5,939 research outputs found
Agile values and their implementation in practice
Today agile approaches are often used for the
development of digital products. Since their development in
the 90s, Agile Methodologies, such as Scrum and Extreme
Programming, have evolved. Team collaboration is strongly
influenced by the values and principles of the Agile Manifesto. The
values and principles described in the Agile Manifesto support
the optimization of the development process. In this article, the
current operation is analyzed in Agile Product Development
Processes. Both, the cooperation in the project team and the
understanding of the roles and tasks will be analyzed. The results
are set in relation to the best practices of Agile Methodologies. A
quantitative questionnaire related to best practices in Agile Product
Development was developed. The study was carried out with
175 interdisciplinary participants from the IT industry. For the
evaluation of the results, 93 participants were included who have
expertise in the subject area Agile Methodologies. On one hand,
it is shown that the collaborative development of product-related
ideas brings benefits. On the other hand, it is investigated which
effect a good understanding of the product has on decisions made
during the implementation. Furthermore, the skillset of product
managers, the use of pair programming, and the advantages of
cross-functional teams are analyzed.Ministerio de Ciencia e InnovaciĂłn TIN2013-46928-C3-3-
An agile business process and practice meta-model
Business Process Management (BPM) encompasses the discovery, modelling, monitoring, analysis and improvement of business processes. Limitations of traditional BPM approaches in addressing changes in business requirements have resulted in a number of agile BPM approaches that seek to accelerate the redesign of business process models. Meta-models are a key BPM feature that reduce the ambiguity of business process models. This paper describes a meta-model supporting the agile version of the Business Process and Practice Alignment Methodology (BPPAM) for business process improvement, which captures process information from actual work practices. The ability of the meta-model to achieve business process agility is discussed and compared with other agile meta-models, based on definitions of business process flexibility and agility found in the literature. (C) 2017 The Authors. Published by Elsevier B.V
Narratives of an outsourced information systems failure in a small enterprise
In this study we investigate a case of an outsourced information systems (IS) failure (OISF) within the collaborative partnership among asymmetric partners. A small and medium-sized enterprise (SME) is dealing with an independent software vendor (ISV) conducting a project of implementing an IS that fails. We used a narrative research methodology for our enquiry. In the construction of our narrative we followed the OISF framework as a theoretical touchstone. As a major conclusion we found that asymmetric collaborations with partners with inadequate managerial and technical IT capabilities are extremely prone to OISF’s. We showed that an outcome-based and fixed price contract is not an adequate instrument to conduct such a partnership and to avoid a failure
Narratives of an outsourced information systems failure in a small enterprise
In this study we investigate a case of an outsourced information systems (IS) failure (OISF) within the collaborative partnership among asymmetric partners. A small and medium-sized enterprise (SME) is dealing with an independent software vendor (ISV) conducting a project of implementing an IS that fails. We used a narrative research methodology for our enquiry. In the construction of our narrative we followed the OISF framework as a theoretical touchstone. As a major conclusion we found that asymmetric collaborations with partners with inadequate managerial and technical IT capabilities are extremely prone to OISF’s. We showed that an outcome-based and fixed price contract is not an adequate instrument to conduct such a partnership and to avoid a failure
Spartan Daily, February 13, 1976
Volume 66, Issue 11https://scholarworks.sjsu.edu/spartandaily/6042/thumbnail.jp
Spartan Daily, February 13, 1976
Volume 66, Issue 11https://scholarworks.sjsu.edu/spartandaily/6042/thumbnail.jp
Rhetorics of Functionally Applicative Game Design: Designing and Testing the Project Management Game \u3ci\u3eScrummage\u3c/i\u3e
In this project, I designed and tested Scrummage, a tabletop game to teach the scrum project management system to undergraduate students. The project grew from the gaps in both academic literature and pedagogical tools for project management and collaboration in the technical communication classroom. Although the field of technical communication places significance on project management, research shows that many employers find the project management skills and knowledge of recent graduates to be under-developed. Situated in the fields of game design, game studies, project management, and technical communication, this project asks how we as educators can improve the project management learning outcomes for technical communication graduates. After conducting research into the forms of project management, I make the argument that using a game designed using vetted game design and playtesting techniques from the field of game design could be a possible solution to this problem. I argue for term “functionally applicative games” (instead of educational, serious, or transformative games) as a way to define games designed with objectives that extend beyond the gameplay itself. I develop a series of rhetorics of functionally applicative games to guide the development and design of these types of games.
To demonstrate these rhetorics of functionally applicative game design, I developed Scrummage, a four-player cooperative game in which players work together to complete a project scenario using scrum project management. My project utilizes a dual methodological approach. The first set of methods--used for playtesting Scrummage--describe the process of crafting, designing, and revising Scrummage over a series of three playtesting sessions with undergraduate students. The second set of methods draw from instructional design testing schema and test the presumed learning outcomes of Scrummage in regards to scrum project management with a separate group of students. The results not only provide insight into development and testing a functionally applicative game, but also how the processes of introducing, teaching, and reviewing games as learning tools need a heuristic that can be utilized by educators wishing to incorporate them into the classroom
- …