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1.
This study investigates how individual creativity is related to the quality of team decision processes and team climate, and the mediating role of team decision processes between individual creativity and team climate. A multi‐level theoretical model was proposed and partial least squares structural equation modelling (PLS‐SEM) was conducted on a sample of 139 software development projects. The results suggest that: (i) individual creativity improves the quality of team decision processes, (ii) team decision processes are positively associated with four dimensions of team climate (organizational support, innovation orientation, goal orientation and informal structure), and (iii) team decision processes partially mediate between individual creativity and team climate. In particular, the obtained results stress the role of individual creativity in the formation and evolution of a positive climate by means of team decision processes. The study implies that managers should recognize the value of creative individuals as the basic source of competitive advantage and success. It further discusses the managerial implications of the findings as well as limitations and constructive new directions for future studies to improve software development team performance.  相似文献   

2.
ContextThe internal composition of a work team is an important antecedent of team performance and the criteria used to select team members play an important role in determining team composition. However, there are only a handful of empirical studies about the use of team building criteria in the software industry.ObjectiveThe goal of this article is to identify criteria used in industrial practice to select members of a software project team, and to look for relationships between the use of these criteria and project success. In addition, we expect to contribute with findings about the use of replication in empirical studies involving human factors in software engineering.MethodOur research was based on an iterative mix-method, replication strategy. In the first iteration, we used qualitative research to identify team-building criteria interviewing software project managers from industry. Then, we performed a cross-sectional survey to assess the correlations of the use of these criteria and project success. In the second iteration, we used the results of a systematic mapping study to complement the set of team building criteria. Finally, we performed a replication of the survey research with variations to verify and improve the results.ResultsOur results showed that the consistent use team building criteria correlated significantly with project success, and the criteria related to human factors, such as personality and behavior, presented the strongest correlations. The results of the replication did not reproduce the results of the original survey with respect to the correlations between criteria and success goals. Nevertheless, the variations in the design and the difference in the sample of projects allowed us to conclude that the two results were compatible, increasing our confidence on the existence of the correlations.ConclusionOur findings indicated that carefully selecting team member for software teams is likely to positively influence the projects in which these teams participate. Besides, it seems that the type of development method used can moderate (increase or decrease) this influence. In addition, our study showed that the choice of sampling technique is not straightforward given the many interacting factors affecting this type of investigation.  相似文献   

3.
In today's turbulent business environment, there is a move away from traditional hierarchical relations and governance within organizations, and a move toward increased reliance on self-control, where an individual sets his own goals, monitors his own work, and rewards or sanctions himself accordingly. Since the use of self control is often recommended in an environment of task complexity and ambiguity, systems development would seem to provide an excellent context in which to study it. The goal of this research is to examine contextual factors (work unit structure and knowledge technology) that influence IS project leaders' perceptions of self-control. To meet this goal, two studies were carried out: a survey of IS professionals and a series of three case studies of systems development efforts. Overall, the results suggest that IS project leaders' perceptions of self-control are highest when they have considerable job experience, when they are able to further refine existing development procedures, and when they are involved in smaller, less-complex systems development projects. Implications for the practice of systems development are discussed.  相似文献   

4.
Halit   《Information & Management》2009,46(7):388-396
Team memory is important, yet it is rarely addressed in papers on software development. We investigated the antecedents and consequences of team memory (both declarative and procedural) in software development projects. By examining 67 projects in the IT departments of 38 firms, we found, using PLS that customer orientation and innovation orientation was positively associated with both declarative and procedural memory, social responsibility was positively related to declarative memory, and systematic management control were negatively associated with declarative memory but positively associated with procedural memory. We also found that: declarative memory was positively related to the market success of the software, and procedural memory was positively related to speed-to-market (launching software faster) to the extent that memory was dispersed throughout the project team. Managerial and theoretical implication were further discussed.  相似文献   

5.
This paper presents results from an industrial study that applied input space partitioning and semi-automated requirements modeling to large-scale industrial software, specifically financial calculation engines. Calculation engines are used in financial service applications such as banking, mortgage, insurance, and trading to compute complex, multi-conditional formulas to make high risk financial decisions. They form the heart of financial applications, and can cause severe economic harm if incorrect. Controllability and observability of these calculation engines are low, so robust and sophisticated test methods are needed to ensure the results are valid. However, the industry norm is to use pure human-based, requirements-driven test design, usually with very little automation. The Federal Home Loan Mortgage Corporation (FHLMC), commonly known as Freddie Mac, concerned that these test design techniques may lead to ineffective and inefficient testing, partnered with a university to use high quality, sophisticated test design on several ongoing projects. The goal was to determine if such test design can be cost-effective on this type of critical software. In this study, input space partitioning, along with automation, were applied with the help of several special-purpose tools to validate the effectiveness of input space partitioning. Results showed that these techniques were far more effective (finding more software faults) and more efficient (requiring fewer tests and less labor), and the managers reported that the testing cycle was reduced from five human days to 0.5. This study convinced upper management to begin infusing this approach into other software development projects.  相似文献   

6.
ABSTRACT

In this multi-disciplinary study involving 44 software development projects, we investigate how leadership types—vertical versus shared—impact team performance. The results of the study show that while vertical leadership was found to have a higher positive impact on team efficiency, shared leadership was found to have a higher positive impact on team innovation, and a balanced shared and vertical leadership was found to optimally impact team effectiveness.  相似文献   

7.
The impact of agile practices on communication in software development   总被引:2,自引:1,他引:1  
Agile software development practices such as eXtreme Programming (XP) and SCRUM have increasingly been adopted to respond to the challenges of volatile business environments, where the markets and technologies evolve rapidly and present the unexpected. In spite of the encouraging results so far, little is known about how agile practices affect communication. This article presents the results from a study which examined the impact of XP and SCRUM practices on communication within software development teams and within the focal organization. The research was carried out as a case study in F-Secure where two agile software development projects were compared from the communication perspective. The goal of the study is to increase the understanding of communication in the context of agile software development: internally among the developers and project leaders and in the interface between the development team and stakeholders (i.e. customers, testers, other development teams). The study shows that agile practices improve both informal and formal communication. However, it further indicates that, in larger development situations involving multiple external stakeholders, a mismatch of adequate communication mechanisms can sometimes even hinder the communication. The study highlights the fact that hurdles and improvements in the communication process can both affect the feature requirements and task subtask dependencies as described in coordination theory. While the use of SCRUM and some XP practices facilitate team and organizational communication of the dependencies between product features and working tasks, the use of agile practices requires that the team and organization use also additional plan-driven practices to ensure the efficiency of external communication between all the actors of software development.
J. StillEmail:
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8.
从高职计算机软件类课程的发展瓶颈出发,在分析实践教学环节中存在问题的基础上,从课程定位入手,阐述了软件类课程的设计理念。结合实践教学内容的构建,提出了校企合作开发真实项目,并对项目进行提炼、序化和改造的观点。提出了在实践教学的实施环节中组建"开发小组"、使用"双线并行"等教学方法和教学手段,在J2MEMIDP程序设计课程中取得了良好的教学效果。  相似文献   

9.
This article presents a software visualization framework which can help project managers and team leaders in overseeing issues and their management in software development. To automate the framework, a dashboard tool called IssuePlayer is developed. The tool is used to study the trends in which different types of issues (e.g., bugs, support requests) are submitted, handled and piled up in software projects and use that information to identify process symptoms, e.g., the times when the code maintenance team is not responsive enough. The interactive nature of the tool enables identification of the team members who have not been as active as they were expected to be in such cases. The user can play, pause, rewind and forward the issue management histories using the tool. The tool is empirically evaluated by two industrial partners in North America and Europe. The survey and qualitative feedback support the usefulness and effectiveness of the tool in assessing the issue management processes and the performance of team members. The tool can be used complementarily in parallel with textual information provided by issue management tools (e.g., BugZilla) to enable team leaders to conduct effective and successful monitoring of issue management in software development projects.  相似文献   

10.
Previous research has shown the importance of individual learning goal orientation for both job and task performance and consequently organizational performance. Despite its importance, knowledge on the antecedents of learning goal orientation remains scarce, especially in the context of self‐managing team‐based organizations. In fact, most of the research on goal orientation antecedents has been focused on individual characteristics, belief, and ability, while the contextual factors that might influence them remain unspecified. We build on and further extend earlier studies by jointly exploring the role of individual and contextual factors affecting individual learning orientation. In particular, this study combines individual informal social network, self‐efficacy, performance feedbacks, and team identification into a model that explains individuals' learning goal orientation within self‐managing team‐based organizations. The model was empirically tested on a sample of 104 individuals belonging to an R&D organization relying on self‐managing teams. Results show that performance feedback has a negative direct effect, while team identification has a positive direct effect on individual learning goal orientation. In addition, we found that individual self‐efficacy is a mediator of the relationships between performance feedback and brokerage in the advice network and individual learning goal orientation. Finally, we did not find a relationship between centrality in the friendship network and individual learning goal orientation.  相似文献   

11.
该文分析了当前在软件产品研发团队中,经常用到的几种在统计学中常用的估算和预测统计方法。结合自身的使用经验,以及在产品研发中的实例,分析了各自的优点和缺点,阐述了各自在软件产品开发过程中的作用。  相似文献   

12.
ContextResearch into software engineering teams focuses on human and social team factors. Social psychology deals with the study of team formation and has found that personality factors and group processes such as team climate are related to team effectiveness. However, there are only a handful of empirical studies dealing with personality and team climate and their relationship to software development team effectiveness.ObjectiveWe present aggregate results of a twice replicated quasi-experiment that evaluates the relationships between personality, team climate, product quality and satisfaction in software development teams.MethodOur experimental study measures the personalities of team members based on the Big Five personality traits (openness, conscientiousness, extraversion, agreeableness, neuroticism) and team climate factors (participative safety, support for innovation, team vision and task orientation) preferences and perceptions. We aggregate the results of the three studies through a meta-analysis of correlations. The study was conducted with students.ResultsThe aggregation of results from the baseline experiment and two replications corroborates the following findings. There is a positive relationship between all four climate factors and satisfaction in software development teams. Teams whose members score highest for the agreeableness personality factor have the highest satisfaction levels. The results unveil a significant positive correlation between the extraversion personality factor and software product quality. High participative safety and task orientation climate perceptions are significantly related to quality.ConclusionsFirst, more efficient software development teams can be formed heeding personality factors like agreeableness and extraversion. Second, the team climate generated in software development teams should be monitored for team member satisfaction. Finally, aspects like people feeling safe giving their opinions or encouraging team members to work hard at their job can have an impact on software quality. Software project managers can take advantage of these factors to promote developer satisfaction and improve the resulting product.  相似文献   

13.
Active management of team adaptation of collaboration technologies offers an important lever for influencing success rates in distributed project work, particularly in settings characterized by high task interdependence, such as information systems development (ISD). Substantial uncertainty exists as to how a leader might influence such technology adaptation during project work. Prior research indicates that a major leader resource to accomplish technology adaptation in these settings would be team technology knowledge (TTK). This empirical field study develops a five-factor model of strategies regarding awareness of TTK that team leaders take in intervening to affect technology adaptation in distributed ISD projects. The analysis indicates insights into when and why these strategies are effective and how they relate to each other as well as the leader's awareness of TTK. The study provides a way for ISD team leaders to approach improving team collaboration from a socio-technical perspective as well as insights into potential levers for improving team technology adaptation and the efficacy of ISD projects.  相似文献   

14.
Abstract

This paper reports findings of a field study examining expertise in 29 software development projects. Using a peer nomination method, 33 out of 200 subjects were characterized as excellent software professionals. Excellent software professionals are described as having high technical and computational knowledge, a high level of social skills, and as using a method-oriented working style. They have a broader, not longer professional experience than do their colleagues. Excellent and average software professionals do not differ with respect to time spent on typical software development activities such as design, coding, or testing, but excellent software professionals are more often engaged in review meetings and consultations than are other team members.  相似文献   

15.
We studied the content of the team mental model with a case study about a successful online game team. This team was formed by high-ranking managers in a large raid guild to conduct a raid in War of Worldcraft. They were interviewed with a set of 5-W questions developed according to the conceptualizations of team mental model (Levine & Moreland, 1991). Toward the interview protocol, a content analysis was conducted with two-cycle coding method from exploratory to explanatory and a hierarchical framework from code, category, theme, to theory were generated to describe the team mental model. In the first cycle, 17 codes were extracted from participants' own wording for concepts that were shared by whom controlled various gaming characters. These codes are knowledge convergence about the problem at-hand, actors, events, affects and outcomes – what the core gamers have experienced through the collaborative gaming process. In the second cycle, coding was guided by learning theories. Six categories, mingled from 17 codes, showed collective knowledge of co-work process, leaders' works, work under supervision, seeking joint fun, relationship oriented, and balance between extrinsic-intrinsic motivations. From 6 categories, two themes were synthesized: the team (1) performed “joint hard work” for (2) seeking “joint hard fun.” The first theme comprised declarative and procedural knowledge representations and we consider it to be the commonality between this game team and ordinary work/learning teams. The second theme was composed of affective and cognitive evaluation components about intrinsic motivation which is in accordance with Self-determination theory (SDT, Deci & Ryan, 2000). In general, “Jointly hard work for hard fun” is the gist content of the team mental model. We found ample evidences that members explicitly recall shared motivational beliefs of team mates and emotional–motivational events in gaming. Based on the results of this study, several implications have been addressed for teachers to enhance students' intrinsic motivation in conducting quality Computer-Supported Collaborative Learning. Future studies are needed to further explore the relationship between the quality of team mental models and team-level performance.  相似文献   

16.
The Capability Maturity Model (CMM) has become a popular methodology for improving software development processes with the goal of developing high-quality software within budget and planned cycle time. Prior research literature, while not exclusively focusing on CMM level 5 projects, has identified a host of factors as determinants of software development effort, quality, and cycle time. In this study, we focus exclusively on CMM level 5 projects from multiple organizations to study the impacts of highly mature processes on effort, quality, and cycle time. Using a linear regression model based on data collected from 37 CMM level 5 projects of four organizations, we find that high levels of process maturity, as indicated by CMM level 5 rating, reduce the effects of most factors that were previously believed to impact software development effort, quality, and cycle time. The only factor found to be significant in determining effort, cycle time, and quality was software size. On the average, the developed models predicted effort and cycle time around 12 percent and defects to about 49 percent of the actuals, across organizations. Overall, the results in this paper indicate that some of the biggest rewards from high levels of process maturity come from the reduction in variance of software development outcomes that were caused by factors other than software size  相似文献   

17.
Prior studies have focused on general technology use and technology use in domain-general applications and quantity of technology use. Recent evidence suggests that investigations should consider how technology is used in more contextually specific ways, including how technology is used for various cognitive tasks in specific classrooms. The purpose of this study was to examine the ways in which classroom content area and student goal orientation have a coordinated influence for how students used technology to support learning. The sample included high school students in a Midwestern state who were surveyed on their motivation and how they used technology to support learning. The study employed hierarchical linear modelling to examine how goal orientation and classroom content area predicted various levels of Bloom's Digital Taxonomy. Students who adopted mastery-oriented goals were more likely to use technology for various cognitive tasks, especially those at higher levels of complexity. Lastly, the association between mastery goal orientation and some aspects of technology use was conditioned on content area, although effect sizes were small. This study showed that, overall, technology is used differentially across four core content areas. Students in mathematics classrooms used technology less, however much of technology use was evident at lower cognitive levels. Second, students' goal orientation, and in particular their mastery goals influence how technology is used across content areas, and this is marginally conditioned on content area. Technology use should match the instructional context to maximize technology use and students' goal orientation.  相似文献   

18.
This study examines the main and joint effects of DSS implementation activities (design, development, maintenance/use) and selected attributes (subjectivity, complexity, criticality) of the problem domain for which a DSS is being implemented. DSS success is assessed via four measures: relative use, perceived utility, output satisfaction and goal realisation (a new measure devised for this study). A sample of 155 DSS projects across 64 Finnish business organizations constituted the research database. The study's major findings are that (1) design activities have a positive influence on DSS success, (2) a negative relationship may exist between the development activities and DSS success and (3) interaction effects regarding problem domain complexity appear to exist.  相似文献   

19.
The mechanisms of project management of software development   总被引:1,自引:0,他引:1  
The changing environments of software development such as component-based, distributed and outsourced software development require matching changes by project managers to monitor, control and coordinate their projects. While the objectives of project management may be well established, the mechanisms with which those objectives are achieved are less well known. An empirical study was undertaken to investigate which mechanisms were used by practising project managers to monitor, control and coordinate software development projects.First, the types of mechanisms are discussed so that the mechanisms can be classified usefully. Then, the design of the empirical study is described. The data were collected through structured interview, which provided both quantitative and qualitative data. The data are analysed for each mechanism separately and the findings presented. The study found that project managers use multiple mechanisms to achieve project management objectives and use the same mechanism to serve multiple objectives. Further research is suggested to investigate project management from the opposite orientation, that is, which objectives are served by specific project management mechanisms.  相似文献   

20.
This paper describes rIBIS, a real-time group hypertext system, which allows a distributed set of users to simultaneously browse and edit multiple views of a hypertext network. At any time, rIBIS users can switch back and forth between tightly coupled and loosely coupled interaction modes. The paper describes the high-level architecture and user interface of the rIBIS system. Early use of the rIBIS system by a software system design team suggests that users' acceptance increases as they continue to use the tool. We conclude that rIBIS effectiveness is affected by both people and implementation issues.  相似文献   

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