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Pekka Abrahamsson

Publications and source records attributed to Pekka Abrahamsson.

At least 127 records · Page 7Linked to original sources

Why Early-Stage Software Startups Fail: A Behavioral Framework

Software startups are newly created companies with little operating history and oriented towards producing cutting-edge products. As their time and resources are extremely scarce, and one failed project can put them out of business, startups need effective practices to face with those unique challenges. However, only few scientific studies attempt to address characteristics of failure, especially during the early- stage. With this study we aim to raise our understanding of the failure of early-stage software startup companies. This state-of-practice investigation was performed using a literature review followed by a multiple-case study approach. The results present how inconsistency between managerial strategies and execution can lead to failure by means of a behavioral framework. Despite strategies reveal the first need to understand the problem/solution fit, actual executions prioritize the development of the product to launch on the market as quickly as possible to verify product/market fit, neglecting the necessary learning process.

cs.SE↗

On the Unhappiness of Software Developers

The happy-productive worker thesis states that happy workers are more productive. Recent research in software engineering supports the thesis, and the ideal of flourishing happiness among software developers is often expressed among industry practitioners. However, the literature suggests that a cost-effective way to foster happiness and productivity among workers could be to limit unhappiness. Psychological disorders such as job burnout and anxiety could also be reduced by limiting the negative experiences of software developers. Simultaneously, a baseline assessment of (un)happiness and knowledge about how developers experience it are missing. In this paper, we broaden the understanding of unhappiness among software developers in terms of (1) the software developer population distribution of (un)happiness, and (2) the causes of unhappiness while developing software. We conducted a large-scale quantitative and qualitative survey, incorporating a psychometrically validated instrument for measuring (un)happiness, with 2220 developers, yielding a rich and balanced sample of 1318 complete responses. Our results indicate that software developers are a slightly happy population, but the need for limiting the unhappiness of developers remains. We also identified 219 factors representing causes of unhappiness while developing software. Our results, which are available as open data, can act as guidelines for practitioners in management positions and developers in general for fostering happiness on the job. We suggest considering happiness in future studies of both human and technical aspects in software engineering.

cs.SE↗

Consequences of Unhappiness While Developing Software

The growing literature on affect among software developers mostly reports on the linkage between happiness, software quality, and developer productivity. Understanding the positive side of happiness -- positive emotions and moods -- is an attractive and important endeavor. Scholars in industrial and organizational psychology have suggested that also studying the negative side -- unhappiness -- could lead to cost-effective ways of enhancing working conditions, job performance, and to limiting the occurrence of psychological disorders. Our comprehension of the consequences of (un)happiness among developers is still too shallow, and is mainly expressed in terms of development productivity and software quality. In this paper, we attempt to uncover the experienced consequences of unhappiness among software developers. Using qualitative data analysis of the responses given by 181 questionnaire participants, we identified 49 consequences of unhappiness while doing software development. We found detrimental consequences on developers' mental well-being, the software development process, and the produced artifacts. Our classification scheme, available as open data, will spawn new happiness research opportunities of cause-effect type, and it can act as a guideline for practitioners for identifying damaging effects of unhappiness and for fostering happiness on the job.

cs.SE↗

Unhappy Developers: Bad for Themselves, Bad for Process, and Bad for Software Product

Recent research in software engineering supports the "happy-productive" thesis, and the desire of flourishing happiness among programmers is often expressed by industry practitioners. Recent literature has suggested that a cost-effective way to foster happiness and productivity among workers could be to limit unhappiness of developers due to its negative impact. However, possible negative effects of unhappiness are still largely unknown in the software development context. In this paper, we present the first results from a study exploring the consequences of the unhappy developers. Using qualitative data analysis of the survey responses given by 181 participants, we identified 49 potential consequences of unhappiness while developing software. These results have several implications. While raising the awareness of the role of moods, emotions and feelings in software development, we foresee that our classification scheme will spawn new happiness studies linking causes and effects, and it can act as a guideline for developers and managers to foster happiness at work.

cs.SE↗

Bringing the Cloud to Rural and Remote Areas - Cloudlet by Cloudlet

Instead of relying on huge and expensive data centers for rolling out cloud-based services to rural and remote areas, we propose a hardware platform based on small single-board computers. The role of these micro-data centers is twofold. On the one hand, they act as intermediaries between cloud services and clients, improving availability in the case of network or power outages. On the other hand, they run community-based services on local infrastructure. We illustrate how to build such a system without incurring high costs, high power consumption, or single points of failure. Additionally, we opt for a system that is extendable and scalable as well as easy to deploy, relying on an open design.

cs.DC↗

Understanding the Affect of Developers: Theoretical Background and Guidelines for Psychoempirical Software Engineering

Affects---emotions and moods---have an impact on cognitive processing activities and the working performance of individuals. It has been established that software development tasks are undertaken through cognitive processing activities. Therefore, we have proposed to employ psychology theory and measurements in software engineering (SE) research. We have called it "psychoempirical software engineering". However, we found out that existing SE research has often fallen into misconceptions about the affect of developers, lacking in background theory and how to successfully employ psychological measurements in studies. The contribution of this paper is threefold. (1) It highlights the challenges to conduct proper affect-related studies with psychology; (2) it provides a comprehensive literature review in affect theory; and (3) it proposes guidelines for conducting psychoempirical software engineering.

cs.SE↗

How Do You Feel, Developer? An Explanatory Theory of the Impact of Affects on Programming Performance

Affects---emotions and moods---have an impact on cognitive activities and the working performance of individuals. Development tasks are undertaken through cognitive processes, yet software engineering research lacks theory on affects and their impact on software development activities. In this paper, we report on an interpretive study aimed at broadening our understanding of the psychology of programming in terms of the experience of affects while programming, and the impact of affects on programming performance. We conducted a qualitative interpretive study based on: face-to-face open-ended interviews, in-field observations, and e-mail exchanges. This enabled us to construct a novel explanatory theory of the impact of affects on development performance. The theory is explicated using an established taxonomy framework. The proposed theory builds upon the concepts of events, affects, attractors, focus, goals, and performance. Theoretical and practical implications are given.

cs.SE↗

In Need of Creative Mobile Service Ideas? Forget Adults and Ask Young Children

It is well acknowledged that innovation is a key success factor in mobile service domain. Having creative ideas is the first critical step in the innovation process. Many studies suggest that customers are a valuable source of creative ideas. However, the literature also shows that adults may be constrained by existing technology frames, which are known to hinder creativity. Instead young children (aged 7-12) are considered digital natives yet are free from existing technology frames. This led us to study them as a potential source for creative mobile service ideas. A set of 41,000 mobile ideas obtained from a research project in 2006 granted us a unique opportunity to study the mobile service ideas from young children. We randomly selected two samples of ideas (N=400 each), one contained the ideas from young children, the other from adults (aged 17-50). These ideas were evaluated by several evaluators using an existing creativity framework. The results show that the mobile service ideas from the young children are significantly more original, transformational, implementable, and relevant than those from the adults. Therefore, this study shows that young children are better sources of novel and quality ideas than adults in the mobile services domain. This study bears significant contributions to the creativity and innovation research. It also indicates a new and valuable source for the companies that seek for creative ideas for innovative products and services.

cs.CY↗

The Affect of Software Developers: Common Misconceptions and Measurements

The study of affects (i.e., emotions, moods) in the workplace has received a lot of attention in the last 15 years. Despite the fact that software development has been shown to be intellectual, creative, and driven by cognitive activities, and that affects have a deep influence on cognitive activities, software engineering research lacks an understanding of the affects of software developers. This note provides (1) common misconceptions of affects when dealing with job satisfaction, motivation, commitment, well-being, and happiness; (2) validated measurement instruments for affect measurement; and (3) our recommendations when measuring the affects of software developers.

cs.SE↗

Happy software developers solve problems better: psychological measurements in empirical software engineering

For more than 30 years, it has been claimed that a way to improve software developers' productivity and software quality is to focus on people and to provide incentives to make developers satisfied and happy. This claim has rarely been verified in software engineering research, which faces an additional challenge in comparison to more traditional engineering fields: software development is an intellectual activity and is dominated by often-neglected human aspects. Among the skills required for software development, developers must possess high analytical problem-solving skills and creativity for the software construction process. According to psychology research, affects-emotions and moods-deeply influence the cognitive processing abilities and performance of workers, including creativity and analytical problem solving. Nonetheless, little research has investigated the correlation between the affective states, creativity, and analytical problem-solving performance of programmers. This article echoes the call to employ psychological measurements in software engineering research. We report a study with 42 participants to investigate the relationship between the affective states, creativity, and analytical problem-solving skills of software developers. The results offer support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities. The following contributions are made by this study: (1) providing a better understanding of the impact of affective states on the creativity and analytical problem-solving capacities of developers, (2) introducing and validating psychological measurements, theories, and concepts of affective states, creativity, and analytical-problem-solving skills in empirical software engineering, and (3) raising the need for studying the human factors of software engineering by employing a multidisciplinary viewpoint.

cs.SE↗

The Contemporary Understanding of User Experience in Practice

User Experience (UX) has been a buzzword in agile literature in recent years. However, often UX remains as a vague concept and it may be hard to understand the very nature of it in the context of agile software development. This paper explores the multifaceted UX literature, emphasizes the multi-dimensional nature of the concept and organizes the current state-of-the-art knowledge. As a starting point to better understand the contemporary meaning of UX assigned by practitioners, we selected four UX blogs and performed an analysis using a framework derived from the literature review. The preliminary results show that the practitioners more often focus on interaction between product and user and view UX from design perspective predominantly. While the economical perspective receives little attention in literature, it is evident in practitioners writings. Our study opens up a promising line of request of the contemporary meaning of UX in practice.

cs.HC↗

Do feelings matter? On the correlation of affects and the self-assessed productivity in software engineering

Background: software engineering research (SE) lacks theory and methodologies for addressing human aspects in software development. Development tasks are undertaken through cognitive processing activities. Affects (emotions, moods, feelings) have a linkage to cognitive processing activities and the productivity of individuals. SE research needs to incorporate affect measurements to valorize human factors and to enhance management styles. Objective: analyze the affects dimensions of valence, arousal, and dominance of software developers and their real-time correlation with their self-assessed productivity (sPR). Method: repeated measurements design with 8 participants (4 students, 4 professionals), conveniently sampled and studied individually over 90 minutes of programming. The analysis was performed by fitting a linear mixed- effects (LME) model. Results: valence and dominance are positively correlated with the sPR. The model was able to express about 38% of deviance from the sPR. Many lessons were learned when employing psychological measurements in SE and for fitting LME. Conclusion: this article demonstrates the value of applying psychological tests in SE and echoes a call to valorize the human, individualized aspects of software developers. It reports a body of knowledge about affects, their classification, their measurement, and the best practices to perform psychological measurements in SE with LME models.

cs.SE↗

A framework for systematic analysis of Open Access journals and its application in software engineering and information systems

This article is a contribution towards an understanding of Open Access (OA) publishing. It proposes an analysis framework of 18 core attributes, divided into the areas of Bibliographic information, Activity metrics, Economics, Accessibility, and Predatory issues of OA journals. The framework has been employed in a systematic analysis of 30 OA journals in software engineering (SE) and information systems (IS), which were selected among 386 OA journals in Computer Science from the Directory of OA Journals. An analysis is performed on the sample of the journals, to provide an overview of the current situation of OA journals in the fields of SE and IS. The journals are then compared between-group, according to the presence of a publication fee. A within-group analysis is performed on the journals requesting publication charges to authors, in order to understand what is the value added according to different price ranges. This article offers several contributions. It presents an overview of OA definitions and models. It provides an analysis framework born from the observation of data and the literature. It raises the need to study OA in the fields of SE and IS while offering a first analysis. Finally, it provides recommendations to readers of OA journals. This paper highlights several concerns still threatening OA publishing in the fields of SE and IS. Among them, it is shown that high publication fees are not sufficiently justified by the publishers, which often lack transparency and may prevent authors from adopting OA.

cs.DL↗

Automated Feature Identification in Web Applications

Market-driven software intensive product development companies have been more and more experiencing the problem of feature expansion over time. Product managers face the challenge of identifying and locating the high value features in an application and weeding out the ones of low value from the next releases. Currently, there are few methods and tools that deal with feature identification and they address the problem only partially. Therefore, there is an urgent need of methods and tools that would enable systematic feature reduction to resolve issues resulting from feature creep. This paper presents an approach and an associated tool to automate feature identification for web applications. For empirical validation, a multiple case study was conducted using three well known web applications: Youtube, Google and BBC. The results indicate that there is a good potential for automating feature identification in web applications.

cs.SE↗

Attaining High-performing Software Teams with Agile and Lean Practices: An Empirical Case Study

This paper presents an empirical study on how self- organized software teams could attain high performance using agile and lean practices. In particular, the paper qualitatively examines characteristics of high performance and self- organization in one project team. The case under study is a customer-driven student project, carried out to develop an alpha-version prototype. The paper also studies how certain agile software practices aid in initialising self-organization in the team. The main results indicate that self-organization as supported by certain Agile and Lean practices helps teams in achieving higher performance.

cs.SE↗

Improving Software Developer's Competence: Is the Personal Software Process Working?

Emerging agile software development methods are people oriented development approaches to be used by the software industry. The personal software process (PSP) is an accepted method for improving the capabilities of a single software engineer. Five original hypotheses regarding the impact of the PSP to individual performance are tested. Data is obtained from 58 computer science students in three university courses on the master level, which were held in two different educational institutions in Finland and Denmark. Statistical data treatment shows that the use of PSP did not improve size and time estimation skills but that the productivity did not decrease and the resulting product quality was improved. The implications of these findings are briefly addressed.

cs.SE↗

On Exploring Consumers' Technology Foresight Capabilities - An Analysis of 4000 Mobile Service Ideas

Lead user driven innovation and open innovation paradigms seek to involve consumers and common people to innovative product development projects. In order to help developers choose ideas that meet the end users' needs, we undertook a massive collaborative research effort and collected 40000 ideas from 2150 common people about future mobile services that they would like to use. We inspired each people to produce tens of mobile service ideas. In this paper we carry out an analysis for 4000 ideas from the idea database. We had a particular interest in whether peoples' ideas can be used in foreseeing the technology development needs. The results show that end users produce ideas that are conservative more than novel. Therefore, we claim that consumers' technology foresight horizon is limited by the existing technological base. The second finding, linked to the previous one, is that the great majority of the ideas that consumers expressed could be realised utilizing existing technologies. The implication of this finding is that the idea database should be an interesting source of ideas for service developers. The third finding of the study, related to the methodology, is that a vast number of ideas can be collected fairly easily but analyzing them cost effectively is a challenge.

cs.HC↗