On the Relationship between Proof Writing and Programming: Some Conclusions for Teaching Future Software Developers

Author(s):  
Michael Hartwig
Author(s):  
Arif Raza ◽  
Luiz Fernando Capretz ◽  
Faheem Ahmed

Recent years have seen a sharp increase in the use of open source projects by common novice users; Open Source Software (OSS) is thus no longer a reserved arena for software developers and computer gurus. Although user-centered designs are gaining popularity in OSS, usability is still not considered one of the prime objectives in many design scenarios. This paper analyzes industry users’ perception of usability factors, including understandability, learnability, operability, and attractiveness on OSS usability. The research model of this empirical study establishes the relationship between the key usability factors and OSS usability from industrial perspective. In order to conduct the study, a data set of 105 industry users is included. The results of the empirical investigation indicate the significance of the key factors for OSS usability.


2018 ◽  
Vol 47 (1) ◽  
pp. 101-127 ◽  
Author(s):  
Jim Buckley ◽  
Tabea DeWille ◽  
Chris Exton ◽  
Geraldine Exton ◽  
Liam Murray

Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the self-determination theory, coupled with a proposed framework of commonly occurring game elements. The goal is to inform system designers who would like to leverage gamification of the game elements they would need to employ as motivational affordances.


Author(s):  
Adnan Fateh ◽  
Norizah Mustamil ◽  
Muhammad Zia Aslam

The main purpose of this study is to determine the relationship between authentic leadership and employee creative behaviour and to reveal two different mediating mechanisms (i.e., job complexity and autonomous motivation) through which authentic leadership influences employee creative behaviour. This study is based on self-determination theory. A total of (N = 354) respondents were asked to rate themselves on creative behaviour and their leader on authentic leadership style. The research used the internet-based survey tools in a cross-sectional. The study population was employees (mainly Software Developers) of software houses (software companies) working in Pakistan. Methodological tools of the research were partial least square structural equation modelling (PLS-SEM) for measuring the relationship between the variables. The results of the study show that authentic leadership positively influences employee creative behaviour directly as well as through two competing mechanisms of job complexity and autonomous motivation. Job complexity and autonomous motivation were tested as mediators between authentic leadership and employee creative behaviour independently and comparatively. Both the mediators successfully mediated the relationship between authentic leadership and employee creative behaviour with variable strength. The mediation path of job complexity was stronger in comparison with the mediation path of autonomous motivation. Further examination revealed that job complexity and autonomous motivation both mediate the relationship between authentic leadership and employee creative behaviour in a sequential manner. The results of the study are useful for both practitioners and researchers equally. For practitioners, the authors laid out the process through which managers can foster the creative behaviour of their employees using an authentic leadership style (i.e., by giving increased opportunities to indulge in complex work). Furthermore, for researchers, this study revealed the mechanisms through which authentic leadership influences and predicts creative behaviour. The findings of the study would benefit the authentic leadership theory for further development as a predictor of positive employee outcomes as this study confirmed a relatively complex mechanism through which it influences the creative behaviour of his followers. Keywords authentic leadership, autonomous motivation, creativity, employee creative behaviour, job complexity, self-determination theory, software houses of Pakistan, software developers.


PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0245599
Author(s):  
Dirk Basten ◽  
Marcel Müller ◽  
Marion Ott ◽  
Oleg Pankratz ◽  
Christoph Rosenkranz

Research suggests the relationship between time pressure and software quality to be more complex than presumed. While software developers can adjust their output to improve observed performance at the expense of software quality, the latter has been found to increase with time pressure in case of work-pace dependent incentives. An untested, but widely disseminated game-theoretical model seeks to resolve this contradiction and hypothesizes that high rates of time pressure avoid so-called ‘shortcuts’, which occur in the form of imperfections induced by developers to meet unrealistically tight deadlines. We conduct two laboratory experiments to empirically test this model for the first time. Our results corroborate the model with regard to its suggestion that shortcuts can be reduced if developers perceive unrealistic deadlines as ever-present. However, we also show that the actual critical probability of unrealistic deadlines–the point at which shortcut taking is drastically reduced–is above the theoretical one. Although final conclusions on the impact of time pressure on software quality remain to be drawn, our results suggest that–considering the contingencies of our study–time pressure helps in striving for quality in software projects.


2021 ◽  
Vol 32 (3) ◽  
pp. 29-45
Author(s):  
Yumeng Miao ◽  
Rong Du ◽  
Veda C. Storey

Developer creativity is vital for software companies to innovate and survive. Studies on social media have yielded mixed results about its impact on creativity due to the ubiquitous nature of social media. This research differentiates the effects of informational and socializing social media usage on both incremental and radical creativity and explore the moderating role of a developer's openness to experience. Based on a survey of software developers, the authors show that openness positively moderates the impact of informational social media usage on incremental and radical creativity and negatively moderates the impact of socializing social media usage on both types of creativity. There is a stronger positive moderation for the relationship between informational social media usage and radical creativity compared to incremental creativity. The results provide a foundation for understanding explanations of the paradoxical effect of social media usage on creativity.


2010 ◽  
Vol 6 (1) ◽  
Author(s):  
Clóvis Ricardo Montenegro de Lima ◽  
Darlan José Roman ◽  
Francine Barcellos Régis ◽  
Maireli Dittrich

 Resumo Neste artigo busca-se investigar a cultura dos desenvolvedores de software livre, especialmente no que se refere à colaboração organizacional e produtiva e à inovação social. Discute-se a relação entre trabalho imaterial e produção colaborativa no desenvolvimento de software livre. Parte-se da principal característica do desenvolvimento de software com código fonte aberto: a colaboração produtiva. Ela implica no uso de saber vivo e na formação de uma intersubjetividade compartilhada. A comunicação mediada pela linguagem é base desta produção. Discute-se a relação entre produção colaborativa e inovação. A colaboração comunicativa amplia a interação entre produtores, abrindo maiores possibilidades para a inovação. A intersubjetividade compartilhada dos desenvolvedores condensa-se numa formação cultural específica. Conclui-se que a cultura dos desenvolvedores de software livre, tendo sido formada a partir da colaboração produtiva, funciona como contexto para mais colaboração e inovação. Palavras-chave cultura; software livre; inovação; colaboração; cibercultura. Abstract This article aims to investigate the culture of the developers of free software, especially as regards collaboration and productive organizational and social innovation. It discusses the relationship between immaterial labor and free software collaborative development. It starts with the main feature of software development with open source: a productive partnership. This implies the use of living knowledge and the formation of a shared intersubjectivity. Communication mediated by language is the basis of this production. The article also discusses the relationship between collaborative production and innovation. Collaboration extends the communicative interaction between producers, opening up more possibilities for innovation. Intersubjectivity shared condenses in a specific cultural background. It is concluded that the culture of the developers of free software, as generated from the productive collaboration, serves as a context for collaboration and innovation. Keywords culture; free software; innovation; collaboration; cyberculture.  


1967 ◽  
Vol 31 ◽  
pp. 239-251 ◽  
Author(s):  
F. J. Kerr

A review is given of information on the galactic-centre region obtained from recent observations of the 21-cm line from neutral hydrogen, the 18-cm group of OH lines, a hydrogen recombination line at 6 cm wavelength, and the continuum emission from ionized hydrogen.Both inward and outward motions are important in this region, in addition to rotation. Several types of observation indicate the presence of material in features inclined to the galactic plane. The relationship between the H and OH concentrations is not yet clear, but a rough picture of the central region can be proposed.


Paleobiology ◽  
1980 ◽  
Vol 6 (02) ◽  
pp. 146-160 ◽  
Author(s):  
William A. Oliver

The Mesozoic-Cenozoic coral Order Scleractinia has been suggested to have originated or evolved (1) by direct descent from the Paleozoic Order Rugosa or (2) by the development of a skeleton in members of one of the anemone groups that probably have existed throughout Phanerozoic time. In spite of much work on the subject, advocates of the direct descent hypothesis have failed to find convincing evidence of this relationship. Critical points are:(1) Rugosan septal insertion is serial; Scleractinian insertion is cyclic; no intermediate stages have been demonstrated. Apparent intermediates are Scleractinia having bilateral cyclic insertion or teratological Rugosa.(2) There is convincing evidence that the skeletons of many Rugosa were calcitic and none are known to be or to have been aragonitic. In contrast, the skeletons of all living Scleractinia are aragonitic and there is evidence that fossil Scleractinia were aragonitic also. The mineralogic difference is almost certainly due to intrinsic biologic factors.(3) No early Triassic corals of either group are known. This fact is not compelling (by itself) but is important in connection with points 1 and 2, because, given direct descent, both changes took place during this only stage in the history of the two groups in which there are no known corals.


Sign in / Sign up

Export Citation Format

Share Document