413,940 research outputs found

    A comparison of two SPLE tools : Pure::Variants and Clafer tools

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    In software product line engineering (SPLE), parts of developed software is made variable in order to be able to build a whole range of software products at the same time. This is widely known to have a number of potential benefits such as saving costs when the product line is large enough. However, managing variability in software introduces challenges that are not well addressed by tools used in conventional software engineering, and specialized tools are needed. Research questions: 1) What are the most important requirements for SPLE tools for a small-to-medium sized organisation aiming to experiment with SPLE? 2) How well those requirements are met in two specific SPLE tools, Pure::Variants and Clafer tools? 3) How do the studied tools compare against each other when it comes to their suitability for the chosen context (a digital board game platform)? 4) How common requirements for SPL tools can be generalized to be applicable for both graphical and text-based tools? A list of requirements is first obtained from literature and then used as a basis for an experiment where support for each requirement is tried out with both tools. Then a part of an example product line is developed with both tools and the experiences reported on. Both tools were found to support the list of requirements quite well, although there were some usability problems and not everything could be tested due to technical issues. Based on developing the example, both tools were found to have their own strengths and weaknesses probably partly resulting from one being GUI-based and one textual. ACM Computing Classification System (CCS): (1) CCS → Software and its engineering → Software creation and management → Software development techniques → Reusability → Software product lines (2) CCS → Software and its engineering → Software notations and tools → Software configuration management and version control system

    Preliminary Survey on Empirical Research Practices in Requirements Engineering

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    Context and Motivation:\ud Based on published output in the premium RE conferences and journals, we observe a growing body of research using both quantitative and qualitative research methods to help understand which RE technique, process or tool work better in which context. Also, more and more empirical studies in RE aim at comparing and evaluating alternative techniques that are solutions to common problems. However, until now there have been few meta studies of the current state of knowledge about common practices carried out by researchers and practitioners in empirical RE. Also, surprisingly little has been published on how RE researchers perceive the usefulness of these best practices.\ud \ud Objective:\ud The goal of our study is to improve our understanding of what empirical practices are performed by researchers and practitioners in RE, for the purpose of understanding the extent to which the research methods of empirical software engineering are adopted in the RE community.\ud \ud Method:\ud We surveyed the practices that participants of the REFSQ conference have been using in their empirical research projects. The survey was part of the REFSQ 2012 Empirical Track.\ud \ud Conclusions:\ud We found that there are 15 commonly used practices out of a set of 27. The study has two implications: first it presents a list of practices that are commonly used in the RE community, and a list of practices that still remain to be practiced. Researchers may now make an informed decision on how to extend the practices they use in producing and executing their research designs, so that their designs get better. Second, we found that senior researchers and PhD students do not always converge in their perceptions about the usefulness of research practices. Whether this is all right and whether something needs to be done in the face of this finding remains an open question

    Evaluating cross-organizational ERP requirements engineering practices: a focus group study

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    This focus group study presents our first validation of practices for engineering the coordination requirements in cross-organizational Enterprise Resource Planning (ERP) projects. The study evaluates 13 practices addressing a variety of coordination aspects crucial to ERP projects. These practices are results in previously published research publications by the first author. The practices are formulated in response to practitioners' needs at ERP adopting organizations. The proposed practices have now reached the stage where we need some independent feedback as to the extent to which they fit the realities of practitioners. We perform this validation by means of a qualitative research approach, namely the focus group method. Current software engineering literature provides few examples of using focus groups in the evaluation of good software development practices. Because of this, providing reflections on our focus-group-based validation experiences will be of value to both the research community and practitioners

    Boundary Objects and their Use in Agile Systems Engineering

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    Agile methods are increasingly introduced in automotive companies in the attempt to become more efficient and flexible in the system development. The adoption of agile practices influences communication between stakeholders, but also makes companies rethink the management of artifacts and documentation like requirements, safety compliance documents, and architecture models. Practitioners aim to reduce irrelevant documentation, but face a lack of guidance to determine what artifacts are needed and how they should be managed. This paper presents artifacts, challenges, guidelines, and practices for the continuous management of systems engineering artifacts in automotive based on a theoretical and empirical understanding of the topic. In collaboration with 53 practitioners from six automotive companies, we conducted a design-science study involving interviews, a questionnaire, focus groups, and practical data analysis of a systems engineering tool. The guidelines suggest the distinction between artifacts that are shared among different actors in a company (boundary objects) and those that are used within a team (locally relevant artifacts). We propose an analysis approach to identify boundary objects and three practices to manage systems engineering artifacts in industry

    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

    Preventing Incomplete/Hidden Requirements: Reflections on Survey Data from Austria and Brazil

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    Many software projects fail due to problems in requirements engineering (RE). The goal of this paper is analyzing a specific and relevant RE problem in detail: incomplete/hidden requirements. We replicated a global family of RE surveys with representatives of software organizations in Austria and Brazil. We used the data to (a) characterize the criticality of the selected RE problem, and to (b) analyze the reported main causes and mitigation actions. Based on the analysis, we discuss how to prevent the problem. The survey includes 14 different organizations in Austria and 74 in Brazil, including small, medium and large sized companies, conducting both, plan-driven and agile development processes. Respondents from both countries cited the incomplete/hidden requirements problem as one of the most critical RE problems. We identified and graphically represented the main causes and documented solution options to address these causes. Further, we compiled a list of reported mitigation actions. From a practical point of view, this paper provides further insights into common causes of incomplete/hidden requirements and on how to prevent this problem.Comment: in Proceedings of the Software Quality Days, 201
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