SwePub
Sök i LIBRIS databas

  Utökad sökning

WFRF:(Liebel Grischa 1987)
 

Sökning: WFRF:(Liebel Grischa 1987) > Impact of Gamificat...

Impact of Gamification on Trace Link Vetting: A Controlled Experiment

Maro, Salome, 1987 (författare)
Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
Sundklev, Emil (författare)
Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
Persson, Carl-Oscar (författare)
Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
visa fler...
Liebel, Grischa, 1987 (författare)
Steghöfer, Jan-Philipp, 1983 (författare)
Gothenburg University,Göteborgs universitet,Institutionen för data- och informationsteknik (GU),Department of Computer Science and Engineering (GU)
visa färre...
 (creator_code:org_t)
2019-03-08
2019
Engelska.
Ingår i: International Working Conference on Requirements Engineering: Foundation for Software Quality REFSQ 2019. - Cham : Springer. - 9783030155377
  • Konferensbidrag (refereegranskat)
Abstract Ämnesord
Stäng  
  • [Context] Automatically generated trace links must be vetted by human analysts before use. The task of vetting trace links is considered boring due to its repetitive nature and tools that are not engaging to the analyst. Therefore, a lack of developer engagement can hamper the successful implementation of a traceability strategy in an organisation. [Objective] In this study, we examine whether two gamification features, levels and badges, have a positive effect on human analysts’ engagement and ultimately on the quality of vetted trace links. [Method] We have conducted a controlled experiment with 24 participants that vetted trace link candidates and recorded their speed, correctness, enjoyment, and perceived usability of the tool. [Results] The results indicate that there was no significant difference between the speed, correctness, and perceived usability of the control and the experiment group. However, gamification features significantly increased the users’ perceived enjoyment. Levels and badges were perceived positively by the majority of the participants while some pitfalls and improvements were pointed out. [Conclusion] Our study indicates the need for further research as the results raise several questions, in particular, w.r.t. what analyst behaviour gamification incentivises, and the impact of gamification on long-term enjoyment.

Ämnesord

NATURVETENSKAP  -- Data- och informationsvetenskap -- Programvaruteknik (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Software Engineering (hsv//eng)

Nyckelord

Software engineering
Gamification
Traceability
Traceability management

Publikations- och innehållstyp

ref (ämneskategori)
kon (ämneskategori)

Hitta via bibliotek

Till lärosätets databas

Sök utanför SwePub

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy