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2016 IEEE/ACM Cooperative and Human Aspects of Software Engineering (CHASE)最新文献

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Collaboration Change in Enterprise Software Development 企业软件开发中的协作变化
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897590
K. Smolander, M. Rossi, Samuli Pekkola
Enterprise software development is a complex effort that may last years. Enterprise software is often developed by a systems integrator that makes modifications to a pre-made package or builds tailored software for the specific purpose. The development may include many developer organizations, the user organization, and their different departments and sub-units. Their collaboration evolves through project incidents, phases and even crises. The practices of project management, communication, contracts, and ultimately personal relationships change intentionally or unintentionally. These changes may cause uncertainties and discontinuities for the development. This study observes changes during enterprise software development and their influence on collaboration practices in different situations. During twenty years of development both internal and external crises and changes in the business environment triggered changes in collaboration. The collaboration practices are classified with four modes of collaboration (contract, cooperation, personified, and process) that illustrate emphasis in collaboration in different circumstances.
企业软件开发是一项复杂的工作,可能会持续数年。企业软件通常由系统集成商开发,他们对预先制作的软件包进行修改,或者为特定目的构建定制的软件。开发可能包括许多开发人员组织、用户组织及其不同的部门和子单位。他们的协作在项目事件、阶段甚至危机中不断发展。项目管理、沟通、合同以及最终的个人关系的实践会有意无意地发生变化。这些变化可能导致开发的不确定性和不连续性。本研究观察了企业软件开发过程中的变化及其在不同情况下对协作实践的影响。在二十年的发展中,内外危机和商业环境的变化引发了协作的变化。协作实践分为四种协作模式(契约、合作、人格化和过程),它们阐明了不同环境下协作的重点。
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引用次数: 1
Code Review Participation: Game Theoretical Modeling of Reviewers in Gerrit Datasets 代码评审参与:Gerrit数据集中评审者的博弈模型
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897605
Norihito Kitagawa, Hideaki Hata, Akinori Ihara, K. Kogiso, Ken-ichi Matsumoto
Code review is a common practice for improving the quality of source code changes and expediting knowledge transfer in a development community. In modern code review, source code changes or patches are considered to be assessed and approved for integration by multiple reviews. However, from our empirical study, we found that some patches are reviewed by only one reviewer, and some reviewers did not continue the review discussion, which can have negative effects on software quality. To understand these reviewers' behaviors, we model the code review situation based on the snowdrift game, which is used to analyze social dilemmas. With this game-theoretical modeling, we found that it can explain reviewers' behaviors well.
在开发社区中,代码审查是提高源代码变更质量和加速知识转移的一种常见做法。在现代代码审查中,源代码更改或补丁被认为是由多个审查评估和批准的。然而,从我们的实证研究中,我们发现一些补丁只由一个审稿人审查,并且一些审稿人没有继续审查讨论,这可能会对软件质量产生负面影响。为了理解这些审稿人的行为,我们基于雪堆游戏对代码审查情况进行建模,该游戏用于分析社会困境。利用这种博弈论模型,我们发现它可以很好地解释审稿人的行为。
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引用次数: 18
An Empirical Study of Programming Paradigms for Animation 动画编程范式的实证研究
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897597
Jan-Peter Krämer, Michael Hennings, Joel Brandt, Jan O. Borchers
Animations are an essential part of many modern user interfaces. They are often defined programmatically, which allows for parametrization and reuse. Two programming paradigms to define animations are common: Procedural animation programming allows the developer to make explicit updates to object properties at each frame, allowing maximum control over behavior. Declarative animation programming allows the developer to specify keyframes, i.e., the value of an object’s property at a given point in time. All frames between two keyframes are automatically interpolated by the animation library. In this paper, we investigate how these common programming paradigms differ in terms of developers’ productivity. In a controlled laboratory study, we asked developers to implement a set of simple animations using both paradigms. We found that developers can implement a given behavior faster using declarative animation programming, but the abstraction introduced by automatically creating the animation through keyframe interpolation left participants with unexpected behavior for some tasks.
动画是许多现代用户界面的重要组成部分。它们通常以编程方式定义,从而允许参数化和重用。定义动画的两种编程范例是常见的:过程式动画编程允许开发人员在每一帧对对象属性进行显式更新,从而允许对行为进行最大程度的控制。声明式动画编程允许开发者指定关键帧,即对象属性在给定时间点的值。两个关键帧之间的所有帧都被动画库自动插值。在本文中,我们研究了这些常见的编程范式在开发人员生产力方面的差异。在一个受控的实验室研究中,我们要求开发人员使用这两种范式实现一组简单的动画。我们发现,开发者可以使用声明式动画编程更快地实现给定的行为,但通过关键帧插值自动创建动画所引入的抽象,会让参与者在某些任务中产生意想不到的行为。
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引用次数: 4
Post-Completion Error in Software Development 软件开发中的完成后错误
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897608
Fuqun Huang
Post-completion errors have been observed in a variety of tasks by psychologists, but there is a lack of empirical studies in software engineering. This paper investigates whether post-completion errors occur in software development and the likelihood that software developers commit this error when a post-completion scenario is presented. An experimental study was conducted in the context of a programming contest. In the experiment, a programming task specification that contained a post-completion sub-task requirement was presented to the subjects. The results showed that 41.82% of the subjects committed the post-completion error in the same way¬—forgetting to design and implement a software requirement which is supposed to be the last sub-task and is not necessary for the completion of the main sub-task. This percentage of subjects committing the post-completion error was significantly higher than that of subjects committing other errors. This study has confirmed that post-completion error occurs in software development and, moreover, different software developers tend to commit this error in the same way with a high likelihood at the location where a post-completion scenario is presented. Strategies are proposed to prevent post-completion errors in software development.
心理学家已经在各种任务中观察到完成后错误,但在软件工程中缺乏实证研究。本文调查了完成后错误是否会在软件开发中发生,以及当完成后场景出现时,软件开发人员犯此错误的可能性。在一个编程竞赛的背景下进行了一项实验研究。实验中,向被试提供了一份包含完成后子任务要求的编程任务说明书。结果表明,41.82%的被试犯完后错误的方式相同,即忘记设计和实现一个软件需求,该需求应该是最后一个子任务,而不是完成主要子任务所必需的。完成后错误的比例明显高于其他错误的比例。这项研究已经证实,完成后错误发生在软件开发中,而且,不同的软件开发人员倾向于以相同的方式犯这种错误,并且在呈现完成后场景的位置具有很高的可能性。提出了防止软件开发中完成后错误的策略。
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引用次数: 14
GO-MUC: A Strategy Design Method Considering Requirements of User and Business by Goal-Oriented Measurement GO-MUC:一种基于目标导向度量的兼顾用户和业务需求的策略设计方法
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897618
C. Uchida, Kiyoshi Honda, H. Washizaki, Y. Fukazawa, Kentarou Ogawa, Tomoaki Yagi, Mikako Ishigaki, Masashi Nakagawa
When developers operate a service, both the business objectives and users’ requirements must be satisfied. However, the interest between a business strategy and an action for the users is often unclear. Moreover, users’ requirements that are inferred from user data analysis may not correspond with users’ real requirements. In this paper, we propose the GO-MUC method (Goal-oriented Measurement for Usability and Conflict) and apply it to Yahoo!Crowdsourcing. The GO-MUC method can develop a strategy considering requirements of both the user and the business. Our results validate this method; this method can find an interest between the business side and users side and plan more effective and user-friendly strategies to resolve a conflicting interest.
当开发人员操作服务时,业务目标和用户需求都必须得到满足。然而,业务策略和用户行为之间的利益往往是不明确的。此外,从用户数据分析中推断出的用户需求可能与用户的实际需求不一致。本文提出了GO-MUC方法(Goal-oriented Measurement for Usability and Conflict),并将其应用于雅虎众包。GO-MUC方法可以制定同时考虑用户和业务需求的策略。我们的结果验证了这种方法;该方法可以找到业务方和用户方之间的利益,并计划更有效和用户友好的策略来解决利益冲突。
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引用次数: 5
Eliciting Programming Challenges Faced by Developers with Visual Impairments: Exploratory Study 视觉障碍开发人员面临的编程挑战:探索性研究
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897616
Khaled Albusays, S. Ludi
Without understanding the programming difficulties faced by developers with visual impairments, the research community cannot begin to work on effective solutions to overcome these potential problems. This paper will describe our initial empirically based study to identify the problems blind software developers face. We analyzed 69 survey responses with blind developers in an effort to identify the aspects that are indeed a challenge to software development. The results indicate a number of difficulties, workarounds, and basis requirements that will serve as domain and stakeholder understand.
如果不了解有视觉障碍的开发人员所面临的编程困难,研究团体就无法开始研究克服这些潜在问题的有效解决方案。本文将描述我们最初基于经验的研究,以确定盲人软件开发人员面临的问题。我们分析了69项针对盲人开发人员的调查回应,以努力确定对软件开发构成真正挑战的方面。结果指出了许多困难、变通方法,以及作为领域和涉众理解的基础需求。
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引用次数: 45
Improving Learning Outcomes through Systematic Group Reformation - The Role of Skills and Personality in Software Engineering Education 通过系统的小组改革提高学习效果——技能和个性在软件工程教育中的作用
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897615
A. Mujkanovic, A. Bollin
Group or team formation has been a well-studied field in numerous contexts, such as business teams, project teams, and educational teams. There has, however, been little consideration of how groups or particularly project teams might have to be reorganized during a lecture in order to yield an optimal learning outcome. Empirical studies show that the outcome of groups will be affected by a number of factors, including the individual behavior of each group member, their skills and inclinations. In this research, the authors aim at finding correlations between the individual characteristics and learning outcomes during a running lecture so that teaching and learning can be improved. A study has been carried out that involved software engineering students over the past three years. The results show an improvement in the learning outcomes for groups that were systematically formed, which, for future settings, could enable educators as well as project leaders to systematically form groups and improve the outcomes of these groups in various domains.
在许多上下文中,例如业务团队、项目团队和教育团队,团队或团队形成已经是一个得到充分研究的领域。然而,很少有人考虑如何在讲座期间重新组织小组或特别是项目团队,以产生最佳的学习结果。实证研究表明,群体的结果会受到许多因素的影响,包括每个群体成员的个人行为、他们的技能和倾向。在本研究中,作者旨在发现个体特征与学习成果之间的相关性,从而改善教学和学习。在过去的三年里,一项涉及软件工程专业学生的研究已经开展。研究结果表明,系统形成的小组的学习成果有所改善,对于未来的设置,这可以使教育工作者和项目负责人系统地形成小组,并改善这些小组在各个领域的成果。
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引用次数: 20
Augmenting Requirements Gathering for People with Special Needs Using IoT: A Position Paper 利用物联网为有特殊需求的人增加需求收集:立场文件
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897617
Mexhid Ferati, Arianit Kurti, Bahtijar Vogel, Bujar Raufi
Requirements gathering are an important aspect of application development, especially when users are people with special needs. Traditionally, this process is being conducted using conventional methods, such as interviews, workshops and questionnaires. These approaches, however, are unable to grasp the full context when collecting data from the communities of people with special needs, mainly because of the difficult access to participants and incomprehensiveness of the data gathered. To mitigate such issues, in this position paper, we argue that existing traditional methods could be complemented by means of Internet of Things. The immense amount of data gathered from various devices interconnected could help generate meaningful data that will complement the usually insufficient amount collected using traditional methods. This new approach is, however, associated with challenges that are discussed along with a possible scenario on how data complementing from traditional and the indirect method could be done.
需求收集是应用程序开发的一个重要方面,特别是当用户是具有特殊需求的人时。传统上,这一过程是使用传统方法进行的,例如面谈、讲习班和调查表。然而,在从有特殊需要的人的社区收集数据时,这些方法无法掌握全部情况,主要是因为很难接触到参与者和所收集的数据不全面。为了缓解这些问题,在本立场文件中,我们认为现有的传统方法可以通过物联网的手段加以补充。从相互连接的各种设备收集的大量数据可以帮助生成有意义的数据,这些数据将补充使用传统方法收集的通常不足的数据。然而,这种新方法与挑战相关,并讨论了如何从传统方法和间接方法中补充数据的可能情况。
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引用次数: 15
Does Personality Influence the Usage of Static Analysis Tools? An Explorative Experiment 个性会影响静态分析工具的使用吗?探索性实验
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897599
Jan-Peter Ostberg, S. Wagner, Erica Weilemann
There are many techniques to improve software quality. One is using automatic static analysis tools. We have observed, however, that despite the low-cost help they offer, these tools areunderused and often discourage beginners. There is evidence that personality traits influence the perceived usability of a software. Thus, to support beginners better, we need to understand how theworkflow of people with different prevalent personality traits using these tools varies. For this purpose, we observed users’ solution strategies and correlated them with their prevalent personality traits in an exploratory study with student participants within a controlled experiment. We gathered data by screen capturing and chat protocols as well as a Big Five personality traits test. We found strong correlations between particular personality traits and different strategies of removing the findings of static code analysis as well as between personality and tool utilization. Based on that, we offer take-away improvement suggestions. Our results imply that developers should be aware of these solution strategies and use this information to build tools that are more appealing to people with different prevalent personality traits.
有许多技术可以提高软件质量。一种是使用自动静态分析工具。然而,我们观察到,尽管它们提供了低成本的帮助,但这些工具没有得到充分利用,而且经常使初学者感到气馁。有证据表明,个性特征会影响软件的可用性。因此,为了更好地支持初学者,我们需要了解具有不同普遍人格特征的人使用这些工具的工作流程是如何变化的。为此,我们在一项探索性研究中观察了用户的解决方案策略,并将其与学生参与者的普遍人格特征相关联。我们通过截屏和聊天协议以及五大人格特质测试来收集数据。我们发现,在特定的人格特征和不同的消除静态代码分析结果的策略之间,以及在人格和工具使用之间,存在很强的相关性。在此基础上,我们提供外卖改进建议。我们的研究结果表明,开发人员应该意识到这些解决方案策略,并利用这些信息来构建对具有不同普遍人格特征的人更有吸引力的工具。
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引用次数: 5
Sociodrama: One More Technique to Foster Collaboration in Software Engineering 社会戏剧:在软件工程中促进协作的另一种技术
Pub Date : 2016-05-14 DOI: 10.1145/2897586.2897600
Alexander S. Lesnevsky
It is widely recognized that human factors are critical for successful Software Engineering. Recent research in this field provides insights on what are these factors are and how they affect Software Engineering productivity. How- ever knowing challenges is not enough; it is important to elaborate on how it will be possible to address them. This paper focuses on sociodrama as a technique which helps in improving organizational climate and may positively affect teams productivity.
人们普遍认为,人为因素对成功的软件工程至关重要。该领域的最新研究提供了关于这些因素是什么以及它们如何影响软件工程生产力的见解。无论如何,知道挑战是不够的;重要的是要详细说明如何可能解决这些问题。本文关注社会戏剧作为一种有助于改善组织氛围并可能积极影响团队生产力的技术。
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引用次数: 0
期刊
2016 IEEE/ACM Cooperative and Human Aspects of Software Engineering (CHASE)
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