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1.
ContextSharing expert knowledge is a key process in developing software products. Since expert knowledge is mostly tacit, the acquisition and sharing of tacit knowledge along with the development of a transactive memory system (TMS) are significant factors in effective software teams.ObjectiveWe seek to enhance our understanding human factors in the software development process and provide support for the agile approach, particularly in its advocacy of social interaction, by answering two questions: How do software development teams acquire and share tacit knowledge? What roles do tacit knowledge and transactive memory play in successful team performance?MethodA theoretical model describing the process for acquiring and sharing tacit knowledge and development of a TMS through social interaction is presented and a second predictive model addresses the two research questions above. The elements of the predictive model and other demographic variables were incorporated into a larger online survey for software development teams, completed by 46 software SMEs, consisting of 181 individual team members.ResultsOur results show that team tacit knowledge is acquired and shared directly through good quality social interactions and through the development of a TMS with quality of social interaction playing a greater role than transactive memory. Both TMS and team tacit knowledge predict effectiveness but not efficiency in software teams.ConclusionIt is concluded that TMS and team tacit knowledge can differentiate between low- and high-performing teams in terms of effectiveness, where more effective teams have a competitive advantage in developing new products and bringing them to market. As face-to-face social interaction is key, collocated, functionally rich, domain expert teams are advocated rather than distributed teams, though arguably the team manager may be in a separate geographic location provided that there is frequent communication and effective use of issue tracking tools as in agile teams.  相似文献   

2.
ContextThe management of software development productivity is a key issue in software organizations, where the major drivers are lower cost and shorter time-to-market. Agile methods, including Extreme Programming and Scrum, have evolved as “light” approaches that simplify the software development process, potentially leading to increased team productivity. However, little empirical research has examined which factors do have an impact on productivity and in what way, when using agile methods.ObjectiveOur objective is to provide a better understanding of the factors and mediators that impact agile team productivity.MethodWe have conducted a multiple-case study for 6 months in three large Brazilian companies that have been using agile methods for over 2 years. We have focused on the main productivity factors perceived by team members through interviews, documentation from retrospectives, and non-participant observation.ResultsWe developed a novel conceptual framework, using thematic analysis to understand the possible mechanisms behind such productivity factors. Agile team management was found to be the most influential factor in achieving agile team productivity. At the intra-team level, the main productivity factors were team design (structure and work allocation) and member turnover. At the inter-team level, the main productivity factors were how well teams could be effectively coordinated by proper interfaces and other dependencies and avoiding delays in providing promised software to dependent teams.ConclusionTeams should be aware of the influence and magnitude of turnover, which has been shown negative for agile team productivity. Team design choices remain an important factor impacting team productivity, even more pronounced on agile teams that rely on teamwork and people factors. The intra-team coordination processes must be adjusted to enable productive work by considering priorities and pace between teams. Finally, the revised conceptual framework for agile team productivity supports further tests through confirmatory studies.  相似文献   

3.
BackgroundIn Global Software Development (GSD) the lack of face-to-face communication is a major challenge and effective computer-mediated practices are necessary to mitigate the effect of physical distance. Communication through Social Software (SoSo) supports team coordination, helping to deal with geographical distance; however, in Software Engineering literature, there is a lack of suitable theoretical concepts to analyze and describe everyday practices of globally-distributed software development teams and to study the role of communication through SoSo.ObjectiveThe paper proposes a theoretical framework for analyzing how communicative and coordinative practices are constituted and maintained in globally-distributed teams.MethodThe framework is based on the concepts of communicative genres and coordination mechanisms; it is motivated and explicated through examples from two qualitative empirical cases.ResultsCoordination mechanisms and communicative genres mutually support each other. In particular, communication through SoSo supports team members in establishing, developing and maintaining social protocols within the distributed team. Software Engineering tools and methods provide templates for coordination mechanism that need to be adapted and adopted in order to support the project at hand. SoSo serves as a medium for the necessary metawork. The theoretical framework proposed is used to describe both the practices in an established industrial project and the establishing of practices in three student teams. The framework allows explaining the heterogeneity of practices observed.ConclusionsThis paper presents a conceptual framework to study the role of communication through SoSo for coordination in GSD. The usefulness of the framework is supported by empirical findings on the role of SoSo. The theoretical framework can be beneficial for future research that aims to analyze and describe not only the role of SoSo, but also how communicative and coordinative practices can be established and maintained in GSD teams.  相似文献   

4.

This paper focuses on Collaborative Virtual Environments, and their potential to support work meetings for geographically distributed experts. The research question concerns the difference between face-to-face-, chat-, and CVE- meetings with regard to efficiency, communication process, problems with the technology, enjoyment and competence development. A small group of experts were observed during their natural work meetings. Six of the groups scheduled meetings were held three times in a chat environment and three times in a CVE. Results suggests that chat and CVE meetings are experienced as more task oriented than face-to-face meetings, and that avatars support turn taking and are enjoyable.  相似文献   

5.
Scenario-based methods for evaluating software architecture require a large number of stakeholders to be collocated for evaluation meetings. Collocating stakeholders is often an expensive exercise. To reduce expense, we have proposed a framework for supporting software architecture evaluation process using groupware systems. This paper presents a controlled experiment that we conducted to assess the effectiveness of one of the key activities, developing scenario profiles, of the proposed groupware-supported process of evaluating software architecture. We used a cross-over experiment involving 32 teams of three 3rd and 4th year undergraduate students. We found that the quality of scenario profiles developed by distributed teams using a groupware tool were significantly better than the quality of scenario profiles developed by face-to-face teams (p < 0.001). However, questionnaires indicated that most participants preferred the face-to-face arrangement (82%) and 60% thought the distributed meetings were less efficient. We conclude that distributed meetings for developing scenario profiles are extremely effective but that tool support must be of a high standard or participants will not find distributed meetings acceptable.
Ross JefferyEmail:

Dr. Muhammad Ali Babar   is a Senior Researcher with Lero, the Irish Software Engineering Research Centre. Previously, he worked as a researcher with National ICT Australia (NICTA). Prior to joining NICTA, he worked as a software engineer and an IT consultant. He has authored/co-authored more than 50 publications in peer-reviewed journals, conferences, and workshops. He has presented tutorials in the area of software architecture knowledge management at various international conferences including ICSE 2007, SATURN 2007 and WICSA 2007. His current research interests include software product lines, software architecture design and evaluation, architecture knowledge management, tooling supporting, and empirical methods of technology evaluation. He is a member of the IEEE Computer Society. Barbara Kitchenham   is Professor of Quantitative Software Engineering at Keele University in the UK. From 2004-2007, she was a Senior Principal Researcher at National ICT Australia. She has worked in software engineering for nearly 30 years both in industry and academia. Her main research interest is software measurement and its application to project management, quality control, risk management and evaluation of software technologies. Her most recent research has focused on the application of evidence-based practice to software engineering. She is a Chartered Mathematician and Fellow of the Institute of Mathematics and its Applications, a Fellow of the Royal Statistical Society and a member of the IEEE Computer Society. Dr. Ross Jeffery   is Research Program Leader for Empirical Software Engineering in NICTA and Professor of Software Engineering in the School of Computer Science and Engineering at UNSW. His research interests are in software engineering process and product modeling and improvement, electronic process guides and software knowledge management, software quality, software metrics, software technical and management reviews, and software resource modeling and estimation. His research has involved over fifty government and industry organizations over a period of 20 years and has been funded by industry, government and universities. He has co-authored four books and over one hundred and forty research papers. He was elected Fellow of the Australian Computer Society for his contribution to software engineering research.   相似文献   

6.
An experiment compared dyadic performance in a radio communication and a more sophisticated communication environment to face-to-face (FtF) meetings. Thirty-six dyads, working under low or high time-pressure conditions, needed to combine information and to produce a written plan. Teams working in the sophisticated communication environment collaborated from separate locations over a networked computer system allowing them to share a note-taking program, work in parallel, and exchange in real-time audio as well as video. Results revealed detrimental effects of time pressure on both team processes and outcomes, and supported our hypothesis that distributed teams can perform as well as FtF teams. No differences were found between FtF teams and teams working in the sophisticated communication environment on process and outcome measures, except for the quantity of performance: The sophisticated communication environment enabled distributed teams to work on the task more rapidly than their FtF counterparts. Radio teams produced plans of lower quality and were less satisfied with the quality of their planning process than FtF teams.  相似文献   

7.
We experimentally compared the effectiveness of face-to-face (FTF) and synchronous computer-mediated communication when using a chat tool in solving hidden-profile business problems. In such problems, information critical to its solution is dispersed among team members and they must share it to solve the problem. Unlike prior research using hidden-profile tasks, our study used a real-world business-oriented task, established real rather than ad hoc teams, and imposed a time constraint on them. Hypotheses derived from media richness theory were found to be supported, with the results revealing that computer-mediated teams using the chat tool were less successful in exchanging and processing information than FTF teams and were thus less successful at solving the hidden-profile problem. The results also showed that, when operating under a time constraint, FTF was preferred over computer-mediated communication due to the relative immediacy of feedback and multiplicity of cues available in the FTF setting, as media richness theory predicted.  相似文献   

8.
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   

9.
There is an increasing need to build an understanding of group facilitation in distributed requirements engineering. Group facilitation is an important element of group approaches to requirements engineering, which is being challenged by the emergence of distributed practices in software specification and development. Thus thorough empirical investigation of human facilitation in computer-mediated requirements meetings is needed. This paper presents an exploratory study of facilitation in distributed requirements teams. Three professional facilitators mediate 15 three-person groups in an experimental simulation of software requirements negotiation. Facilitation in face-to-face meetings is contrasted with four group settings in which the facilitator is physically separated from the group or co-located with key stakeholders. Rich qualitative and behavioural data enables an understanding of differences and similarities in the facilitation of face-to-face and distributed groups and of aspects that were detrimental or beneficial to their facilitation. The empirical evidence indicates that a reduced richness of social behaviours in computer-mediated group settings (1) made the group facilitation problematic but also (2) enabled certain facilitation support in the medium itself. The findings of the study are discussed in the light of existing models of the role of the facilitator. Advice from the expert facilitators is presented in the form of recommendations for the facilitation of distributed requirements teams, and worthwhile directions for further research are outlined.  相似文献   

10.

Negotiations are often not as rational as desired due to the cognitive difficulty of finding optimal agreements. With higher information-processing capacity and capability, negotiation support systems (NSS) are viewed as a viable solution to overcome this difficulty and help negotiators achieve integrative agreements. In addition, advances in network communication technology have enabled distributed meetings to be carried out easily. This in turn leads to the notion of conducting distributed negotiations by combining NSS and distributed communication technology. This study examined the impact of NSS in face-to-face and distributed settings. The results suggested that NSS led to higher and fairer outcomes for both face-to-face and distributed dyads. Another interesting finding from this study is that there were gains with respect to initial expectations of outcomes when NSS support was provided. As corporations expand globally, NSS will play a significant role in coordinating distributed negotiations, saving time and cost.  相似文献   

11.
ContextThe way global software development (GSD) activities are managed impacts knowledge transactions between team members. The first is captured in governance decisions, and the latter in a transactive memory system (TMS), a shared cognitive system for encoding, storing and retrieving knowledge between members of a group.ObjectiveWe seek to identify how different governance decisions (such as business strategy, team configuration, task allocation) affect the structure of transactive memory systems as well as the processes developed within those systems.MethodWe use both a quantitative and a qualitative approach. We collect quantitative data through an online survey to identify transactive memory systems. We analyze transactive memory structures using social network analysis techniques and we build a latent variable model to measure transactive memory processes. We further support and triangulate our results by means of interviews, which also help us examine the GSD governance modes of the participating projects. We analyze governance modes, as set of decisions based on three aspects; business strategy, team structure and composition, and task allocation.ResultsOur results suggest that different governance decisions have a different impact on transactive memory systems. Offshore insourcing as a business strategy, for instance, creates tightly-connected clusters, which in turn leads to better developed transactive memory processes. We also find that within the composition and structure of GSD teams, there are boundary spanners (formal or informal) who have a better overview of the network’s activities and become central members within their network. An interesting mapping between task allocation and the composition of the network core suggests that the way tasks are allocated among distributed teams is an indicator of where expertise resides.ConclusionWe present an analytical method to examine GSD governance decisions and their effect on transactive memory systems. Our method can be used from both practitioners and researchers as a “cause and effect” tool for improving collaboration of global software teams.  相似文献   

12.
ContextThis systematic mapping review is set in a Global Software Engineering (GSE) context, characterized by a highly distributed environment in which project team members work separately in different countries. This geographic separation creates specific challenges associated with global communication, coordination and control.ObjectiveThe main goal of this study is to discover all the available communication and coordination tools that can support highly distributed teams, how these tools have been applied in GSE, and then to describe and classify the tools to allow both practitioners and researchers involved in GSE to make use of the available tool support in GSE.MethodWe performed a systematic mapping review through a search for studies that answered our research question, “Which software tools (commercial, free or research based) are available to support Global Software Engineering?” Applying a range of related search terms to key electronic databases, selected journals, and conferences and workshops enabled us to extract relevant papers. We then used a data extraction template to classify, extract and record important information about the GSD tools from each paper. This information was synthesized and presented as a general map of types of GSD tools, the tool’s main features and how each tool was validated in practice.ResultsThe main result is a list of 132 tools, which, according to the literature, have been, or are intended to be, used in global software projects. The classification of these tools includes lists of features for communication, coordination and control as well as how the tool has been validated in practice. We found that out the total of 132, the majority of tools were developed at research centers, and only a small percentage of tools (18.9%) are reported as having been tested outside the initial context in which they were developed.ConclusionThe most common features in the GSE tools included in this study are: team activity and social awareness, support for informal communication, Support for Distributed Knowledge Management and Interoperability with other tools. Finally, there is the need for an evaluation of these tools to verify their external validity, or usefulness in a wider global environment.  相似文献   

13.

Teamwork requires organization, strategies, and coordination. The design of a multiagent system should support these conceptual properties for constructing effective teams. The advantage of a teamwork approach is the reduction in complexity of the task through distribution of responsibilities, resulting in better utilization of resources, robust behaviors, and a greater variety of behaviors against competitors. In this article a framework for building teams of responsible agents using roles, responsibilities, and strategies is described. Its application to the domain of soccer is used to design a high-performance team of soccer agents. The architecture for these agents utilizes a reactive planning system with support for teamwork. The team of soccer agents will be tested in a series of competitions against other teams in the real-time soccer simulator proposed for Robocup-97, which provides an uncertain, resource bounded world.  相似文献   

14.
It is widely accepted that the inspection of software artifacts can find defects early in the development process and gather information on the quality of the evolving product. However, the inspection process is resource-intensive and involves tedious tasks, such as searching, sorting, and checking. Tool support for inspections can help accelerating these tasks and allows inspectors to concentrate on tasks particularly needing human attention. Only few tools are available for inspections. We have thus developed a set of groupware tools for both individual defect detection and inspection meetings to lower the effort of inspections and to increase their efficiency. This paper presents the Groupware-supported Inspection Process (GrIP) and describes tools for inspecting software requirements. As only little empirical work exists that directly compares paper-based and tool-based software inspection, we conducted a family of experiments in an academic environment to empirically investigate the effect of tool support regarding defect detection and inspection meetings. The main results of our family of experiments regarding individual defect detection are promising: The effectiveness of inspectors and teams is comparable to paper-based inspection without tool support; the inspection effort and defect overlap decreases significantly with tool support, while the efficiency of inspection teams increases considerably. Regarding tool support for inspection meetings the main findings of the experiments are that tool support considerably lowers the meeting effort, supports inspectors in identifying false positives, and reduces the number of true defects lost during a meeting. The number of unidentified false positives is still quite high.  相似文献   

15.
Three studies of collaborative activity were conducted as part of research in developing multimedia technology to support collaboration. One study surveyed users' opinions of their use of video conference rooms. Users indicated that the availability of the video conference rooms was too limited, audio quality needed improvement, and a shared drawing space was needed. A second study analyzed videotapes of a work group when meeting face-to-face, video conferencing, and phone conferencing. The analyses found that the noticeable audio delay in video conferencing made it difficult for the participants to manage turn-taking and coordinate eye glances. In the third study, a distributed team was observed under three conditions: using their existing collaboration tools, adding a desktop conferencing prototype (audio, video, and shared drawing tool), and subtracting the video capability from the prototype. Qualitative and quantitative data were collected by videotaping the team, interviewing the team members individually, and recording their usage of the phone, electronic mail, face-to-face meetings, and desktop conferencing. The team's use of the desktop conferencing prototype dropped significantly when the video capability was removed. Analysis of the videotape data showed how the video channel was used to help mediate their interaction and convey visual information. Desktop conferencing apparently reduced e-mail usage and was perceived to reduce the number of shorter, two-person, face-to-face meetings.  相似文献   

16.
One of the key challenges of distributed teams is the lack of social presence resulting from multiple work locations. Virtual environments (VEs) have been viewed as a collaboration tool for distributed teams that can enhance social presence via shared collaboration space and avatars. We observed, recorded, and analyzed the VE meetings of a globally distributed team. Data were analyzed through quantitative and qualitative content analysis. Our findings show that in the meetings, social presence was a situational phenomenon that constantly varied in strength. Social presence occurred as either a subgroup or group phenomenon, which at times coexisted at both levels. In particular, 2 of the 3 subdimensions of social presence, psychological involvement and behavioral engagement, were observable in team interaction.  相似文献   

17.
ContextAgile software development is an alternative software development methodology that originated from practice to encourage collaboration between developers and users, to leverage rapid development cycles, and to respond to changes in a dynamic environment. Although agile practices are widely used in organizations, academics call for more theoretical research to understand the value of agile software development methodologies.ObjectiveThis study uses shared mental models theory as a lens to examine practices from agile software methodologies to understand how agile practices enable software development teams to work together to complete tasks and work together effectively as a team.MethodA conceptual analysis of specific agile practices was conducted using the lens of shared mental models theory. Three agile practices from Xtreme Programming and Scrum are examined in detail, system metaphor, stand-up meeting, and on-site customer, using shared mental models theory.ResultsExamining agile practices using shared mental models theory elucidates how agile practices improve collaboration during the software development process. The results explain how agile practices contribute toward a shared understanding and enhanced collaboration within the software development team.ConclusionsThis conceptual analysis demonstrates the value of agile practices in developing shared mental models (i.e. shared understanding) among developers and customers in software development teams. Some agile practices are useful in developing a shared understanding about the tasks to be completed, while other agile practices create shared mental models about team processes and team interactions. To elicit the desired outcomes of agile software development methods, software development teams should consider whether or not agile practices are used in a manner that enhances the team’s shared understanding. Using three specific agile practices as examples, this research demonstrates how theory, such as shared mental models theory, can enhance our understanding regarding how agile practices are useful in enhancing collaboration in the workplace.  相似文献   

18.
Achieving agreement with respect to software requirements is a collaborative process that traditionally relies on same-time, same-place interactions. As the trend toward geographically distributed software development continues, colocated meetings are becoming increasingly problematic. Our research investigates the impact of computer-mediated communication on the performance of distributed client/developer teams involved in the collaborative development of a requirements specification. Drawing on media-selection theories, we posit that a combination of lean and rich media is needed for an effective process of requirements negotiations when stakeholders are geographically dispersed. In this paper, we present an empirical study that investigates the performance of six educational global project teams involved in a negotiation process using both asynchronous text-based and synchronous videoconferencing-based communication modes. The findings indicate that requirement negotiations were more effective when the groups conducted asynchronous structured discussions of requirement issues prior to the synchronous negotiation meeting. Asynchronous discussions were useful in resolving issues related to uncertainty in requirements, thus allowing synchronous negotiations to focus more on removing ambiguities in the requirements.  相似文献   

19.
Abstract

Strong businesses are built on teams of people working together to get the job done. The team metaphor is the model on which to base future computing solutions. Applications for communication and routing, information exchange, process management, collaboration, and meetings are discussed.  相似文献   

20.
ContextWhile there are many success stories of achieving high reuse and improved quality using software platforms, there is a need to investigate the issues and challenges organizations face when transitioning to a software platform strategy.ObjectiveThis case study provides a comprehensive taxonomy of the challenges faced when a medium-scale organization decided to adopt software platforms. The study also reveals how new trends in software engineering (i.e. agile methods, distributed development, and flat management structures) interplayed with the chosen platform strategy.MethodWe used an ethnographic approach to collect data by spending time at a medium-scale company in Scandinavia. We conducted 16 in-depth interviews with representatives of eight different teams, three of which were working on three separate platforms. The collected data was analyzed using Grounded Theory.ResultsThe findings identify four classes of challenges, namely: business challenges, organizational challenges, technical challenges, and people challenges. The article explains how these findings can be used to help researchers and practitioners identify practical solutions and required tool support.ConclusionThe organization’s decision to adopt a software platform strategy introduced a number of challenges. These challenges need to be understood and addressed in order to reap the benefits of reuse. Researchers need to further investigate issues such as supportive organizational structures for platform development, the role of agile methods in software platforms, tool support for testing and continuous integration in the platform context, and reuse recommendation systems.  相似文献   

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