121,448 research outputs found
Measuring creativity in software development
Abstract. Creativity involves choosing to direct resources toward developing novel ideas. Information technology development, including software engineering, requires creative discourse among team members to design and implement a novel, competitive product that meets usability, performance, and functional requirements set by the customer. In this paper, we present results that correlate metrics of creative collaboration with successful software product development in a Senior Software Projects class that is a capstone course in accredited Computer Science programs. An idea management and reward system, called SEREBRO, provides measurement opportunities to develop metrics of fluency, flexibility, originality, elaboration, and overall creativity. These metrics incorporate multiple perspectives and sources of information into the measurement of creativity software design. The idea management portion of SEREBRO is a Web application that allows team members to initiate asynchronous, creative discourse through the use of threads. Participants are rewarded for brainstorming activities that start new threads for creative discourse and spinning new ideas from existing ones
Happy software developers solve problems better: psychological measurements in empirical software engineering
For more than 30 years, it has been claimed that a way to improve software
developers' productivity and software quality is to focus on people and to
provide incentives to make developers satisfied and happy. This claim has
rarely been verified in software engineering research, which faces an
additional challenge in comparison to more traditional engineering fields:
software development is an intellectual activity and is dominated by
often-neglected human aspects. Among the skills required for software
development, developers must possess high analytical problem-solving skills and
creativity for the software construction process. According to psychology
research, affects-emotions and moods-deeply influence the cognitive processing
abilities and performance of workers, including creativity and analytical
problem solving. Nonetheless, little research has investigated the correlation
between the affective states, creativity, and analytical problem-solving
performance of programmers. This article echoes the call to employ
psychological measurements in software engineering research. We report a study
with 42 participants to investigate the relationship between the affective
states, creativity, and analytical problem-solving skills of software
developers. The results offer support for the claim that happy developers are
indeed better problem solvers in terms of their analytical abilities. The
following contributions are made by this study: (1) providing a better
understanding of the impact of affective states on the creativity and
analytical problem-solving capacities of developers, (2) introducing and
validating psychological measurements, theories, and concepts of affective
states, creativity, and analytical-problem-solving skills in empirical software
engineering, and (3) raising the need for studying the human factors of
software engineering by employing a multidisciplinary viewpoint.Comment: 33 pages, 11 figures, published at Peer
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Requirements Engineering as Creative Problem Solving: A Research Agenda for Idea Finding
This vision paper frames requirements engineering as a creative problem solving process. Its purpose is to enable requirements researchers and practitioners to recruit relevant theories, models, techniques and tools from creative problem solving to understand and support requirements processes more effectively. It uses 4 drivers to motivate the case for requirements engineering as a creative problem solving process. It then maps established requirements activities onto one of the longest-established creative problem solving processes, and uses these mappings to locate opportunities for the application of creative problem solving in requirements engineering. The second half of the paper describes selected creativity theories, techniques, software tools and training that can be adopted to improve requirements engineering research and practice. The focus is on support for problem and idea finding - two creative problem solving processes that our investigation revealed are poorly supported in requirements engineering. The paper ends with a research agenda to incorporate creative processes, techniques, training and tools in requirements projects
Assessing Creativity: A Test for Drawing Production using Digital Art Tools The concept, application and assessment of digital art teaching as a means of enhancing creative proficiency
This paper describes the Test for Creative Thinking - Drawing Production (TCT-DP), including its design, concept and mode of assessment, and the practical consequences of its application in a specific context. The test was used to evaluate the performance of groups of students as part of a case study exploring the use of digital art tools for drawing in a junior school. The students used specific digital art software via both computers and tablets, and also drew manually using a variety of devices. TCP-DP evaluates drawing production by means of a set of 14 criteria. At the same time, this study used the Technology Acceptance Model (TAM) theory to assess the ease of use and usefulness of the digital tools. The test was trialled with students aged 9-10 years in different ability groups. There were no significant differences in performance between male and female participants. Details of various related studies, together with data concerning the reliability and validity of the TCT-DP test, are also provided. The study finds that motivation is an important factor in improving young people’s artistic ability
Review of optimism, creativity and spirituality in tourism research
Purpose - Optimism, creativity, and spirituality are important variables in Positive Psychology that can lead to better lives. The authors believe these are also fundamental concepts that can bring a new understanding of the tourism experiences, particularly in the current trend of the 'experience economy'. The study aimed to explore optimism, creativity, and spirituality from a Positive Psychology perspective on tourism settings to deepen the understanding of the state of the art and develop ideas for improvement of tourism research experiences Design - An extensive systematic literature review was developed anchored on PRISMA (2009) guidelines. The search engine Online Knowledge Library (B-On) was used and the search terms 'Optimism', 'Creativity' and 'Spirituality' crossed individually with 'Tourism', 'Travel' and 'Visitor'. In-depth analysis considering the chosen inclusion/exclusion criteria were undertaken concluding with a sample of 31 references. Findings - Overall, results showed a lack of optimism studies on tourism, leading to an urgent need to endeavor in the challenge of developing research. Creativity in tourism is mainly used as a background for the place and its culture and considers organizational, structural and product innovation development. Further, tourism can be seen as a spiritual activity seeking personal enrichment and fulfillment. Originality of the research - This study considers three variables not usually applied to tourism contexts as is clear by the low number of references found. The application of these and consequently of Positive Psychology on tourism is per se new, allowing the emergence of novel and important discussions on tourism.ARDITI - Agencia Regional para o Desenvolvimento de Investigacao, Tecnologia e Inovacao (Regional Agency for Development of Research, Technology and Innovation of Madeira) [M1420-09-5369-FSE-000001, Madeira 14-20
No measure for culture? Value in the new economy
This paper explores articulations of the value of investment in culture and the arts through a critical discourse analysis of policy documents, reports and academic commentary since 1997. It argues that in this period, discourses around the value of culture have moved from a focus on the direct economic contributions of the culture industries to their indirect economic benefits. These indirect benefits are discussed here under three main headings: creativity and innovation, employability, and social inclusion. These are in turn analysed in terms of three forms of capital: human, social and cultural. The paper concludes with an analysis of this discursive shift through the lens of autonomist Marxist concerns with the labour of social reproduction. It is our argument that, in contemporary policy discourses on culture and the arts, the government in the UK is increasingly concerned with the use of culture to form the social in the image of capital. As such, we must turn our attention beyond the walls of the factory in order to understand the contemporary capitalist production of value and resistance to it. </jats:p
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