66,851 research outputs found
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
On the resistance of the instrument
I examine the role that the musical instrument plays in shaping a performer's expressive activity and emotional state. I argue that the historical development of the musical instrument has fluctuated between two key values: that of sharing with other musicians, and that of creatively exploring new possibilities. I introduce 'the mood organ'- a sensor-based computer instrument that automatically turns signals of the wearer's emotional state into expressive music
The Double-edged Sword: A Mixed Methods Study of the Interplay between Bipolar Disorder and Technology Use
Human behavior is increasingly reflected or acted out through technology. This is of particular salience when it comes to changes in behavior associated with serious mental illnesses including schizophrenia and bipolar disorder. Early detection is crucial for these conditions but presently very challenging to achieve. Potentially, characteristics of these conditions\u27 traits and symptoms, at both idiosyncratic and collective levels, may be detectable through technology use patterns. In bipolar disorder specifically, initial evidence associates changes in mood with changes in technology-mediated communication patterns. However much less is known about how people with bipolar disorder use technology more generally in their lives, how they view their technology use in relation to their illness, and, perhaps most crucially, the causal relationship (if any exists) between their technology use and their disease. To address these uncertainties, we conducted a survey of people with bipolar disorder (N = 84). Our results indicate that technology use varies markedly with changes in mood and that technology use broadly may have potential as an early warning signal of mood episodes. We also find that technology for many of these participants is a double-edged sword: acting as both a culprit that can trigger or exacerbate symptoms as well as a support mechanism for recovery. These findings have implications for the design of both early warning systems and technology-mediated interventions
A Trip to the Moon: Personalized Animated Movies for Self-reflection
Self-tracking physiological and psychological data poses the challenge of
presentation and interpretation. Insightful narratives for self-tracking data
can motivate the user towards constructive self-reflection. One powerful form
of narrative that engages audience across various culture and age groups is
animated movies. We collected a week of self-reported mood and behavior data
from each user and created in Unity a personalized animation based on their
data. We evaluated the impact of their video in a randomized control trial with
a non-personalized animated video as control. We found that personalized videos
tend to be more emotionally engaging, encouraging greater and lengthier writing
that indicated self-reflection about moods and behaviors, compared to
non-personalized control videos
Recommended from our members
Quality of life: Conceptual challenges in exploring the role of ICT in active ageing
The chapter aims to examine the definitional challenges associated with the term quality of life, measurement challenges, the challenges associated with enhancing quality of life, and the role of information and communication technologies (ICT) in quality of life in old age, and finally comments on the challenges of a modern information society for older people. The term quality of life started as a social scientific index of the relative well-being of whole populations, i.e. the state of states. Nowadays quality of life is more likely to be viewed as an individualized aspect of the modern psyche. This shift in conceptualization is problematic in that, if quality of life is individualized, it cannot be meaningful to assess it in the same way for everyone. Nevertheless, over the years a vast range of methods of measuring quality of life has emerged, leading to several measurement challenges. Wealth, health and social relations have all been found to be prime determinants of subjective quality of life; for ICT to enhance quality of life for older people they need to mediate the relationships between these three important factors and quality of life. To date there is relatively little evidence that ICT has improved the quality of life of older people. Suggestions are made as to why ICT is unlikely to influence life quality for older citizens. The chapter is drawn to a close by asking if quality of life is a meaningless term and if the future is bleak for old people in a modern information society. The answer to both questions is no
Recommended from our members
Design Implications for Technology-Mediated Audience Participation in Live Music
Mobile and sensor-based technologies have created new interaction design possibilities for technology-mediated au- dience participation in live music performance. However, there is little if any work in the literature that systematically identifies and characterises design issues emerging from this novel class of multi-dimensional interactive performance systems. As an early contribution towards addressing this gap in knowledge, we present the analysis of a detailed sur- vey of technology-mediated audience participation in live music, from the perspective of two key stakeholder groups - musicians and audiences. Results from the survey of over two hundred spectators and musicians are presented, along with descriptive analysis and discussion. These results are used to identify emerging design issues, such as expressive- ness, communication and appropriateness. Implications for interaction design are considered. While this study focuses on musicians and audiences, lessons are noted for diverse stakeholders, including composers, performers, interaction designers, media artists and engineers
The influence of cognition and emotion on Nigerian undergraduates frustration during e-Registration
This study was designed to investigate the relative and combined contributions of cognition and emotion to Nigerian undergraduates’ level of computer frustration in online environments. The 1972 students who participated in the study were randomly selected from the two state-owned universities in Ogun State, Nigeria. The data for the study were collected through the use of the Students’ Cognition Scale, Students’ Emotion Scale, and Students’ Computer Frustration Scale. Data analysis involved the use of mean and standard deviation as descriptive statistics, as well as the Pearson Product Moment Correlation and regression analysis as inferential statistics. The research findings revealed that students encountered various frustrating experiences during e-Registration and that a combination of the predictor variables, cognition and emotion, significantly accounted for 2.5% of the variance in the students’ level of frustration. Cognition was found to be the more potent contributor to this frustration. The results of this study further indicated that there was a statistically significant difference in the level of computer frustration among students at the two universities, potentially due to the relative differences in the schools’ technology facilities. Recommendations are made at the end of this paper in accordance with the findings of the study
- …