7,461 research outputs found
International conference on software engineering and knowledge engineering: Session chair
The Thirtieth International Conference on Software Engineering and Knowledge Engineering (SEKE 2018) will be held at the Hotel Pullman, San Francisco Bay, USA, from July 1 to July 3, 2018. SEKE2018 will also be dedicated in memory of Professor Lofti Zadeh, a great scholar, pioneer and leader in fuzzy sets theory and soft computing.
The conference aims at bringing together experts in software engineering and knowledge engineering to discuss on relevant results in either software engineering or knowledge engineering or both. Special emphasis will be put on the transference of methods between both domains. The theme this year is soft computing in software engineering & knowledge engineering. Submission of papers and demos are both welcome
XP customer practices: A grounded theory
The Customer is a critical role in XP, but almost all XP practices are presented for developers by developers. While XP calls for Real Customer Involvement, it does not explain what XP Customers should do, nor how they should do it. Using Grounded Theory, we discovered eight customer practices used by successful XP teams: Customer Boot Camp, Customer’s Apprentice, Customer Pairing, and Programmer’s Holiday support the well-being and effectiveness of customers; Programmer On-site and Road shows support team and organization interactions; and Big Picture Up Front and Re-calibration support Customers steering the whole project. By adopting these processes, XP Customers and teams can work faster and more sustainably
Analyzing the concept of technical debt in the context of agile software development: A systematic literature review
Technical debt (TD) is a metaphor that is used to communicate the
consequences of poor software development practices to non-technical
stakeholders. In recent years, it has gained significant attention in agile
software development (ASD). The purpose of this study is to analyze and
synthesize the state of the art of TD, and its causes, consequences, and
management strategies in the context of ASD. Using a systematic literature
review (SLR), 38 primary studies, out of 346 studies, were identified and
analyzed. We found five research areas of interest related to the literature of
TD in ASD. Among those areas, managing TD in ASD received the highest
attention, followed by architecture in ASD and its relationship with TD. In
addition, eight categories regarding the causes and five categories regarding
the consequences of incurring TD in ASD were identified. Focus on quick
delivery and architectural and design issues were the most popular causes of
incurring TD in ASD. Reduced productivity, system degradation and increased
maintenance cost were identified as significant consequences of incurring TD in
ASD. Additionally, we found 12 strategies for managing TD in the context of
ASD, out of which refactoring and enhancing the visibility of TD were the most
significant. The results of this study provide a structured synthesis of TD and
its management in the context of ASD as well as potential research areas for
further investigation
Agile Requirements Engineering: A systematic literature review
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
Factors affecting Technical Debt Raw data from a systematic literature map
"This document presents the complete list of references that have been short listed during the systematic review process carried out during the months of April-September 2012. The objective of the systematic review was to identify current research trends in technical debt and to explore the relationship between technical debt measures and agile software development. This documents includes 352 references that are categorized according to their relevance to technical debt research." [Abstract
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
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
Agile Processes in Software Engineering and Extreme Programming: 18th International Conference, XP 2017, Cologne, Germany, May 22-26, 2017, Proceedings
agile software development; lean development; scrum; project management; software developmen
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