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Träfflista för sökning "WFRF:(Edison Henry) "

Sökning: WFRF:(Edison Henry)

  • Resultat 1-10 av 13
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1.
  • Ali, Nauman bin, et al. (författare)
  • The impact of a proposal for innovation measurement in the software industry
  • 2020
  • Ingår i: International Symposium on Empirical Software Engineering and Measurement. - New York, NY, USA : IEEE Computer Society. - 1949-3789 .- 1949-3770. - 9781450375801
  • Konferensbidrag (refereegranskat)abstract
    • Background: Measuring an organization's capability to innovate and assessing its innovation output and performance is a challenging task. Previously, a comprehensive model and a suite of measurements to support this task were proposed. Aims: In the current paper, seven years since the publication of the paper titled Towards innovation measurement in the software industry, we have reflected on the impact of thework. Method:We have mainly relied on quantitative and qualitative analysis of the citations of the paper using an established classification schema. Results: We found that the article has had a significant scientific impact (indicated by the number of citations), i.e., (1) cited in literature from both software engineering and other fields, (2) cited in grey literature and peerreviewed literature, and (3) substantial citations in literature not published in the English language. However, we consider a majority of the citations in the peer-reviewed literature (75 out of 116) as neutral, i.e., they have not used the innovation measurement paper in any substantial way. All in all, 38 out of 116 have used, modified or based their work on the definitions, measurements or the model proposed in the article. This analysis revealed a significant weakness of the citing work, i.e., among the citing papers, we found only two explicit comparisons to the innovation measurement proposal, and we found no papers that identify weaknesses of said proposal. Conclusions: This work highlights the need for being cautious of relying solely on the number of citations for understanding impact, and the need for further improving and supporting the peer-review process to identify unwarranted citations in papers. © 2020 IEEE Computer Society. All rights reserved.
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2.
  • Duszkiewicz, Aleksander G., et al. (författare)
  • Leveraging Historical Data to Support User Story Estimation
  • 2023
  • Ingår i: Product-Focused Software Process Improvement. - : Springer. - 9783031492655 ; , s. 284-300
  • Konferensbidrag (refereegranskat)abstract
    • Accurate and reliable effort and cost estimation are still challenging for agile teams in the industry. It is argued that leveraging historical data regarding the actual time spent on similar past projects could be very helpful to support such an activity before companies embark upon a new project. In this paper, we investigate to what extent user story information retrieved from past projects can help developers estimate the effort needed to develop new similar projects. In close collaboration with a software development company, we applied design science and action research principles to develop and evaluate a tool that employs Natural Language Processing (NLP) algorithms to find past similar user stories and retrieve the actual time spent on them. The tool was then used to estimate a real project that was about to start in the company. A focus group with a team of six developers was conducted to evaluate the tool’s efficacy in estimating similar projects. The results of the focus group with the developers revealed that the tool has the potential to complement the existing estimation process and help different interested parties in the company. Our results contribute both towards a new tool-supported approach to help user story estimation based on historical data and with our lessons learned on why, when, and where such a tool and the estimations provided may play a role in agile projects in the industry.
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3.
  • Edison, Henry, et al. (författare)
  • Experimentation in Early-Stage Video Game Startups : Practices and Challenges
  • 2024
  • Ingår i: Software Business. - : Springer Science+Business Media B.V.. - 9783031532269 ; , s. 360-366
  • Konferensbidrag (refereegranskat)abstract
    • Experimentation has been considered critical for successful software product and business development, including in video game startups. Video game startups need “wow” qualities that distinguish them from the competition. Thus, they need to continuously experiment to find these qualities before running out of time and resources. In this study, we aimed to explore how these companies perform experimentation. We interviewed four co-founders of video game startups. Our findings identify six practices, or scenarios, through which video game startups conduct experiments and challenges associated with these. The initial results could inform these startups about the possibilities and challenges and guide future research. © The Author(s) 2024.
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4.
  • Edison, Henry, et al. (författare)
  • ICSOB Poster Track 2022 Preface
  • 2022
  • Ingår i: CEUR Workshop Proceedings. - : CEUR-WS.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)
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5.
  • Edison, Henry, et al. (författare)
  • Towards innovation measurement in the software industry
  • 2013
  • Ingår i: Journal of Systems and Software. - : Elsevier. - 0164-1212. ; 86:5, s. 1390-1407
  • Tidskriftsartikel (refereegranskat)abstract
    • In today's highly competitive business environments with shortened product and technology life cycle, it is critical for software industry to continuously innovate. This goal can be achieved by developing a better understanding and control of the activities and determinants of innovation. Innovation measurement initiatives assess innovation capability, output and performance to help develop such an understanding. This study explores various aspects relevant to innovation measurement ranging from definitions, measurement frameworks and metrics that have been proposed in literature and used in practice. A systematic literature review followed by an online questionnaire and interviews with practitioners and academics were employed to identify a comprehensive definition of innovation that can be used in software industry. The metrics for the evaluation of determinants, inputs, outputs and performance were also aggregated and categorised. Based on these findings, a conceptual model of the key measurable elements of innovation was constructed from the findings of the systematic review. The model was further refined after feedback from academia and industry through interviews.
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6.
  • Hansen, Karl, et al. (författare)
  • The Evolution of Software Startup Research : A Survey of Literature
  • 2022
  • Ingår i: Software Business. - Cham : Springer Science+Business Media B.V.. - 9783031207051 ; , s. 304-319
  • Konferensbidrag (refereegranskat)abstract
    • The software startup research area has grown rapidly in the recent years. It is widely known that building software startups are challenging endeavors, and the failure rate is high. However, the fascinating phenomenon keeps getting interest from academics to address those challenges, due to the potential of software startups as an effective way for disruptive innovation. The aim of this study is to provide an update on the evolution of the software startup research area through a systematic mapping study. Our contributions are two-fold. First, we provide a mapping of current research in software startups in terms of contributing disciplines and research methods and theories used. The second contribution is the identification of two new and emerging research streams termed Software Startup Education and Ethics in Software Startups. Furthermore, the findings allow us to update the research agenda and provide new examples of research questions to advance the software startup research area. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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7.
  • Hidayati, Anita, et al. (författare)
  • Games for Scrum Team Collaboration in the Global Software Development Environment : A Literature Review
  • 2022
  • Ingår i: 7th International Conference on Informatics and Computing, ICIC 2022. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350345711
  • Konferensbidrag (refereegranskat)abstract
    • Software development companies commonly use Global Software Development (GSD) in their industry. A competent Scrum team supports the success of the GSD project. This research aims to identify the game components in the form of types, elements, and technologies that contribute to building experience for the Scrum team in a GSD environment. We used a Systematic Literature Review (SLR) with the Kitchenham and snowball method. From the 12 papers, we concluded that none of the games specifically focused on the competence of the Scrum team at GSD. The SLR results also identify ten game elements and technologies as a reference for game development to meet the challenges in GSD. The conclusion is that there are still great opportunities to develop a game that can improve the competence of the GSD Scrum team. Game development should refer to elements and identified technologies. © 2022 IEEE.
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8.
  • Nguyen‐Duc, Anh, et al. (författare)
  • Work‐from‐home impacts on software project : A global study on software development practices and stakeholder perceptions
  • 2023
  • Ingår i: Software, practice & experience. - : John Wiley & Sons. - 0038-0644 .- 1097-024X.
  • Tidskriftsartikel (refereegranskat)abstract
    • Context:The COVID-19 pandemic has had a disruptive impact on how people work and collaborate across all global economic sectors, including software business. While remote working is not new for software engineers, forced WFH situations come with both limitations and opportunities. As the ‘new normal’ for working might be based on the current state of Work-from-home (WFH), it is useful to understand what has happened and learn from that.Objective:This study aims to gain insights into how their WFH arrangement impacts project management and software engineering. We are also interested in exploring these impacts in different contexts, such as startups and established companies.Method:We conducted a global-scale, cross-sectional survey during the spring and summer 2021. Our results are based on quantitative and qualitative analysis of 297 valid responses.Results:We characterize the profile of WFH in both spatial and temporal aspects, together with a set of common collaborative tools and coordination and control mechanisms. We revealed some areas of project management that are relatively more challenging during WFH situations, such as coordination, communication and project planning. We also revealed a mixed picture of the perceived impact of WFH on different software engineering activities.Conclusion:WFH is a situational phenomenon which can have both negative and positive impact on software teams. For practitioners, we suggest a unified approach to consider the context of WFH, collaborative tools, associated coordination and control approaches and a process that resolve those aspects that are sensitive to physical interaction.
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9.
  • Simaremare, Mario, et al. (författare)
  • AI Assistant to Improve Experimentation in Software Startups Using Large Language Model and Prompt Engineering
  • 2024
  • Ingår i: CEUR Workshop Proceedings. - : Technical University of Aachen.
  • Konferensbidrag (refereegranskat)abstract
    • Software startup is a unique type of company with unique characteristics. On the one hand, they must offer innovative products appealing to customers to generate revenue and survive, but on the other hand, they are limited in resources, time, and experience. During the new product development, it is important to experiment with their original ideas. However, doing a meaningful experiment requires resources and challenges. A study on failed software startups shows that, despite its importance, many software startups skipped or did not experiment with their ideas. The study identifies 25 inhibitors spread in five experimentation stages. In the last few years, Large Language Models (LLMs) have become a popular technology. The advancement of LLM has made it adopted into many parts of the software development cycle. Studies show that LLM also has been used to generate new innovative product ideas and to manage innovation. However, there is no investigation into the possibility of utilizing the power of LLM to help software startups do experimentation. Interactions to an LLM are done through prompts. During the interaction or session, a user will send one or more prompts in a zero-, one-, or few-shots to an LLM agent. Unfortunately, learning and using prompts effectively requires time and resources, things that software startups are scarce with. In this project, we aim to help improve the experimentation process and address the inhibitors by leveraging the power of LLMs. There are five initial research questions and studies planned in the project. In the first step, we will investigate current experimentation practices, challenges, inhibitors, and the strategies used to circumvent them. Secondly, we will investigate how AI has been used in today's experimentation. Then, we will investigate the set of measurements available to measure the success of an experiment. The next step is to investigate how to support experimentation using LLMs followed by a validation sequence. The first form of support is a prompt guidebook to help software startups use an LLM agent to help their experimentation. The second form is an LLM-based assistant tailored specifically to guide the experimentation process. © 2006 Gesellschaft für Informatik, Bonn.
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10.
  • Tkalich, Anastasiia, et al. (författare)
  • On the Characteristics of Internal Software Startups
  • 2022
  • Ingår i: Software Business. - Cham : Springer Science+Business Media B.V.. - 9783031207051 ; , s. 320-327
  • Konferensbidrag (refereegranskat)abstract
    • In recent years, more attention has been given to internal software startups in practice and in research alike, yet the concept is not fully understood. Nor is it clear whether or not it significantly differs from stand-alone software startup, and if yes, then how. In this position paper, we propose to conceptualize internal software startups as a hybrid of two related concepts: stand-alone software startup and internal corporate venture (ICV). We derive characteristics of the both concepts from the earlier literature and use our previous research on internal software startups to uncover the differences and the similarities across the three concepts. © 2022, The Author(s).
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