11,435 research outputs found

    The Contemporary Understanding of User Experience in Practice

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    User Experience (UX) has been a buzzword in agile literature in recent years. However, often UX remains as a vague concept and it may be hard to understand the very nature of it in the context of agile software development. This paper explores the multifaceted UX literature, emphasizes the multi-dimensional nature of the concept and organizes the current state-of-the-art knowledge. As a starting point to better understand the contemporary meaning of UX assigned by practitioners, we selected four UX blogs and performed an analysis using a framework derived from the literature review. The preliminary results show that the practitioners more often focus on interaction between product and user and view UX from design perspective predominantly. While the economical perspective receives little attention in literature, it is evident in practitioners writings. Our study opens up a promising line of request of the contemporary meaning of UX in practice.Comment: 8 pages, 1 figure, 3 table

    Orchestrating the spatial planning process: from Business Process Management to 2nd generation Planning Support Systems

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    Metaplanning can be considered as a necessary step for improving collaboration, transparency and accountability in sustainable and democratic spatial decision-making process. This paper reports current findings on the operational implementation of the metaplanning concept developed by the authors relying on Business Process Management methods and techniques. Two solutions are presented which implement spatial planning process workflows thanks to the development of original spatial data and processing services connectors to a Business Process Management suite. These results can be considered as a first step towards the development of 2nd generation Planning Support Systems

    Misaligned Values in Software Engineering Organizations

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    The values of software organizations are crucial for achieving high performance; in particular, agile development approaches emphasize their importance. Researchers have thus far often assumed that a specific set of values, compatible with the development methodologies, must be adopted homogeneously throughout the company. It is not clear, however, to what extent such assumptions are accurate. Preliminary findings have highlighted the misalignment of values between groups as a source of problems when engineers discuss their challenges. Therefore, in this study, we examine how discrepancies in values between groups affect software companies' performance. To meet our objectives, we chose a mixed method research design. First, we collected qualitative data by interviewing fourteen (\textit{N} = 14) employees working in four different organizations and processed it using thematic analysis. We then surveyed seven organizations (\textit{N} = 184). Our analysis indicated that value misalignment between groups is related to organizational performance. The aligned companies were more effective, more satisfied, had higher trust, and fewer conflicts. Our efforts provide encouraging findings in a critical software engineering research area. They can help to explain why some companies are more efficient than others and, thus, point the way to interventions to address organizational challenges.Comment: accepted for publication in Journal of Software: Evolution and Proces

    Facilitating Quintuple helix innovation with urban living labs

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    This paper discusses the Urban Living Lab approach as a way to put the Quintuple Helix model for innovation into practice. In this analysis we focus on the concepts innovation democracy, ‘mode 3’ knowledge production, the innovation ecosystem as a system of societal subsystems and socioecological transition. The empirical analysis is performed by means of a multidimensional case study design, applied on a project-based ad hoc collaborative innovation development process in an ecological domain. The results of this paper provide theoretical foundations for Living Lab research, but also add to the practical understanding of the Quintuple Helix model for innovation, which often has a rather conceptual nature

    Agile user stories enriched with usability

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    Usability is a critical quality factor. Therefore, like traditional software teams, agile teams have to address usability to properly catch their users experience. There exists an interesting debate in the agile and usability communities about how to achieve this integration. Our aim is to contribute to this debate by discussing the incorporation of particular usability recommendations into user stories, one of the most popular artifacts for communicating agile requirements. In this paper, we explore the implications of usability for both the structure of and the process for defining user stories. We discuss what changes the incorporation of particular usability issues may introduce in a user story. Although our findings require more empirical validation, we think that they are a good starting point for further research on this line

    Building Bridges, Burning Bridges: The Use of Boundary Objects in Agile Distributed ISD Teams

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    Boundary objects are physical and abstract artefacts which support team interactions across diverse knowledge domains. Despite their relevancy, research into the effectiveness of boundary objects in agile distributed ISD remains nascent. In this paper, we develop a framework to theorize their effectiveness in generating cohesion within distributed teams. Our in-depth case study finds that their effectiveness is influenced by the nature of the boundary objects themselves but also by team members’ willingness to address differences in contextual factors. We identify three contextual factors - structure, identity, and culture - that are critical to supporting team members crossing knowledge boundaries within distributed teams. Furthermore, findings suggest that while boundary objects can indeed foster team cohesion in agile distributed ISD, there are other less explored aspects to their role. For example, we find that boundary objects can be useful for enabling constructive team conflict
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