9,858 research outputs found

    Misaligned Values in Software Engineering Organizations

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    The values of software organizations are crucial for achieving high performance; in particular, agile development approaches emphasize their importance. Researchers have thus far often assumed that a specific set of values, compatible with the development methodologies, must be adopted homogeneously throughout the company. It is not clear, however, to what extent such assumptions are accurate. Preliminary findings have highlighted the misalignment of values between groups as a source of problems when engineers discuss their challenges. Therefore, in this study, we examine how discrepancies in values between groups affect software companies' performance. To meet our objectives, we chose a mixed method research design. First, we collected qualitative data by interviewing fourteen (\textit{N} = 14) employees working in four different organizations and processed it using thematic analysis. We then surveyed seven organizations (\textit{N} = 184). Our analysis indicated that value misalignment between groups is related to organizational performance. The aligned companies were more effective, more satisfied, had higher trust, and fewer conflicts. Our efforts provide encouraging findings in a critical software engineering research area. They can help to explain why some companies are more efficient than others and, thus, point the way to interventions to address organizational challenges.Comment: accepted for publication in Journal of Software: Evolution and Proces

    Modelling the critical success factors of agile software development projects in South Africa

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    There are several critical success factors suggested for why agile software development projects succeed, including organisational and process factors. Although there are an increasing number of identified critical success factors, IT professionals lack the modelling techniques and the theoretical framework to help them meaningfully understand their influences. To solve this problem, this study developed a model by employing the following theories: Theory of Reasoned Action (TRA), Theory of Planned Behaviour (TPB), and Unified Theory of Acceptance and Use of Technology (UTAUT) to create a fit model for agile software development projects. The research sought to answer the question: What are the critical success factors that influence the success of agile software development projects? The literature review considers the continued failure of agile and traditional software development projects which have led to the consideration of, and dispute over, critical success factors — the aspects most vital to a methodology’s success. Though TRA, TPB and UTAUT have previously been applied to agile methodologies, empirical models have not been completely integrated to develop a fit model. This research sought to fill this gap. Data was collected in South Africa through a web-based survey using structured questionnaires and an interview guide. Face-to-face interviews were done to identify the critical success factors in agile projects. The data was captured and analysed for descriptive statistics, convergent and discriminant validity, composite and internal reliability, and correlation in order to inform the structural equation modelling (SEM). SEM was used to test the research model and hypotheses to answer the research questions. The results informed development of a comprehensive model that could provide guidelines to the agile community. The study contributes towards understanding the critical success factors for agile projects. It examined direct, indirect and moderating effects, and the findings contribute towards developing a framework to be used by agile professionals. These key result shows that organisational factors have a great influence on performance expectancy characteristics. To ensure success of agile projects, managers are advised to focus on the effect of the organisation’s environment, culture and policies on performance and effort expectancy.School of ComputingPh. D. (Computer Science

    Overcoming Barriers in Supply Chain Analytics—Investigating Measures in LSCM Organizations

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    While supply chain analytics shows promise regarding value, benefits, and increase in performance for logistics and supply chain management (LSCM) organizations, those organizations are often either reluctant to invest or unable to achieve the returns they aspire to. This article systematically explores the barriers LSCM organizations experience in employing supply chain analytics that contribute to such reluctance and unachieved returns and measures to overcome these barriers. This article therefore aims to systemize the barriers and measures and allocate measures to barriers in order to provide organizations with directions on how to cope with their individual barriers. By using Grounded Theory through 12 in-depth interviews and Q-Methodology to synthesize the intended results, this article derives core categories for the barriers and measures, and their impacts and relationships are mapped based on empirical evidence from various actors along the supply chain. Resultingly, the article presents the core categories of barriers and measures, including their effect on different phases of the analytics solutions life cycle, the explanation of these effects, and accompanying examples. Finally, to address the intended aim of providing directions to organizations, the article provides recommendations for overcoming the identified barriers in organizations

    A Phenomenological Examination of Virtual Game Developers\u27 Experiences Using Jacob\u27s Ladder Pre-Production Design Tactic

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    Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob\u27s Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob\u27s Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated in semi-structured interviews and transcripts were analyzed via an inductive coding process that led to the development of key themes. Findings indicated that using Jacob\u27s Ladder design tactic influenced the experience of the team by keeping the team focused on common goals and learner needs, organizing the team work, supporting interdisciplinary collaboration, and promoting shared understandings of the software platform limitations. Individuals played various roles, appreciated diverse views, recognized prior experience and idea sharing, and felt the design tactic supported flexibility for interdisciplinary collaboration. By linking integration strategies to interdisciplinary collaboration, findings from this study may be used by organizational leaders to consider best practices in team building for virtual learning game design, which will further support the development of effective games and growth of the edutainment industry

    Workplace learning in the field of Information Technology:IT professionals’ views and beliefs

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    Abstract. The focus of this study is in the area of workplace learning. The changes ushered in by the recent technological and societal developments are disrupting the ways people look at and think about work and the workplaces. Furthermore, these changes demand that workers become adaptable lifelong learners. As a result, workplace learning has been an increasingly important area for research in several disciplines, including management, organisational development or adult learning. Learner’’ conceptions of and beliefs about learning have been explored within the formal education sector but not so extensively within the context of work, even though beliefs about learning are associated with chosen learning approaches and learning behaviour. Modern knowledge workers, such as people working in the IT industry, need to constantly learn, partly because of the rapid development of the technological solutions, and partly because of the changes affecting the way work is organized, being more collaborative and multidisciplinary. For these reasons, it is important to develop an understanding of how professionals in IT view learning and workplace learning and what factors influence their learning at work. For conducting this study, a phenomenographical approach was adopted. Data was collected at the end of 2018, through semi-structured individual interviews with ten experienced professionals who were working in the IT field in varying roles and positions at the time, such as software architect, agile coach, or CEO. Interviews were analysed using data-driven qualitative content analysis method to identify IT professionals’ views and beliefs of workplace learning. The results from the study show, that learning is mostly seen as continuous personal or professional development, as well as a process that leads to increased self-awareness. Learning is also acknowledged as a ubiquitous part of IT work, that is both an individual and a social process. Factors impacting the learning of IT professionals at work were found to equally represent individual and contextual variables. Based on the findings, it is recommended that learning or development professionals in work organisations consider those variables simultaneously in order to enable high quality learning at the workplace

    The Adoption of Agile Management Practices in a Traditional Project Environment : An IS/IT Case Study

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    Hany Wells, Darren Dalcher, Hedley Smyth, ‘The Adoption of Agile Management Practices in a Traditional Project Environment’, paper presented at the 48th Hawaii International Conference on System Sciences (HICSS-48), Kauai, Hawaii, USA, 5-8 January, 2015.Despite the growing interest in the usage and application of Agile Project Management Methodologies (PMMs), there is only scant research examining how and why organisations select agile approaches for managing and delivering Information Technology /Information Systems (IT/IS) projects. This paper reports on the findings of such research conducted within the context of a large technology focused case organisation. The findings identify significant variance between business lines, specifically between product development and software development functions and their ability to follow agile guidelines. Generally across the organisation there was limited evidence of tailoring to context, an important organisational success factor, yet there was a more significant level of tailoring and responsiveness to client needs and wishes. Overall, there was a lack of clarity about the location of the decoupling points following the scoping of the project. Recommendations therefore require further attention and understanding of the implications of new practices employed by organisations, not least by senior management and for additional research underpinning such discovery.Peer reviewedFinal Accepted Versio

    Training Program Effectiveness in Building Workforce Agility and Resilience

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    Decades of qualitative case studies suggest that organizations must be able to deal with change effectively to compete and survive. Many researchers have linked higher workforce levels of agility and resilience to organizations\u27 abilities to deal with change more successfully; however, there is a scarcity of empirical research addressing the efficacy of agility and resilience development in the workplace. The purpose of this study was to quantitatively examine the development of workforce resilience and agility, as measured by FIT for Change assessment. The theory of planned behavior was the study\u27s theoretical framework, theorizing that changing attitudes and beliefs about change through a learning program might lead to more positive behaviors in response to change. The primary research question was whether a significant difference exists between individual agility and resilience levels before and after a learning intervention in the target population (N = 612) of associates employed by a large healthcare organization who participated in the learning intervention. Due to the abnormal distribution of the data and failed assumption of homogeneity of the regression slopes, Wilcoxon Signed Rank Test was used in lieu of ANCOVA. The results indicated that Agility scores increased on the second test (p = .000). Resilience scores did not change significantly on the second test (p = .913). This study is significant to healthcare organizations undergoing change and may result in organizations investing in development of agility and resilience of their workforce. Developing agility and resilience in people facilitates social change by creating communities that do not just survive but adapt in an optimistic way and find opportunities benefiting the society even during the most adverse changes
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