14,189 research outputs found

    Estimating, planning and managing Agile Web development projects under a value-based perspective

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    Context: The processes of estimating, planning and managing are crucial for software development projects, since the results must be related to several business strategies. The broad expansion of the Internet and the global and interconnected economy make Web development projects be often characterized by expressions like delivering as soon as possible, reducing time to market and adapting to undefined requirements. In this kind of environment, traditional methodologies based on predictive techniques sometimes do not offer very satisfactory results. The rise of Agile methodologies and practices has provided some useful tools that, combined with Web Engineering techniques, can help to establish a framework to estimate, manage and plan Web development projects. Objective: This paper presents a proposal for estimating, planning and managing Web projects, by combining some existing Agile techniques with Web Engineering principles, presenting them as an unified framework which uses the business value to guide the delivery of features. Method: The proposal is analyzed by means of a case study, including a real-life project, in order to obtain relevant conclusions. Results: The results achieved after using the framework in a development project are presented, including interesting results on project planning and estimation, as well as on team productivity throughout the project. Conclusion: It is concluded that the framework can be useful in order to better manage Web-based projects, through a continuous value-based estimation and management process.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-

    Comparative Study on Agile software development methodologies

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    Today-s business environment is very much dynamic, and organisations are constantly changing their software requirements to adjust with new environment. They also demand for fast delivery of software products as well as for accepting changing requirements. In this aspect, traditional plan-driven developments fail to meet up these requirements. Though traditional software development methodologies, such as life cycle-based structured and object oriented approaches, continue to dominate the systems development few decades and much research has done in traditional methodologies, Agile software development brings its own set of novel challenges that must be addressed to satisfy the customer through early and continuous delivery of the valuable software. It is a set of software development methods based on iterative and incremental development process, where requirements and development evolve through collaboration between self-organizing, cross-functional teams that allows rapid delivery of high quality software to meet customer needs and also accommodate changes in the requirements. In this paper, we significantly identify and describe the major factors, that Agile development approach improves software development process to meet the rapid changing business environments. We also provide a brief comparison of agile development methodologies with traditional systems development methodologies, and discuss current state of adopting agile methodologies. We speculate that from the need to satisfy the customer through early and continuous delivery of the valuable software, Agile software development is emerged as an alternative to traditional plan-based software development methods. The purpose of this paper, is to provide an in-depth understanding, the major benefits of agile development approach to software development industry, as well as provide a comparison study report of ASDM over TSDM.Comment: 25 pages, 25 images, 86 references used, with authors biographie

    Agile Requirements Engineering: A systematic literature review

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    Nowadays, Agile Software Development (ASD) is used to cope with increasing complexity in system development. Hybrid development models, with the integration of User-Centered Design (UCD), are applied with the aim to deliver competitive products with a suitable User Experience (UX). Therefore, stakeholder and user involvement during Requirements Engineering (RE) are essential in order to establish a collaborative environment with constant feedback loops. The aim of this study is to capture the current state of the art of the literature related to Agile RE with focus on stakeholder and user involvement. In particular, we investigate what approaches exist to involve stakeholder in the process, which methodologies are commonly used to present the user perspective and how requirements management is been carried out. We conduct a Systematic Literature Review (SLR) with an extensive quality assessment of the included studies. We identified 27 relevant papers. After analyzing them in detail, we derive deep insights to the following aspects of Agile RE: stakeholder and user involvement, data gathering, user perspective, integrated methodologies, shared understanding, artifacts, documentation and Non-Functional Requirements (NFR). Agile RE is a complex research field with cross-functional influences. This study will contribute to the software development body of knowledge by assessing the involvement of stakeholder and user in Agile RE, providing methodologies that make ASD more human-centric and giving an overview of requirements management in ASD.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2015-71938-RED

    The business of invention: considering project management in the arts and industry

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    Project management has well developed theoretical constructs and is becom- ing increasingly well established in core strategy beyond the industrial and corporate sec- tors from which it first emerged. With a concurrent increase in the significance of innova- tion, project managing for creativity is an area of research and enquiry of considerable sig- nificance. Notionally occupying polar opposite cultural positions in terms of perspectives and processes of creativity, project management in the arts is widely considered to vary significantly from corporate strategy and process. If business were to be more generally characterised by ‘organisation’ and discipline, the arts are more commonly celebrated for disorganisation, indiscipline, and the fundamental challenge to organisation itself. Consid- ering both the confluences and variations between established project management theory in business and practice in the arts, this text introduces theoretical constructs pertaining to creative processes and highlights areas for consideration in the understanding and further development of project management theory

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game

    Are Delayed Issues Harder to Resolve? Revisiting Cost-to-Fix of Defects throughout the Lifecycle

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    Many practitioners and academics believe in a delayed issue effect (DIE); i.e. the longer an issue lingers in the system, the more effort it requires to resolve. This belief is often used to justify major investments in new development processes that promise to retire more issues sooner. This paper tests for the delayed issue effect in 171 software projects conducted around the world in the period from 2006--2014. To the best of our knowledge, this is the largest study yet published on this effect. We found no evidence for the delayed issue effect; i.e. the effort to resolve issues in a later phase was not consistently or substantially greater than when issues were resolved soon after their introduction. This paper documents the above study and explores reasons for this mismatch between this common rule of thumb and empirical data. In summary, DIE is not some constant across all projects. Rather, DIE might be an historical relic that occurs intermittently only in certain kinds of projects. This is a significant result since it predicts that new development processes that promise to faster retire more issues will not have a guaranteed return on investment (depending on the context where applied), and that a long-held truth in software engineering should not be considered a global truism.Comment: 31 pages. Accepted with minor revisions to Journal of Empirical Software Engineering. Keywords: software economics, phase delay, cost to fi

    When situativity meets objectivity in peer-production of knowledge:the case of the WikiRate platform

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    PurposeThe purpose of this paper is to further the debate on Knowledge Artefacts (KAs), by presenting the design of WikiRate, a Collective Awareness platform whose goal is to support a wider public contributing to the generation of knowledge on environmental, social and governance (ESG) performance of companies.Design/methodology/approachThe material presented in the paper comes from the first-hand experience of the authors as part of the WikiRate design team. This material is reflexively discussed using concepts from the field of science and technology studies.FindingsUsing the concept of the “funnel of interest”, the authors discuss how the design of a KA like WikiRate relies on the designers’ capacity to translate general statements into particular design solutions. The authors also show how this funnelling helps understanding the interplay between situativity and objectivity in a KA. The authors show how WikiRate is a peer-production platform based on situativity, which requires a robust level of objectivity for producing reliable knowledge about the ESG performance of companies.Originality/valueThis paper furthers the debate on KAs. It presents a relevant design example and offers in the discussion a set of design and community building recommendations to practitioners

    Methods of labor economy increasing in educational organization

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    The urgency of problem under investigation due to fact that increasing demand of the information technology infrastructure development in current conditions of educational institutions functioning, including formation of the information-educational environment point of view. Offered organizational and economic model of constructing processes for software development is based on agile project management, regarded as an object-oriented tool for optimizing labor economics. The purpose of article is in model for labor economy processes optimization as a part of software development based on agile project management methodology in departments associated with development of information technologies in educational organization. The leading method to the problem study is in measurement of labor economics key indicators, including specific metrics of technical expert’s human capital growth. As an experimental base of research are considered educational organizations, at different times, using classical approach for software development and agile project management. The article presents research results of educational organizations departments engaged in project activities for development of information technologies, which are in the development of software products using classical approach for software development and agile project management. Article submissions may be useful to create a culture for constructing labor economics and human capital system based on sustainable growth in departments of educational institutions working in the field of information technology. © 2016 Dorozhkin et al
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