Quality managers, change agents and researchers are often troubled in defining and demonstrating the level of success achieved in software process improvement (SPI) initiatives. So far, there exist only few frameworks for identifying the level of success achieved in SPI. Analysis shows that these frameworks do not provide a comprehensive view from all relevant stakeholders involved in SPI. Early results from an ongoing research effort to discover and operationalise success dimensions are reported. Adapted from the project management literature it is suggested that five dimensions characterise the level of success achieved in SPI: (1) project efficiency, (2) impact on the process user, (3) business success, (4) direct operational success and (5) process improvement fit. Results from an empirical analysis are reported where 23 change agents evaluated the relative level of importance of each dimension. Early results indicate that change agents valued the process user satisfaction the most and the process improvement fit the least. This finding confirms the need of having various stakeholders and dimensions acknowledged in a framework that is used to measure the overall success of an SPI initiative.
The field of software engineering has evolved significantly over the past decades. It can be argued that software has become the vital element of any system or service. Interestingly, even in the field of automotive industry, 90% of recent innovations stem from software and electronics (ITEA2 2005). Ever since the classic NATO conference in 1968, however, software has been argued to be in some state of crisis. From the 1990s, the crisis has been labeled as a chronic one. It is quite evident that several attempts to improve the state of software industry have taken place with varying levels of success. Software process improvement approaches have been developed since many decades ago. The results have been impressive, on the one hand, but many problems still exist. As an example, the business impact of software process improvement endeavors has been difficult to pinpoint, several of the improvement initiatives appear to fall short of their goals, and overemphasis on comparing processes with fixed reference models may lead an organization astray regarding the product or service perspective. The Profes conference series was established in 1999 to provide a venue for industry and academia to present and discuss the shift from model-based improvement to a product-oriented perspective in the field of software engineering and software process improvement. This includes a context-oriented understanding of the process-product relationships. Recently, the focus in practice and, consequently, in research has been on viewing software development as a global endeavor rather than a local one. There are several reasons for this. To name but a few: The distribution of software development enables the optimum use of competence regardless of the geographical location. The large software-intensive organizations operate in the global space and market, which makes distribution a necessity rather than a choice. On the positive side, distribution enables the development of software and services close to the prominent market area. Despite these relatively clear advantages and 2 benefits, global software development has brought with it several challenges due to increased complexity and cultural as well as technology issues. These challenges are now being tackled by means of research taking place in Europe and elsewhere as witnessed by this special issue of Profes conference research papers. Profes Conference series was established at the end of European IST project called PROFES (PROduct Focused Software process improvement) for disseminating the research results of the project area to industry. The PROFES Consortium included …
P. Abrahamsson, Jürgen Münch, P. Kuvaja· Software Process: Improvemen...· 4 citations
Group brainstorming is a well-known idea generation technique, which plays a key role in software development processes. Despite this, the relevant literature has had little to offer in advancing our understanding of the effectiveness of group brainstorming sessions. In this paper we present a research-in-progress on brainstorming while walking, which is a practice built upon the relationship between thinking and walking. The objective is to better understand how to conduct group brainstorming effectively. We compared two brainstorming sessions, one performed during a mountain walk, the other traditionally in a room. Three preliminary findings are obtained: walking can lead to an effective idea generation session; brainstorming while walking can encourage team members to participate in and contribute to the session in an equal manner; and it can help a team to maintain sustainable mental energy. Our study opens up an avenue for future exploration of effective group brainstorming practices.
Xiaofeng Wang, D. Graziotin, Juha Rikkilä et al.· arXiv.org· 1 citation
For decades now, it has been claimed that a way to improve software developers’ productivity is to focus on people. Indeed, while human factors have been recognized in Software Engineering research, few empirical investigations have attempted to verify the claim. Development tasks are undertaken through cognitive processing abilities. Affective states – emotions, moods, and feelings - have an impact on work-related behaviors, cognitive processing activities, and the productivity of individuals. In this paper, we report an empirical study on the impact of affective states on software developers’ performance while programming. Two affective states dimensions are positively correlated with self-assessed productivity. We demonstrate the value of applying psychometrics in Software Engineering studies and echo a call to valorize the human, individualized aspects of software developers. We introduce and validate a measurement instrument and a linear mixed-effects model to study the correlation of affective states and the productivity of software developers.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· International Conference on...· 55 citations· ⚡4
Reach audiences
Advertise in front of researchers, engineers, and readers.
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
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
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
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
Context: The increasing popularity of JavaScript (JS) has lead to a variety of frameworks that aim to help developers to address programming tasks. However, the number of JS Frameworks (JSF) has risen rapidly to thousands and more. It is difficult for practitioners to identify the frameworks that best fit to their needs and to develop new frameworks that fit such needs. Existing research has focused in proposing software metrics for the frameworks, which do not carry a high value to practitioners. While benchmarks, technical reports, and experts' opinions are available, they suffer the same issue that they do not carry much value. In particular, there is a lack of knowledge regarding the processes and reasons that drive developers towards the choice. Objective: This paper explores the human aspects of software development behind the decision-making process that leads to a choice of a JSF. Method: We conducted a qualitative interpretive study, following the grounded theory data analysis methodology. We interviewed 18 participants who are decision makers in their companies or entrepreneurs, or are able to motivate the JSF decision-making process. Results: We offer a model of factors that are desirable to be found in a JSF and a representation of the decision makers involved in the frameworks selection. The factors are usability (attractiveness, learnability, understandability), cost, efficiency (performance, size), and functionality (automatisation, extensibility, flexibility, isolation, modularity, suitability, updated). These factors are evaluated by a combination of four possible decision makers, which are customer, developer, team, and team leader. Conclusion: Our model contributes to the body of knowledge related to the decision-making process when selecting a JSF. As a practical implication, we believe that our model is useful for (1) Web developers and (2) JSF developers.
Amantia Pano, D. Graziotin, P. Abrahamsson· arXiv.org· 7 citations· ⚡1
With millions of users across the world, Julia has been used to conduct cutting-edge research and to design new drugs, jet engines, heat pumps, and more.
A new machine-learning framework aims to improve the success rate of computational protein design while moving away from results that reproduce sequences found in nature.
New MIT research could lead to better materials for a fossil-fuel-free process for making the chemical that's essential to fertilizer and other products.