13 research outputs found

    Socially-Constructed Metrics for Agile Quality: An Action Research Study

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    We present a method to develop socially-constructed metrics for ascertaining agile software development quality. Canonical action research (CAR) is our mode of inquiry, conducted in a key European player of healthcare information systems. The result is a set of meaningful metrics that are built according to three interrelated dimensions: (1) evidence from practice; (2) stakeholders expectations; and (3) stakeholders evaluation. Our contribution suggests simple artefacts to create socially-constructed metrics and the main guidelines to use them. Agile teams struggle with quality measurement, often supported by a plethora of metrics that do not adhere to rapidly changing project environments. We argue that socially-constructed metrics can address this problem, offering a contextualized perspective of quality that can improve tacit knowledge transfer; critical reflection about quality; and effective support in daily meetings, retrospectives, and audits. Moreover, it suggests a participative approach for continuous improvement in agile software development

    Developing Socially-Constructed Quality Metrics in Agile: A Multi-Faceted Perspective

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    This research proposes development of socially-constructed metrics for quality assessment and improvement in Agile Software Development (ASD) projects. The first phase of our research includes an extensive literature review, which indicates that traditional (outcome-focused) metrics that evaluate quality are not directly transferable to adaptive, ASD projects. We then conduct semi-structured interviews confirming the necessity of considering people and process aspects for quality considerations in agile. We propose three dimensions for composite metrics in ASD, namely, (1) evidence (2) expectation and (3) critical evaluation. This combines quantitative and qualitative information drawn from people, process, and outcome-related factors. The proposed model allows ASD teams to concurrently conduct quality assessment and improvement during their projects, producing innovative metrics, adhering to the core principles of the agile manifesto. In our next research stage, this reference model will be tested and validated in practice

    The Use of Kanban to Alleviate Collaboration and Communication Challenges of Global Software Development

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    Aim/Purpose: This paper aims to describe how various Kanban elements can help alleviate two prominent types of challenges, communication and collaboration in Global Software Development (GSD). Background: Iterative and Lean development methodologies like Kanban have gained significance in the software development industry, both in the co-located and globally distributed contexts. However, little is known on how such methodologies can help mitigate various challenges in that occur in a globally distributed software development context. Methodology: The study was conducted using a single-case study based on a general inductive approach to analysis and theory development. Through the literature review, collaboration and communication challenges that GSD teams face were identified. Data collected through semi-structured interviews was then inductively analyzed to describe how the case-study teams employed various Kanban elements to mitigate communication and collaboration challenges they face during GSD. Findings: The study found that some Kanban elements, when properly employed, can help alleviate collaboration and communication challenges that occur within GSD teams. These relate to Inclusion Criteria, Reverse Items, Kanban Board, Policies, Avatars, and Backlog. Contribution: The paper contributes to knowledge by proposing two simple concept maps that detail the specific types of communication and collaboration challenges which can be alleviated by the aforementioned Kanban elements in GSD. Recommendations for Practitioners: This paper is relevant to GSD teams who are seeking ways to enhance their team collaboration and communication as these are the most important elements that contribute to GSD project success. It is recommended that relevant Kanban elements be used to that effect, depending on the challenges that they aim to alleviate. Future Research: Future research can investigate the same research questions (or similar ones) using a quantitative approach

    An Empirical Study on the Role of Requirement Engineering in Agile Method and Its Impact on Quality

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    Agile Methods are characterized as flexible and easily adaptable. The need to keep up with multiple high-priority projects and shorter time-to-market demands could explain their increasing popularity. It also raises concerns of whether or not use of these methods jeopardizes quality. Since Agile methods allow for changes throughout the process, they also create probabilities to impact software quality at any time. This thesis examines the process of requirement engineering as performed with Agile method in terms of its similarities and differences to requirement engineering as performed with the more traditional Waterfall method. It compares both approaches from a software quality perspective using a case study of 16 software projects. The main contribution of this work is to bring empirical evidence from real life cases that illustrate how Agile methods significantly impacts software quality, including the potential for a larger number of defects due to poor non-functional requirements elicitation

    The Use of Kanban to Alleviate Collaboration and Communication Challenges of Global Software Development

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    Processo de Gestão de Demandas de Desenvolvimento Ágil de Software (GeDDAS) : relatório técnico

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    Pesquisa realizada com financiamento do Ministério das Comunicações, Projeto de Cooperação “Framework de Soluções de Tecnologia da Informação para o MC”.INTRODUÇÃO Uma das frentes de pesquisa e desenvolvimento do Projeto P&D-MC/UnB (Projeto de Pesquisa e Desenvolvimento entre a Universidade de Brasília – UnB, Faculdade FGA e o Ministério das Comunicações - MC), oriundo de termo de cooperação entre a UnB e o Ministério, teve como uma das metas, atender a demanda do Ministério quanto à definição de um processo de que possibilitasse gerir as demandas de desenvolvimento de software para empresas terceirizadas, no caso, fábricas de software e consultorias em gestão da qualidade, empregando valores e princípios das metodologias ágeis. Com isso, foi definido o Processo Gestão de Demandas de Desenvolvimento Ágil de Software (GeDDAS). Um dos resultados desse projeto compreendeu a definição, avaliação e implantação desse processo no MC. Como produção técnica, o processo foi definido, implantado, e validado no MC. Como produção acadêmica, até o momento, foram geradas algumas publicações em conferências nacionais e internacionais, tais como: • Sousa, T. L. de; Venson, E.; Figueiredo, R. M. C.; Kosloski, R. A.;Ribeiro Júnior, L. C. M. “Using Scrum in Outsourced Government Projects: An Action Research,” in 2016 49th Hawaii International Conference on System Sciences (HICSS), 2016, pp. 5447–5456. Link: http://ieeexplore.ieee.org/document/7427860/ • Sousa Sobrinho, L. P. de; Figueiredo, R. M. da C.; Venson, E.; Ribeiro Jr, L. C. M.; Souza,T. L. de; Kosloski,R. A. D. “Application of the scrum agile framework to the management process of software development outsourcing in a Brazilian Government Agency,” in 12o CONTECSI - International Conference on Information Systems and Technology Management, 2015. Link: http://www.contecsi.fea.usp.br/envio/index.php/contecsi/12CONTECSI/paper/view/3140 • Souza, Thatiany; Figueiredo, R. M. C.; Venson, E. ; Kosloski, R. A. D.. Experiência No Projeto Framework de Soluções de TI. In: VII Fórum de Educação em Engenharia de Software (FEES 2014), evento integrante do XXVIII Simpósio Brasileiro de Engenharia de Software (SBES 2014), Maceió. AL, 2014. Link: http://www.ic.ufal.br/evento/cbsoft2014/anais/fees_v1_p.pdf A definição desse processo é oriunda do Projeto iniciado em 2012. Em 2015, em um segundo projeto, uma das metas foi a implantação e validação do Processo GeDDAS. Em 2016, houve a fusão do Ministério das Comunicações com o Ministério da Ciência, Tecnologia e Inovação, surgindo o Ministério da Ciência, Tecnologia, Inovação e Comunicações – MCTIC. Esse Projeto P&D-MC/UnB foi vinculado a esse novo Ministério. Neste relatório, apresenta-se o Processo GeDDAS

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

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    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija

    Prijedlog ontološki utemeljenog metodološkog okvira za razvoj više-platformskih mobilnih aplikacija

    Get PDF
    Software development teams are faced with the lack of interoperability during the development of mobile applications for two or more target platforms. The development for second and every other platform means a new project with a need to repeat almost all the phases defined by the chosen methodology but with a narrow possibility of reuse of the already defined artifacts. The existing efforts of professional and scientific community to solve this problem have a similar approach (code once, run everywhere) with similar advantages and drawbacks. Thus, this dissertation aims to propose a different solution and is concerned with: (1) analyzing the methodologies suitable for mobile applications development, (2) observing the implementation of prototype application in order to define artifacts that are created during the development process for two target platforms, (3) semantic description of artifacts and their meaning, and (4) defining unique ontological definition as a base for methodological interoperability. The results of a systematic literature review performed on 6761 primary studies, show that current state-of-the-art literature brings only 22 development methodologies and 7 development approaches which can be identified as eligible for multi-platform mobile applications development. Among these, Mobile-D methodology accompanied with Test Driven Development was chosen and used in the observed development processes for Android and Windows Phone platforms. Total of 71 artifacts were identified and the artifacts reusability level when developing for second target platform was 66.00%. In the last research phase, the artifacts for both platforms were semantically described into a single ontological description comprising 213 classes, 14 object properties and 2213 axioms defined in ALCRIF DL expression sub-language. Having this ontology proved as correct and valid, flexible, reusable and extensible we created the basis for development of an information system to guide the development teams in a more efficient and interoperable process of multiplatform mobile applications development.Razvojni timovi susreću se s problemom neinteroperabilnosti prilikom razvoja aplikacija za dvije ili više mobilnih platformi. Razvoj aplikacije za drugu i svaku sljedeću platformu znači novi projekt u kojem je potrebno ponovno provesti većinu faza definiranih odabranom metodikom razvoja, pri čemu se kreirani artefakti teško ili uopće ponovno ne koriste. Napori profesionalne i znanstvene zajednice za rješenjem ovog problema imaju sličan pristup (kodiraj jednom, koristi svugdje), slične prednosti, ali i zajedničke nedostatke. Stoga ova disertacija navedenom problemu pristupa na nov način i bavi se: (1) analiziranjem metodika pogodnih za razvoj mobilnih aplikacija, (2) promatranjem razvoja prototipne aplikacije u svrhu definiranja artefakata koji nastaju pri razvoju mobilne aplikacije za dvije ciljane platforme, (3) semantičkim opisivanjem definiranih artefakata i njihovih značenja, te (4) definiranjem jedinstvene ontološke definicije kao osnove za metodološku interoperabilnost. Rezultati sustavnog pregleda literature provedenog nad 6761 radom pokazali su da se trenutno u literaturi spominju 22 metodike i 7 pristupa koji su pogodni za razvoj više-platformskih mobilnih aplikacija. Između identificiranih metodika odabrani su Mobile-D metodika i pristup razvoju vođen testiranjem, koji su korišteni pri implementaciji prototipnog rješenja za Android i Windows Phone platformu. Ukupno je identificiran 71 artefakt pri čemu je ponovna iskoristivost artefakata pri razvoju za drugu platformu bila 66.00%. U posljednjoj su fazi istraživanja artefakti semantički opisani u zajedničku ontološku definiciju koja u konačnici sadrži 213 klasa, 14 objektnih svojstava i 2213 aksioma definiranih pomodu ALCRIF-DL jezika izraza. U radu je dokazano da je ontologija valjana, fleksibilna, ponovno iskoristiva i nadogradiva, čime je kreirana osnova za razvoj informacijskog sustava koji bi vodio razvojne timove u efikasnijem i bolje interoperabilnom procesu razvoja više-platformskih mobilnih aplikacija
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