from a model reveals that as datasets grow, the link between what a model learns and what it produces dissolves.