Kurt Schneider

SE
22papers
459citations
Novelty26%
AI Score47

22 Papers

11.6SEMay 24
Automating Explanation Need Management in App Reviews: A Case Study from the Navigation App Industry

Martin Obaidi, Nicolas Voß, Hannah Deters et al.

Providing explanations in response to user reviews is a time-consuming and repetitive task for companies, as many reviews present similar issues requiring nearly identical responses. To improve efficiency, this paper proposes a semi-automated approach to managing explanation needs in user reviews. The approach leverages taxonomy categories to classify reviews and assign them to relevant internal teams or sources for responses. 2,366 app reviews from the Google Play Store and Apple App Store were scraped and analyzed using a word and phrase filtering system to detect explanation needs. The detected needs were categorized and assigned to specific internal teams at the company Graphmasters GmbH, using a hierarchical assignment strategy that prioritizes the most relevant teams. Additionally, external sources, such as existing support articles and past review responses, were integrated to provide comprehensive explanations. The system was evaluated through interviews and surveys with the Graphmasters support team, which consists of four employees. The results showed that the hierarchical assignment method improved the accuracy of team assignments, with correct teams being identified in 79.2% of cases. However, challenges in interrater agreement and the need for new responses in certain cases, particularly for Apple App Store reviews, were noted. Future work will focus on refining the taxonomy and enhancing the automation process to reduce manual intervention further.

14.4SEMar 11
Exploring Indicators of Developers' Sentiment Perceptions in Student Software Projects

Martin Obaidi, Marc Herrmann, Jendrik Martensen et al.

Communication is a crucial social factor in the success of software projects, as positively or negatively perceived statements can influence how recipients feel and affect team collaboration through emotional contagion. Whether a developer perceives a written message as positive, negative, or neutral is likely shaped by multiple factors. In this paper, we investigate how mood traits and states, life circumstances, project phases, and group dynamics relate to the perception of text-based messages in software development. We conducted a four-round survey study with 81 students in team-based software projects. Across rounds, participants reported these factors and labeled 30 decontextualized statements for sentiment, including meta-data on labeling rationale and uncertainty. Our results show: (1) Sentiment perception is only moderately stable within individuals, and label changes concentrate on ambiguity-prone statements; (2) Correlation-level signals are small and do not survive global multiple-testing correction; (3) In statement-level repeated-measures models (GEE), higher mood trait and reactivity are associated with more positive (and less neutral) labeling, while predictors of negative labeling are weaker and at most trend-level (e.g., task conflict); (4) We find no clear evidence of systematic project-phase effects. Overall, sentiment perception varies within persons and is strongly statement-dependent. Although our study was conducted in an academic setting, the observed variability and ambiguity effects suggest caution when interpreting sentiment analysis outputs and motivate future work with contextualized, in-project communication.

11.1SEMay 12
User Reviews as a Source for Usability Requirements: A Precursor Study on Using Large Language Models

Cedric Wellhausen, Laura Reinhardt, Kurt Schneider

It is known that user-centered approaches to requirements engineering in general lead to a better suited product for the end-users. LLM4RE provides promising approaches to support the requirements elicitation process (e.g. classification of requirements). Previous approaches focus on Machine-Learning (ML) or Deep-Learning (DL) aspects, which require intensive training with a large amount of manually labeled data. LLMs, on the other hand, are pre-trained on large amounts of user-generated text data, enabling a user-centric workflow to analyze requirements. In this paper, we explore the possibility of exploiting the improved natural language understanding of LLMs, rather than strict ML classification, together with the mass extraction of user reviews to analyze if the performance of LLMs in understanding user reviews is comparable to the performance of human raters. This enables a quick and cheap workflow for development teams to gather and process their userś requirements. This paper provides three major contributions: (1) We provide a completely coded dataset of 300 user reviews containing usability-relevant aspects from three different types of apps, that were labeled by two human raters and by an LLM. (2) We build an initial prompt, based on two prompt engineering iterations and specifically developed coding guidelines derived from the 10 Nielsen Usability Heuristics, for LLMs to filter usability relevant user reviews. (3) We determine that LLMs are generally able to recognize usability as a non-functional requirement in user reviews, in terms of their F-score, but the performance and reliability is strongly dependent on the prompt.

LGDec 23, 2018Code
A Multi-Objective Anytime Rule Mining System to Ease Iterative Feedback from Domain Experts

Tobias Baum, Steffen Herbold, Kurt Schneider

Data extracted from software repositories is used intensively in Software Engineering research, for example, to predict defects in source code. In our research in this area, with data from open source projects as well as an industrial partner, we noticed several shortcomings of conventional data mining approaches for classification problems: (1) Domain experts' acceptance is of critical importance, and domain experts can provide valuable input, but it is hard to use this feedback. (2) The evaluation of the model is not a simple matter of calculating AUC or accuracy. Instead, there are multiple objectives of varying importance, but their importance cannot be easily quantified. Furthermore, the performance of the model cannot be evaluated on a per-instance level in our case, because it shares aspects with the set cover problem. To overcome these problems, we take a holistic approach and develop a rule mining system that simplifies iterative feedback from domain experts and can easily incorporate the domain-specific evaluation needs. A central part of the system is a novel multi-objective anytime rule mining algorithm. The algorithm is based on the GRASP-PR meta-heuristic but extends it with ideas from several other approaches. We successfully applied the system in the industrial context. In the current article, we focus on the description of the algorithm and the concepts of the system. We provide an implementation of the system for reuse.

10.9SEApr 27
How Do Software Engineering Students Use Generative AI in Real-World Capstone Projects? An Empirical Baseline Study

Michael Mircea, Elisa Schmid, Jakob Droste et al.

Real-world Capstone Projects (RWCPs) are a key component of software engineering education, enabling students to develop software for external clients under authentic conditions. Their high ecological validity, combined with substantial variation in domains, technologies, and stakeholders, typically requires flexible and minimally prescriptive teaching approaches. The rapid integration of generative AI (GenAI) into professional software development adds new challenges: students are expected to use AI tools that are common in practice, yet unguided use may affect learning, collaboration, and consistency in ways that are not yet well understood. To establish an empirical baseline for responsible GenAI integration, we conducted a large-scale study of self-determined GenAI use in an undergraduate RWCP course. The module involved 178 students working in 18 teams across 15 client projects over four months, with GenAI use explicitly permitted. We collected mixed-method survey data from 150 students on attitudes, usage prevalence, workflows, use cases, and perceived benefits and risks, and surveyed client stakeholders regarding expectations and concerns. Our findings provide (1) a characterization of GenAI practices across the software engineering lifecycle, including a distinction between emerging workflows; (2) student-recommended use cases and responsible-use directives emphasizing verification and maintaining independent understanding; (3) client perspectives highlighting strong support for GenAI use but clear expectations regarding understanding, quality, and data protection; and (4) implications for future course iterations, including the need for explicit responsible-use guidelines, targeted AI literacy resources, and team-level governance roles. This study offers a status quo baseline for evidence-based pedagogical interventions in the era of GenAI.

SESep 23, 2021
What Makes Agile Software Development Agile?

Marco Kuhrmann, Paolo Tell, Regina Hebig et al.

Together with many success stories, promises such as the increase in production speed and the improvement in stakeholders' collaboration have contributed to making agile a transformation in the software industry in which many companies want to take part. However, driven either by a natural and expected evolution or by contextual factors that challenge the adoption of agile methods as prescribed by their creator(s), software processes in practice mutate into hybrids over time. Are these still agile? In this article, we investigate the question: what makes a software development method agile? We present an empirical study grounded in a large-scale international survey that aims to identify software development methods and practices that improve or tame agility. Based on 556 data points, we analyze the perceived degree of agility in the implementation of standard project disciplines and its relation to used development methods and practices. Our findings suggest that only a small number of participants operate their projects in a purely traditional or agile manner (under 15%). That said, most project disciplines and most practices show a clear trend towards increasing degrees of agility. Compared to the methods used to develop software, the selection of practices has a stronger effect on the degree of agility of a given discipline. Finally, there are no methods or practices that explicitly guarantee or prevent agility. We conclude that agility cannot be defined solely at the process level. Additional factors need to be taken into account when trying to implement or improve agility in a software company. Finally, we discuss the field of software process-related research in the light of our findings and present a roadmap for future research.

SEApr 9, 2021
FLOW Mapping: Planning and Managing Communication in Distributed Teams

Kai Stapel, Eric Knauss, Kurt Schneider et al.

Distributed software development is more difficult than co-located software development. One of the main reasons is that communication is more difficult in distributed settings. Defined processes and artifacts help, but cannot cover all information needs. Not communicating important project information, decisions and rationales can result in duplicate or extra work, delays or even project failure. Planning and managing a distributed project from an information flow perspective helps to facilitate available communication channels right from the start - beyond the documents and artifacts which are defined for a given development process. In this paper we propose FLOW Mapping, a systematic approach for planning and managing information flows in distributed projects. We demonstrate the feasibility of our approach with a case study in a distributed agile class room project. FLOW Mapping is sufficient to plan communication and to measure conformance to the communication strategy. We also discuss cost and impact of our approach.

SEJan 29, 2021
Catching up with Method and Process Practice: An Industry-Informed Baseline for Researchers

Jil Klünder, Regina Hebig, Paolo Tell et al.

Software development methods are usually not applied by the book. Companies are under pressure to continuously deploy software products that meet market needs and stakeholders' requests. To implement efficient and effective development processes, companies utilize multiple frameworks, methods and practices, and combine these into hybrid methods. A common combination contains a rich management framework to organize and steer projects complemented with a number of smaller practices providing the development teams with tools to complete their tasks. In this paper, based on 732 data points collected through an international survey, we study the software development process use in practice. Our results show that 76.8% of the companies implement hybrid methods. Company size as well as the strategy in devising and evolving hybrid methods affect the suitability of the chosen process to reach company or project goals. Our findings show that companies that combine planned improvement programs with process evolution can increase their process' suitability by up to 5%.

SEJan 18, 2020
An Interdisciplinary Guideline for the Production of Videos and Vision Videos by Software Professionals

Oliver Karras, Kurt Schneider

Background and Motivation: In recent years, the topic of applying videos in requirements engineering has been discussed and its contributions are of interesting potential. In the last 35 years, several researchers proposed approaches for applying videos in requirements engineering due to their communication richness and effectiveness. However, these approaches mainly use videos but omit the details about how to produce them. This lack of guidance is one crucial reason why videos are not an established documentation option for successful requirements communication and thus shared understanding. Software professionals are not directors and thus they do not necessarily know what constitutes a good video in general and for an existing approach. Therefore, this lack of knowledge and skills on how to produce and use videos for visual communication impedes the application of videos by software professionals in requirements engineering. How to Create Effective Videos and Vision Videos?: This technical report addresses this lack of knowledge and skills by software professionals. We provide two guidelines that can be used as checklists to avoid frequent flaws in the production and use of videos respectively vision videos. Software professionals without special training should be able to follow these guidelines to achieve the basic capabilities to produce (vision) videos that are accepted by their stakeholders. These guidelines represent a core set of those capabilities in the preproduction, shooting, postproduction, and viewing of (vision) videos. We do not strive for perfection in any of these capabilities, .e.g., technical handling of video equipment, storytelling, or video editing. Instead, these guidelines support all steps of the (vision) video production and use process to a balanced way.

SENov 23, 2019
Representing Software Project Vision by Means of Video: A Quality Model for Vision Videos

Oliver Karras, Kurt Schneider, Samuel A. Fricker

Establishing a shared software project vision is a key challenge in Requirements Engineering (RE). Several approaches use videos to represent visions. However, these approaches omit how to produce a good video. This missing guidance is one crucial reason why videos are not established in RE. We propose a quality model for videos representing a vision, so-called vision videos. Based on two literature reviews, we elaborate ten quality characteristics of videos and five quality characteristics of visions which together form a quality model for vision videos that includes all 15 quality characteristics. We provide two representations of the quality model: (a) A hierarchical decomposition of vision video quality into the quality characteristics and (b) A mapping of these characteristics to the video production and use process. While the hierarchical decomposition supports the evaluation of vision videos, the mapping provides guidance for video production. In an evaluation with 139 students, we investigated whether the 15 characteristics are related to the overall quality of vision videos perceived by the subjects from a developer's the point of view. Six characteristics (video length, focus, prior knowledge, clarity, pleasure, and stability) correlated significantly with the likelihood that the subjects perceived a vision video as good. These relationships substantiate a fundamental relevance of the proposed quality model. Therefore, we conclude that the quality model is a sound basis for future refinements and extensions.

SENov 20, 2019
Tool-Supported Experiments for Continuously Collecting Data of Subjective Video Quality Assessments During Video Playback

Oliver Karras, Jil Klünder, Kurt Schneider

The adequate use of documentation for communication is one challenge in requirements engineering (RE). In recent years, several researchers addressed this challenge by using videos as a communication mechanism. All of them concluded that this way of using videos has the potential to facilitate requirements communication. Nevertheless, software professionals are not directors and thus do not necessarily know what constitutes a good video. This lack of knowledge is one crucial reason why videos are still not an established communication mechanism in RE. When videos shall be established in the RE activities, practices, and techniques, requirements engineers have to acquire the necessary knowledge to produce and use good videos on their own at moderate costs, yet sufficient quality. In our research project ViViReq (see Acknowledgment), we aspire to bridge this knowledge gap about what constitutes a good video. Whether a video is good or not depends on its quality perceived by its viewers. However, video quality is a rather ill-defined concept due to numerous unspecified technical and subjective characteristics. As part of our research plan, we develop a quality model for videos inspired by the idea of Femmer and Vogelsang to define and evaluate the quality of videos as RE artifacts. In addition to evaluating videos, this quality model can be used to identify the relevant characteristics of videos for their specific purpose which can be further used to specify requirements, their criteria for satisfaction, and corresponding measures. Therefore, software professionals may use the quality model as guidance for producing and using videos.

SEJan 20, 2019
Refining Vision Videos

Kurt Schneider, Melanie Busch, Oliver Karras et al.

[Context and motivation] Complex software-based systems involve several stakeholders, their activities and interactions with the system. Vision videos are used during the early phases of a project to complement textual representations. They visualize previously abstract visions of the product and its use. By creating, elaborating, and discussing vision videos, stakeholders and developers gain an improved shared understanding of how those abstract visions could translate into concrete scenarios and requirements to which individuals can relate. [Question/problem] In this paper, we investigate two aspects of refining vision videos: (1) Refining the vision by providing alternative answers to previously open issues about the system to be built. (2) A refined understanding of the camera perspective in vision videos. The impact of using a subjective (or "ego") perspective is compared to the usual third-person perspective. [Methodology] We use shopping in rural areas as a real-world application domain for refining vision videos. Both aspects of refining vision videos were investigated in an experiment with 20 participants. [Contribution] Subjects made a significant number of additional contributions when they had received not only video or text but also both - even with very short text and short video clips. Subjective video elements were rated as positive. However, there was no significant preference for either subjective or non-subjective videos in general.

SEDec 22, 2018
An Industrial Case Study on Shrinking Code Review Changesets through Remark Prediction

Tobias Baum, Steffen Herbold, Kurt Schneider

Change-based code review is used widely in industrial software development. Thus, research on tools that help the reviewer to achieve better review performance can have a high impact. We analyze one possibility to provide cognitive support for the reviewer: Determining the importance of change parts for review, specifically determining which parts of the code change can be left out from the review without harm. To determine the importance of change parts, we extract data from software repositories and build prediction models for review remarks based on this data. The approach is discussed in detail. To gather the input data, we propose a novel algorithm to trace review remarks to their triggers. We apply our approach in a medium-sized software company. In this company, we can avoid the review of 25% of the change parts and of 23% of the changed Java source code lines, while missing only about 1% of the review remarks. Still, we also observe severe limitations of the tried approach: Much of the savings are due to simple syntactic rules, noise in the data hampers the search for better prediction models, and some developers in the case company oppose the taken approach. Besides the main results on the mining and prediction of triggers for review remarks, we contribute experiences with a novel, multi-objective and interactive rule mining approach. The anonymized dataset from the company is made available, as are the implementations for the devised algorithms.

SEAug 15, 2018
Software Professionals are Not Directors: What Constitutes a Good Video?

Oliver Karras, Kurt Schneider

Videos are one of the best documentation options for a rich and effective communication. They allow experiencing the overall context of a situation by representing concrete realizations of certain requirements. Despite 35 years of research on integrating videos in requirements engineering (RE), videos are not an established documentation option in terms of RE best practices. Several approaches use videos but omit the details about how to produce them. Software professionals lack knowledge on how to communicate visually with videos since they are not directors. Therefore, they do not necessarily have the required skills neither to produce good videos in general nor to deduce what constitutes a good video for an existing approach. The discipline of video production provides numerous generic guidelines that represent best practices on how to produce a good video with specific characteristics. We propose to analyze this existing know-how to learn what constitutes a good video for visual communication. As a plan of action, we suggest a literature study of video production guidelines. We expect to identify quality characteristics of good videos in order to derive a quality model. Software professionals may use such a quality model for videos as an orientation for planning, shooting, post-processing, and viewing a video. Thus, we want to encourage and enable software professionals to produce good videos at moderate costs, yet sufficient quality.

SEMay 15, 2018
Task Interruption in Software Development Projects: What Makes some Interruptions More Disruptive than Others?

Zahra Shakeri Hossein Abad, Oliver Karras, Kurt Schneider et al.

Multitasking has always been an inherent part of software development and is known as the primary source of interruptions due to task switching in software development teams. Developing software involves a mix of analytical and creative work, and requires a significant load on brain functions, such as working memory and decision making. Thus, task switching in the context of software development imposes a cognitive load that causes software developers to lose focus and concentration while working thereby taking a toll on productivity. To investigate the disruptiveness of task switching and interruptions in software development projects, and to understand the reasons for and perceptions of the disruptiveness of task switching we used a mixed-methods approach including a longitudinal data analysis on 4,910 recorded tasks of 17 professional software developers, and a survey of 132 software developers. We found that, compared to task-specific factors (e.g. priority, level, and temporal stage), contextual factors such as interruption type (e.g. self/external), time of day, and task type and context are a more potent determinant of task switching disruptiveness in software development tasks. Furthermore, while most survey respondents believe external interruptions are more disruptive than self-interruptions, the results of our retrospective analysis reveals otherwise. We found that self-interruptions (i.e. voluntary task switchings) are more disruptive than external interruptions and have a negative effect on the performance of the interrupted tasks. Finally, we use the results of both studies to provide a set of comparative vulnerability and interaction patterns which can be used as a mean to guide decision-making and forecasting the consequences of task switching in software development teams.

SEAug 1, 2017
Reframing Societal Discourse as Requirements Negotiation: Vision Statement

Kurt Schneider, Oliver Karras, Anne Finger et al.

Challenges in spatial planning include adjusting settlement patterns to increasing or shrinking populations; it also includes organizing food delivery in rural and peripheral environments. Discourse typically starts with an open problem and the search for a holistic and innovative solution. Software will often be needed to implement the innovation. Spatial planning problems are characterized by large and heterogeneous groups of stakeholders, such as municipalities, companies, interest groups, citizens, women and men, young people and children. Current techniques for participation are slow, laborious and costly, and they tend to miss out on many stakeholders or interest groups. We propose a triple shift in perspective: (1) Discourse is reframed as a requirements process with the explicit goal to state software, hardware, and organizational requirements. (2) Due to the above-mentioned characteristics of spatial planning problems, we suggest using techniques of requirements engineering (RE) and CrowdRE for getting stakeholders (e.g. user groups) involved. (3) We propose video as a medium for communicating problems, solution alternatives, and arguments effectively within a mixed crowd of officials, citizens, children and elderly people. Although few spatial planning problems can be solved by software alone, this new perspective helps to focus discussions anyway. RE techniques can assist in finding common ground despite the heterogeneous group of stakeholders, e.g. citizens. Digital requirements and video are well-suited for facilitating distribution, feedback, and discourse via the internet. In this paper, we propose this new perspective as a timely opportunity for the spatial planning domain - and as an increasingly important application domain of CrowdRE.

SEAug 1, 2017
Video as a By-Product of Digital Prototyping: Capturing the Dynamic Aspect of Interaction

Oliver Karras, Carolin Unger-Windeler, Lennart Glauer et al.

Requirements engineering provides several practices to analyze how a user wants to interact with a future software. Mockups, prototypes, and scenarios are suitable to understand usability issues and user requirements early. Nevertheless, users are often dissatisfied with the usability of a resulting software. Apparently, previously explored information was lost or no longer accessible during the development phase. Scenarios are one effective practice to describe behavior. However, they are commonly notated in natural language which is often improper to capture and communicate interaction knowledge comprehensible to developers and users. The dynamic aspect of interaction is lost if only static descriptions are used. Digital prototyping enables the creation of interactive prototypes by adding responsive controls to hand- or digitally drawn mockups. We propose to capture the events of these controls to obtain a representation of the interaction. From this data, we generate videos, which demonstrate interaction sequences, as additional support for textual scenarios. Variants of scenarios can be created by modifying the captured event sequences and mockups. Any change is unproblematic since videos only need to be regenerated. Thus, we achieve video as a by-product of digital prototyping. This reduces the effort compared to video recording such as screencasts. A first evaluation showed that such a generated video supports a faster understanding of a textual scenario compared to static mockups.

SEAug 1, 2017
Is Task Board Customization Beneficial? - An Eye Tracking Study

Oliver Karras, Jil Klünder, Kurt Schneider

The task board is an essential artifact in many agile development approaches. It provides a good overview of the project status. Teams often customize their task boards according to the team members' needs. They modify the structure of boards, define colored codings for different purposes, and introduce different card sizes. Although the customizations are intended to improve the task board's usability and effectiveness, they may also complicate its comprehension and use. The increased effort impedes the work of both the team and team externals. Hence, task board customization is in conflict with the agile practice of fast and easy overview for everyone. In an eye tracking study with 30 participants, we compared an original task board design with three customized ones to investigate which design shortened the required time to identify a particular story card. Our findings yield that only the customized task board design with modified structures reduces the required time. The original task board design is more beneficial than individual colored codings and changed card sizes. According to our findings, agile teams should rethink their current task board design. They may be better served by focusing on the original task board design and by applying only carefully selected adjustments. In case of customization, a task board's structure should be adjusted since this is the only beneficial kind of customization, that additionally complies more precisely with the concept of fast and easy project overview.

SEJul 7, 2017
What Works Better? A Study of Classifying Requirements

Zahra Shakeri Hossein Abad, Oliver Karras, Parisa Ghazi et al.

Classifying requirements into functional requirements (FR) and non-functional ones (NFR) is an important task in requirements engineering. However, automated classification of requirements written in natural language is not straightforward, due to the variability of natural language and the absence of a controlled vocabulary. This paper investigates how automated classification of requirements into FR and NFR can be improved and how well several machine learning approaches work in this context. We contribute an approach for preprocessing requirements that standardizes and normalizes requirements before applying classification algorithms. Further, we report on how well several existing machine learning methods perform for automated classification of NFRs into sub-categories such as usability, availability, or performance. Our study is performed on 625 requirements provided by the OpenScience tera-PROMISE repository. We found that our preprocessing improved the performance of an existing classification method. We further found significant differences in the performance of approaches such as Latent Dirichlet Allocation, Biterm Topic Modeling, or Naive Bayes for the sub-classification of NFRs.

SESep 22, 2014
Orchestration of Global Software Engineering Projects

Christian Bartelt, Manfred Broy, Christoph Herrmann et al.

Global software engineering has become a fact in many companies due to real necessity in practice. In contrast to co-located projects global projects face a number of additional software engineering challenges. Among them quality management has become much more difficult and schedule and budget overruns can be observed more often. Compared to co-located projects global software engineering is even more challenging due to the need for integration of different cultures, different languages, and different time zones - across companies, and across countries. The diversity of development locations on several levels seriously endangers an effective and goal-oriented progress of projects. In this position paper we discuss reasons for global development, sketch settings for distribution and views of orchestration of dislocated companies in a global project that can be seen as a "virtual project environment". We also present a collection of questions, which we consider relevant for global software engineering. The questions motivate further discussion to derive a research agenda in global software engineering.

SESep 1, 2014
Supporting acceptance testing in distributed software projects with integrated feedback systems: Experiences and requirements

Olga Liskin, Christoph Herrmann, Eric Knauss et al.

During acceptance testing customers assess whether a system meets their expectations and often identify issues that should be improved. These findings have to be communicated to the developers a task we observed to be error prone, especially in distributed teams. Here, it is normally not possible to have developer representatives from every site attend the test. Developers who were not present might misunderstand insufficiently documented findings. This hinders fixing the issues and endangers customer satisfaction. Integrated feedback systems promise to mitigate this problem. They allow to easily capture findings and their context. Correctly applied, this technique could improve feedback, while reducing customer effort. This paper collects our experiences from comparing acceptance testing with and without feedback systems in a distributed project. Our results indicate that this technique can improve acceptance testing if certain requirements are met. We identify key requirements feedback systems should meet to support acceptance testing.

SEFeb 27, 2012
FLOW-Methode - Methodenbeschreibung zur Anwendung von FLOW

Kai Stapel, Kurt Schneider

Information of many kinds is flowing in software projects and organizations. Requirements have to flow from the customer to the developers. Testers need to know the requirements as well. Boundary conditions and design decisions have to be at the right place at the right time. Information flow analysis with FLOW facilitates modeling of mode and route of the flow of information and experience independent of the development methodology. Experience often acts as a control factor, because experienced developers can process and route information more efficiently. Therefore, experience needs to be at the right place at the right time, too. However, most valuable experiences never get documented. Since information and experience is flowing in agile as well as in traditional environments, the FLOW method does not distinguish between agile and traditional, but only between how the flows are shaped. ---- In Softwareprojekten fließen vielerlei Informationen. Anforderungen müssen vom Kunden zu den Entwicklern gelangen. Auch Tester müssen die Anforderungen kennen. Randbedingungen und Entwurfsentscheidungen müssen zur rechten Zeit am rechten Ort sein. Die Informationsflussanalyse mit FLOW ermöglicht es, unabhängig von der Entwicklungsmethode zu modellieren, wie und auf welchem Wege Informationen und Erfahrungen fließen. Erfahrungen spielen dabei oft die Rolle von Steuergrößen, denn erfahrene Mitarbeiter können Informationen kompetenter bearbeiten und weiterleiten. Auch die Erfahrungen müssen in geeigneter Form zur rechten Zeit am rechten Ort sein. Viele Erfahrungen werden aber nie dokumentiert. Da Informationen und Erfahrungen sowohl in agilen als auch in traditionellen Umgebungen fließen müssen, wird in FLOW ein Modell aufgebaut, das nicht nach agil, traditionell oder anderen Bezeichnungen unterscheidet, sondern einzig danach, wie die Flüsse gestaltet sind.