Juhani Risku

SE
3papers
14citations
Novelty18%
AI Score14

3 Papers

SEAug 1, 2021
Improving the performance of early-stage software startups: Design and creativity viewpoints

Juhani Risku

Over the last 20 years, a very large number of startups have been launched, ranging from mobile application and game providers to enormous corporations that have started as tiny startups. Startups are an important topic for research and development. The fundamentals of success are the characteristics of individuals and teams, partner investors, the market, and the speed at which everything evolves. Startup's business environment is fraught with uncertainty, as actors tend to be young and inexperienced, technologies either new or rapidly evolving, and team-combined skills and knowledge either key or fatal. As over 90 per cent of software startups fail, having a capable and reliable team is crucial to survival and success. Many aspects of this topic have been extensively studied, and the results of the study on human capital are particularly important. Regarding human capital abilities, such as knowledge, experience, skills, and other cognitive abilities, this dissertation focuses on design skills and their deployment in startups. Design is widely studied in artistic and industrial contexts, but its application to startup culture and software startups follows its own method prison. In the method prison, old and conventional means are chosen instead of new techniques and demanding design studies. This means that when a software startup considers design as a foundation for creativity and generating better offerings, they can grab any industry with a disruptive agenda, making anything software-intensive.

SESep 23, 2018
Gamifying the Escape from the Engineering Method Prison - An Innovative Board Game to Teach the Essence Theory to Future Project Managers and Software Engineers

Kai-Kristian Kemell, Juhani Risku, Arthur Evensen et al.

Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering (SE) practices and methods and a kernel containing what its authors describe as being elements that are present in every software development project. In practice, it is a method agnostic project management tool for SE Projects. Using the language of the specification, Essence can be used to model any software development method or practice. Thus, the specification can potentially be applied to any software development context, making it a powerful tool. However, due to the manual work and the learning process involved in modeling practices with Essence, its initial adoption can be tasking for development teams. Due to the importance of project management in SE projects, new project management tools such as Essence are valuable, and facilitating their adoption is consequently important. To tackle this issue in the case of Essence, we present a game-based approach to teaching the use Essence. In this paper, we gamify the learning process by means of an innovative board game. The game is empirically validated in a study involving students from the IT faculty of University of Jyväskylä (n=61). Based on the results, we report the effectiveness of the game-based approach to teaching both Essence and SE project work.

SEAug 8, 2018
Essencery - A Tool for Essentializing Software Engineering Practices

Arthur Evensen, Kai-Kristian Kemell, Xiaofeng Wang et al.

Software Engineering practitioners work using highly diverse methods and practices, and general theories in software engineering are lacking. One attempt at creating a common ground in the area of software engineering methodologies has been the Essence Theory of Software Engineering, which can be considered a method-agnostic project management tool for software engineering. Essence supports the use of any development practices and provides a framework for building a suitable method for any software engineering context. However, Essence presently suffers from low practitioner adoption that is partially considered to be caused by a lack of proper tooling. In this paper, we present Essencery, a tool for essentializing software engineering methods and practices using the Essence graphical syntax. Essencery aims to facilitate adoption of Essence among potential future users. We present an empirical evaluation of the tool by means of a qualitative, quasi-formal experiment and, based on the experiment, confirm that the tool is easy to use and useful for its intended purpose.