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Burak Turhan

Publications and source records attributed to Burak Turhan.

29 records · Page 2Linked to original sources

A Family of Experiments on Test-Driven Development

Context: Test-driven development (TDD) is an agile software development approach that has been widely claimed to improve software quality. However, the extent to which TDD improves quality appears to be largely dependent upon the characteristics of the study in which it is evaluated (e.g., the research method, participant type, programming environment, etc.). The particularities of each study make the aggregation of results untenable. Objectives: The goal of this paper is to: increase the accuracy and generalizability of the results achieved in isolated experiments on TDD, provide joint conclusions on the performance of TDD across different industrial and academic settings, and assess the extent to which the characteristics of the experiments affect the quality-related performance of TDD. Method: We conduct a family of 12 experiments on TDD in academia and industry. We aggregate their results by means of meta-analysis. We perform exploratory analyses to identify variables impacting the quality-related performance of TDD. Results: TDD novices achieve a slightly higher code quality with iterative test-last development (i.e., ITL, the reverse approach of TDD) than with TDD. The task being developed largely determines quality. The programming environment, the order in which TDD and ITL are applied, or the learning effects from one development approach to another do not appear to affect quality. The quality-related performance of professionals using TDD drops more than for students. We hypothesize that this may be due to their being more resistant to change and potentially less motivated than students. Conclusion: Previous studies seem to provide conflicting results on TDD performance (i.e., positive vs. negative, respectively). We hypothesize that these conflicting results may be due to different study durations, experiment participants being unfamiliar with the TDD process...

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Researcher Bias in Software Engineering Experiments: a Qualitative Investigation

Researcher Bias (RB) occurs when researchers influence the results of an empirical study based on their expectations.RB might be due to the use of Questionable Research Practices(QRPs). In research fields like medicine, blinding techniques have been applied to counteract RB. We conducted an explorative qualitative survey to investigate RB in Software Engineering (SE)experiments, with respect to (i) QRPs potentially leading to RB, (ii) causes behind RB, and (iii) possible actions to counteract including blinding techniques. Data collection was based on semi-structured interviews. We interviewed nine active experts in the empirical SE community. We then analyzed the transcripts of these interviews through thematic analysis. We found that some QRPs are acceptable in certain cases. Also, it appears that the presence of RB is perceived in SE and, to counteract RB, a number of solutions have been highlighted: some are intended for SE researchers and others for the boards of SE research outlets.

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On the Need of Preserving Order of Data When Validating Within-Project Defect Classifiers

[Context] The use of defect prediction models, such as classifiers, can support testing resource allocations by using data of the previous releases of the same project for predicting which software components are likely to be defective. A validation technique, hereinafter technique defines a specific way to split available data in training and test sets to measure a classifier accuracy. Time-series techniques have the unique ability to preserve the temporal order of data; i.e., preventing the testing set to have data antecedent to the training set. [Aim] The aim of this paper is twofold: first we check if there is a difference in the classifiers accuracy measured by time-series versus non-time-series techniques. Afterward, we check for a possible reason for this difference, i.e., if defect rates change across releases of a project. [Method] Our method consists of measuring the accuracy, i.e., AUC, of 10 classifiers on 13 open and two closed projects by using three validation techniques, namely cross validation, bootstrap, and walk-forward, where only the latter is a time-series technique. [Results] We find that the AUC of the same classifier used on the same project and measured by 10-fold varies compared to when measured by walk-forward in the range [-0.20, 0.22], and it is statistically different in 45% of the cases. Similarly, the AUC measured by bootstrap varies compared to when measured by walk-forward in the range [-0.17, 0.43], and it is statistically different in 56% of the cases. [Conclusions] We recommend choosing the technique to be used by carefully considering the conclusions to draw, the property of the available datasets, and the level of realism with the classifier usage scenario.

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Pandemic Programming: How COVID-19 affects software developers and how their organizations can help

Context. As a novel coronavirus swept the world in early 2020, thousands of software developers began working from home. Many did so on short notice, under difficult and stressful conditions. Objective. This study investigates the effects of the pandemic on developers' wellbeing and productivity. Method. A questionnaire survey was created mainly from existing, validated scales and translated into 12 languages. The data was analyzed using non-parametric inferential statistics and structural equation modeling. Results. The questionnaire received 2225 usable responses from 53 countries. Factor analysis supported the validity of the scales and the structural model achieved a good fit (CFI = 0.961, RMSEA = 0.051, SRMR = 0.067). Confirmatory results include: (1) the pandemic has had a negative effect on developers' wellbeing and productivity; (2) productivity and wellbeing are closely related; (3) disaster preparedness, fear related to the pandemic and home office ergonomics all affect wellbeing or productivity. Exploratory analysis suggests that: (1) women, parents and people with disabilities may be disproportionately affected; (2) different people need different kinds of support. Conclusions. To improve employee productivity, software companies should focus on maximizing employee wellbeing and improving the ergonomics of employees' home offices. Women, parents and disabled persons may require extra support.

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Iterative versus Exhaustive Data Selection for Cross Project Defect Prediction: An Extended Replication Study

Context: The effectiveness of data selection approaches in improving the performance of cross project defect prediction(CPDP) has been shown in multiple previous studies. Beside that, replication studies play an important role in the support of any valid study. Repeating a study using the same or different subjects can lead to better understandings of the nature of the problem. Objective: We use an iterative dataset selection (IDS) approach to generate training datasets and evaluate them on a set of randomly created validation datasets in the context of CPDP while considering a higher range of flexibility which makes the approach more feasible in practice. Method: We replicate an earlier study and present some insights into the achieved results while pointing out some of the shortcomings of the original study. Using the lessons learned, we propose to use an alternative training/validation dataset generation approaches which not only is more feasible in practice, but also achieves slightly better performances. We compare the results of our experiments to those from scenarios A, B, C and D from the original study. Results:Our experiments reveal that IDS is heavily recall based. The average recall performance for all test sets is 0.933 which is significantly higher than that from the replicated method. This in turn comes with a loss in precision. IDS has the lowest precision among the compared scenarios that use Decision Table learner. IDS however, achieves comparable or better F-measure performances. IDS achieves higher mean, median and min F-measure values while being more stable generally, in comparison with the replicated method. Conclusions: We conclude that datasets obtained from iterative/search-based approaches is a promising way to tackle CPDP. Especially, the performance increase in terms of both time and performance encourages further investigation of our approach.

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Increasing Validity Through Replication: An Illustrative TDD Case

Context: Software Engineering (SE) experiments suffer from threats to validity that may impact their results. Replication allows researchers building on top of previous experiments' weaknesses and increasing the reliability of the findings. Objective: Illustrating the benefits of replication to increase the reliability of the findings and uncover moderator variables. Method: We replicate an experiment on Test-Driven-Development (TDD) and address some of its threats to validity and those of a previous replication. We compare the replications' results and hypothesize on plausible moderators impacting results. Results: Differences across TDD replications' results might be due to the operationalization of the response variables, the allocation of subjects to treatments, the allowance to work outside the laboratory, the provision of stubs, or the task. Conclusion: Replications allow examining the robustness of the findings, hypothesizing on plausible moderators influencing results, and strengthening the evidence obtained.

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Requirements Framing Affects Design Creativity

Design creativity, the originality and practicality of a solution concept is critical for the success of many software projects. However, little research has investigated the relationship between the way desiderata are presented and design creativity. This study therefore investigates the impact of presenting desiderata as ideas, requirements or prioritized requirements on design creativity. Two between-subjects randomized controlled experiments were conducted with 42 and 34 participants. Participants were asked to create design concepts from a list of desiderata. Participants who received desiderata framed as requirements or prioritized requirements created designs that are, on average, less original but more practical than the designs created by participants who received desiderata framed as ideas. This suggests that more formal, structured presentations of desiderata are less appropriate where a creative solution is desired. The results also show that design performance is highly susceptible to minor changes in the vernacular used to communicate desiderata.

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Key Stakeholders' Value Propositions for Feature Selection in Software-intensive Products: An Industrial Case Study

Numerous software companies are adopting value-based decision making. However, what does value mean for key stakeholders making decisions? How do different stakeholder groups understand value? Without an explicit understanding of what value means, decisions are subject to ambiguity and vagueness, which are likely to bias them. This case study provides an in-depth analysis of key stakeholders' value propositions when selecting features for a large telecommunications company's software-intensive product. Stakeholders' value propositions were elicited via interviews, which were analyzed using Grounded Theory coding techniques (open and selective coding). Thirty-six value propositions were identified and classified into six dimensions: customer value, market competitiveness, economic value/profitability, cost efficiency, technology & architecture, and company strategy. Our results show that although propositions in the customer value dimension were those mentioned the most, the concept of value for feature selection encompasses a wide range of value propositions. Moreover, stakeholder groups focused on different and complementary value dimensions, calling to the importance of involving all key stakeholders in the decision making process. Although our results are particularly relevant to companies similar to the one described herein, they aim to generate a learning process on value-based feature selection for practitioners and researchers in general.

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Cognitive Biases in Software Engineering: A Systematic Mapping Study

One source of software project challenges and failures is the systematic errors introduced by human cognitive biases. Although extensively explored in cognitive psychology, investigations concerning cognitive biases have only recently gained popularity in software engineering (SE) research. This paper therefore systematically maps, aggregates and synthesizes the literature on cognitive biases in software engineering to generate a comprehensive body of knowledge, understand state of the art research and provide guidelines for future research and practise. Focusing on bias antecedents, effects and mitigation techniques, we identified 65 articles, which investigate 37 cognitive biases, published between 1990 and 2016. Despite strong and increasing interest, the results reveal a scarcity of research on mitigation techniques and poor theoretical foundations in understanding and interpreting cognitive biases. Although bias-related research has generated many new insights in the software engineering community, specific bias mitigation techniques are still needed for software professionals to overcome the deleterious effects of cognitive biases on their work.

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The Effect of Noise on Sofware Engineers' Performance

Background: Noise, defined as an unwanted sound, is one of the commonest factors that could affect people's performance in their daily work activities. The software engineering research community has marginally investigated the effects of noise on software engineers' performance. Aims: We studied if noise affects software engineers' performance in (i) comprehending functional requirements and (ii) fixing faults in the source code. Method: We conducted two experiments with final-year undergraduate students in Computer Science. In the first experiment, we asked 55 students to comprehend functional requirements exposing them or not to noise, while in the second experiment 42 students were asked to fix faults in Java code. Results: The participants in the second experiment, when exposed to noise, had significantly worse performance in fixing faults in the source code. On the other hand, we did not observe any statistically significant difference in the first experiment. Conclusions: Fixing faults in source code seems to be more vulnerable to noise than comprehending functional requirements.

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A Dissection of the Test-Driven Development Process: Does It Really Matter to Test-First or to Test-Last?

Background: Test-driven development (TDD) is a technique that repeats short coding cycles interleaved with testing. The developer first writes a unit test for the desired functionality, followed by the necessary production code, and refactors the code. Many empirical studies neglect unique process characteristics related to TDD iterative nature. Aim: We formulate four process characteristic: sequencing, granularity, uniformity, and refactoring effort. We investigate how these characteristics impact quality and productivity in TDD and related variations. Method: We analyzed 82 data points collected from 39 professionals, each capturing the process used while performing a specific development task. We built regression models to assess the impact of process characteristics on quality and productivity. Quality was measured by functional correctness. Result: Quality and productivity improvements were primarily positively associated with the granularity and uniformity. Sequencing, the order in which test and production code are written, had no important influence. Refactoring effort was negatively associated with both outcomes. We explain the unexpected negative correlation with quality by possible prevalence of mixed refactoring. Conclusion: The claimed benefits of TDD may not be due to its distinctive test-first dynamic, but rather due to the fact that TDD-like processes encourage fine-grained, steady steps that improve focus and flow.

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