15,955 research outputs found

    Project Quality of Offshore Virtual Teams Engaged in Software Requirements Analysis: An Exploratory Comparative Study

    Get PDF
    The off-shore software development companies in countries such as India use a global delivery model in which initial requirement analysis phase of software projects get executed at client locations to leverage frequent and deep interaction between user and developer teams. Subsequent phases such as design, coding and testing are completed at off-shore locations. Emerging trends indicate an increasing interest in off-shoring even requirements analysis phase using computer mediated communication. We conducted an exploratory research study involving students from Management Development Institute (MDI), India and Marquette University (MU), USA to determine quality of such off-shored requirements analysis projects. Our findings suggest that project quality of teams engaged in pure off-shore mode is comparable to that of teams engaged in collocated mode. However, the effect of controls such as user project monitoring on the quality of off-shored projects needs to be studied further

    An Exploratory Study of Forces and Frictions affecting Large-Scale Model-Driven Development

    Full text link
    In this paper, we investigate model-driven engineering, reporting on an exploratory case-study conducted at a large automotive company. The study consisted of interviews with 20 engineers and managers working in different roles. We found that, in the context of a large organization, contextual forces dominate the cognitive issues of using model-driven technology. The four forces we identified that are likely independent of the particular abstractions chosen as the basis of software development are the need for diffing in software product lines, the needs for problem-specific languages and types, the need for live modeling in exploratory activities, and the need for point-to-point traceability between artifacts. We also identified triggers of accidental complexity, which we refer to as points of friction introduced by languages and tools. Examples of the friction points identified are insufficient support for model diffing, point-to-point traceability, and model changes at runtime.Comment: To appear in proceedings of MODELS 2012, LNCS Springe

    A framework for understanding the factors influencing pair programming success

    Get PDF
    Pair programming is one of the more controversial aspects of several Agile system development methods, in particular eXtreme Programming (XP). Various studies have assessed factors that either drive the success or suggest advantages (and disadvantages) of pair programming. In this exploratory study the literature on pair programming is examined and factors distilled. These factors are then compared and contrasted with those discovered in our recent Delphi study of pair programming. Gallis et al. (2003) have proposed an initial framework aimed at providing a comprehensive identification of the major factors impacting team programming situations including pair programming. However, this study demonstrates that the framework should be extended to include an additional category of factors that relate to organizational matters. These factors will be further refined, and used to develop and empirically evaluate a conceptual model of pair programming (success)

    Improving statistical skills through students’ participation in the development of resources

    Get PDF
    This paper summarizes the evaluation of a project that involved undergraduate mathematics students in the development of teaching and learning resources for statistics modules taught in various departments of a university. This evaluation regards students’ participation in the project and its impact on their learning of statistics, as characterized in terms of statistical reasoning, statistical thinking, and skills for statistical consultancy. The participation of students is evaluated from the viewpoint of communities of practice. The evaluation resulted in a characterization of the benefits of such a project and suggestions for implementations of future projects, and in addition brought to light new theoretical elements both as regards the learning of statistics and as regards communities of practice. In particular, the analysis highlighted contributions of the students involved to resource development practice in the community of university statistics teachers, as well as contributions to students’ learning as a result of participation in this community

    SourcererCC: Scaling Code Clone Detection to Big Code

    Full text link
    Despite a decade of active research, there is a marked lack in clone detectors that scale to very large repositories of source code, in particular for detecting near-miss clones where significant editing activities may take place in the cloned code. We present SourcererCC, a token-based clone detector that targets three clone types, and exploits an index to achieve scalability to large inter-project repositories using a standard workstation. SourcererCC uses an optimized inverted-index to quickly query the potential clones of a given code block. Filtering heuristics based on token ordering are used to significantly reduce the size of the index, the number of code-block comparisons needed to detect the clones, as well as the number of required token-comparisons needed to judge a potential clone. We evaluate the scalability, execution time, recall and precision of SourcererCC, and compare it to four publicly available and state-of-the-art tools. To measure recall, we use two recent benchmarks, (1) a large benchmark of real clones, BigCloneBench, and (2) a Mutation/Injection-based framework of thousands of fine-grained artificial clones. We find SourcererCC has both high recall and precision, and is able to scale to a large inter-project repository (250MLOC) using a standard workstation.Comment: Accepted for publication at ICSE'16 (preprint, unrevised

    Improving fairness in machine learning systems: What do industry practitioners need?

    Full text link
    The potential for machine learning (ML) systems to amplify social inequities and unfairness is receiving increasing popular and academic attention. A surge of recent work has focused on the development of algorithmic tools to assess and mitigate such unfairness. If these tools are to have a positive impact on industry practice, however, it is crucial that their design be informed by an understanding of real-world needs. Through 35 semi-structured interviews and an anonymous survey of 267 ML practitioners, we conduct the first systematic investigation of commercial product teams' challenges and needs for support in developing fairer ML systems. We identify areas of alignment and disconnect between the challenges faced by industry practitioners and solutions proposed in the fair ML research literature. Based on these findings, we highlight directions for future ML and HCI research that will better address industry practitioners' needs.Comment: To appear in the 2019 ACM CHI Conference on Human Factors in Computing Systems (CHI 2019

    Exploring User Interface Improvements for Software Developers who are Blind

    Get PDF
    Software developers who are blind and interact with the computer non-visually face unique challenges with information retrieval. We explore the use of speech and Braille combined with software to provide an improved interface to aid with challenges associated with information retrieval. We motivate our design on common tasks performed by students in a software development course using a Microprocessor without Interlocked Pipeline Stages (MIPS) architecture simulation tool. We test our interface via a single-subject longitudinal study, and we measure and show improvement in both the user’s performance and the user experience

    Designing user experiences: a game engine for the blind

    Get PDF
    Video games experience an ever-increasing interest by society since their inception on the 70’s. This form of computer entertainment may let the player have a great time with family and friends, or it may as well provide immersion into a story full of details and emotional content. Prior to the end user playing a video game, a huge effort is performed in lots of disciplines: screenwriting, scenery design, graphical design, programming, optimization or marketing are but a few examples. This work is done by game studios, where teams of professionals from different backgrounds join forces in the inception of the video game. From the perspective of Human-Computer Interaction, which studies how people interact with computers to complete tasks, a game developer can be regarded as a user whose task is to create the logic of a video game using a computer. One of the main foundations of HCI. is that an in-depth understanding of the user’s needs and preferences is vital for creating a usable piece of technology. This point is important as a single piece of technology (in this case, the set of tools used by a game developer) may – and should have been designed to – be used on the same team by users with different knowledge, abilities and capabilities. Embracing this diversity of users functional capabilities is the core foundation of accessibility, which is tightly related to and studied from the discipline of HCI. The driving force behind this research is a question that came after considering game developers: Could someone develop a video game being fully or partially blind? Would it be possible for these users to be part of a game development team? What should be taken into account to cover their particular needs and preferences so that they could perform this task being comfortable and productive? The goal of this work is to propose a possible solution that can assure inclusion of fully or partially blind users in the context of computer game development. To do this, a Used Centered Design methodology has been followed. This approach is ideal in this case as it starts including people you’re designing for and ends with new solutions that are tailor made to suit their needs. First, previously designed solutions for this problem and related works have been analyzed. Secondly, an exploratory study has been performed to know how should the target user be able to interact with a computer when developing games, and design insights are drawn from both the state of the art analysis and the study results. Next, a solution has been proposed based on the design insights, and a prototype has been implemented. The solution has been evaluated with accessibility guidelines. It has been finally concluded that the proposed solution is accessible for visually impaired users.Ingeniería Informátic
    • 

    corecore