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This Research-to-Practice paper examines the practical application of various forms of collaborative learning in MOOCs. Since 2012, about 60 MOOCs in the wider context of Information Technology and Computer Science have been conducted on our self-developed MOOC platform. The platform is also used by several customers, who either run their own platform instances or use our white label platform. We, as well as some of our partners, have experimented with different approaches in collaborative learning in these courses. Based on the results of early experiments, surveys amongst our participants, and requests by our business partners we have integrated several options to offer forms of collaborative learning to the system. The results of our experiments are directly fed back to the platform development, allowing to fine tune existing and to add new tools where necessary. In the paper at hand, we discuss the benefits and disadvantages of decisions in the design of a MOOC with regard to the various forms of collaborative learning. While the focus of the paper at hand is on forms of large group collaboration, two types of small group collaboration on our platforms are briefly introduced.
Beyond Surveys
(2018)
The overhead of moving data is the major limiting factor in todays hardware, especially in heterogeneous systems where data needs to be transferred frequently between host and accelerator memory. With the increasing availability of hardware-based compression facilities in modern computer architectures, this paper investigates the potential of hardware-accelerated I/O Link Compression as a promising approach to reduce data volumes and transfer time, thus improving the overall efficiency of accelerators in heterogeneous systems. Our considerations are focused on On-the-Fly compression in both Single-Node and Scale-Out deployments. Based on a theoretical analysis, this paper demonstrates the feasibility of hardware-accelerated On-the-Fly I/O Link Compression for many workloads in a Scale-Out scenario, and for some even in a Single-Node scenario. These findings are confirmed in a preliminary evaluation using software-and hardware-based implementations of the 842 compression algorithm.
Detecting and recognizing text in natural scene images is a challenging, yet not completely solved task. In recent years several new systems that try to solve at least one of the two sub-tasks (text detection and text recognition) have been proposed. In this paper we present SEE, a step towards semi-supervised neural networks for scene text detection and recognition, that can be optimized end-to-end. Most existing works consist of multiple deep neural networks and several pre-processing steps. In contrast to this, we propose to use a single deep neural network, that learns to detect and recognize text from natural images, in a semi-supervised way. SEE is a network that integrates and jointly learns a spatial transformer network, which can learn to detect text regions in an image, and a text recognition network that takes the identified text regions and recognizes their textual content. We introduce the idea behind our novel approach and show its feasibility, by performing a range of experiments on standard benchmark datasets, where we achieve competitive results.
3D point cloud technology facilitates the automated and highly detailed digital acquisition of real-world environments such as assets, sites, cities, and countries; the acquired 3D point clouds represent an essential category of geodata used in a variety of geoinformation applications and systems. In this paper, we present a web-based system for the interactive and collaborative exploration and inspection of arbitrary large 3D point clouds. Our approach is based on standard WebGL on the client side and is able to render 3D point clouds with billions of points. It uses spatial data structures and level-of-detail representations to manage the 3D point cloud data and to deploy out-of-core and web-based rendering concepts. By providing functionality for both, thin-client and thick-client applications, the system scales for client devices that are vastly different in computing capabilities. Different 3D point-based rendering techniques and post-processing effects are provided to enable task-specific and data-specific filtering and highlighting, e.g., based on per-point surface categories or temporal information. A set of interaction techniques allows users to collaboratively work with the data, e.g., by measuring distances and areas, by annotating, or by selecting and extracting data subsets. Additional value is provided by the system's ability to display additional, context-providing geodata alongside 3D point clouds and to integrate task-specific processing and analysis operations. We have evaluated the presented techniques and the prototype system with different data sets from aerial, mobile, and terrestrial acquisition campaigns with up to 120 billion points to show their practicality and feasibility.
Business processes constantly generate, manipulate, and consume data that are managed by organizational databases. Despite being central to process modeling and execution, the link between processes and data is often handled by developers when the process is implemented, thus leaving the connection unexplored during the conceptual design. In this paper, we introduce, formalize, and evaluate a novel conceptual view that bridges the gap between process and data models, and show some kinds of interesting insights that can be derived from this novel proposal.
Declarative languages for knowledge representation and reasoning provide constructs to define preference relations over the set of possible interpretations, so that preferred models represent optimal solutions of the encoded problem. We introduce the notion of approximation for replacing preference relations with stronger preference relations, that is, relations comparing more pairs of interpretations. Our aim is to accelerate the computation of a non-empty subset of the optimal solutions by means of highly specialized algorithms. We implement our approach in Answer Set Programming (ASP), where problems involving quantitative and qualitative preference relations can be addressed by ASPRIN, implementing a generic optimization algorithm. Unlike this, chains of approximations allow us to reduce several preference relations to the preference relations associated with ASP’s native weak constraints and heuristic directives. In this way, ASPRIN can now take advantage of several highly optimized algorithms implemented by ASP solvers for computing optimal solutions
TrussFormer
(2018)
We present TrussFormer, an integrated end-to-end system that allows users to 3D print large-scale kinetic structures, i.e., structures that involve motion and deal with dynamic forces. TrussFormer builds on TrussFab, from which it inherits the ability to create static large-scale truss structures from 3D printed connectors and PET bottles. TrussFormer adds movement to these structures by placing linear actuators into them: either manually, wrapped in reusable components called assets, or by demonstrating the intended movement. TrussFormer verifies that the resulting structure is mechanically sound and will withstand the dynamic forces resulting from the motion. To fabricate the design, TrussFormer generates the underlying hinge system that can be printed on standard desktop 3D printers. We demonstrate TrussFormer with several example objects, including a 6-legged walking robot and a 4m-tall animatronics dinosaur with 5 degrees of freedom.
The ability to work in teams is an important skill in today's work environments. In MOOCs, however, team work, team tasks, and graded team-based assignments play only a marginal role. To close this gap, we have been exploring ways to integrate graded team-based assignments in MOOCs. Some goals of our work are to determine simple criteria to match teams in a volatile environment and to enable a frictionless online collaboration for the participants within our MOOC platform. The high dropout rates in MOOCs pose particular challenges for team work in this context. By now, we have conducted 15 MOOCs containing graded team-based assignments in a variety of topics. The paper at hand presents a study that aims to establish a solid understanding of the participants in the team tasks. Furthermore, we attempt to determine which team compositions are particularly successful. Finally, we examine how several modifications to our platform's collaborative toolset have affected the dropout rates and performance of the teams.
While the IEEE 802.15.4 radio standard has many features that meet the requirements of Internet of things applications, IEEE 802.15.4 leaves the whole issue of key management unstandardized. To address this gap, Krentz et al. proposed the Adaptive Key Establishment Scheme (AKES), which establishes session keys for use in IEEE 802.15.4 security. Yet, AKES does not cover all aspects of key management. In particular, AKES comprises no means for key revocation and rekeying. Moreover, existing protocols for key revocation and rekeying seem limited in various ways. In this paper, we hence propose a key revocation and rekeying protocol, which is designed to overcome various limitations of current protocols for key revocation and rekeying. For example, our protocol seems unique in that it routes around IEEE 802.15.4 nodes whose keys are being revoked. We successfully implemented and evaluated our protocol using the Contiki-NG operating system and aiocoap.
Editorial
(2018)
"Never doubt that a small group of thoughtful, committed citizens can change the world; indeed, it's the only thing that ever has. - Margaret Mead."
With the last issue of this year we want to point out directions towards what will come and what challenges and opportunities lie ahead of us. More needed than ever are joint creative efforts to find ways to collaborate and innovate in order to secure the wellbeing of our earth for the next generation to come. We have found ourselves puzzled that we could assemble a sustainability issue without having a call for papers or a special issue. In fact, many of the submissions we currently receive, deal with sustainable, ecological or novel approaches to management and organizations. As creativity and innovation are undisputable necessary ingredients for reaching the sustainable development goals, empirical proof and research in this area are still in their infancy. While the role of design and design thinking has been highlighted before for solving wicked societal problems, a lot more research is needed which creative and innovative ways organisations and societies can take to find solutions to climate change, poverty, hunger and education. We would therefore like to call to you, our readers and writers to tackle these problems with your research.
The first article in this issue addresses one of the above named challenges - the role of innovation for achieving the transition to a low-carbon energy world. In “Innovating for low-carbon energy through hydropower: Enabling a conservation charity's transition to a low-carbon community”, the authors John Gallagher, Paul Coughlan, A. Prysor Williams and Aonghus McNabola look at how an eco-design approach has supported a community transition to low-carbon. They highlight the importance of effective management as well as external collaboration and how the key for success lay in fostering an open environment for creativity and idea sharing. The second article addresses another of the grand challenges, the future of mobility and uses a design-driven approach to develop scenarios for mobility in cities. In “Designing radical innovations of meanings for society: envisioning new scenarios for smart mobility”, the authors Claudio Dell'Era, Naiara Altuna and Roberto Verganti investigate how new meanings can be designed and proposed to society rather than to individuals in the particular context of smart mobility. Through two case studies the authors argue for a multi-level perspective, taking the perspective of the society to solve societal challenges while considering the needs of the individual. The latter is needed because we will not change if our needs are not addressed. Furthermore, the authors find that both, meaning and technology need to be considered to create radical innovation for society. The role of meaning continues in the third article in this issue. The authors Marta Gasparin and William Green show in their article “Reconstructing meaning without redesigning products: The case of the Serie7 chair” how meaning changes over time even though the product remains the same. Through an in-depth retrospective study of the Serie 7 chair the authors investigate the relationship between meaning and the materiality of the object, and show the importance of materiality in constructing product meaning over long periods. Translating this meaning over the course of the innovation process is an important task of management in order to gain buy-in from all involved stakeholders. In the following article “A systematic approach for new technology development by using a biomimicry-based TRIZ contradiction matrix” the authors Byungun Yoon, Chaeguk Lim, Inchae Park and Dooseob Yoon develop a systematic process combining biomimicry and technology-based TRIZ in order to solve technological problems or develop new technologies based on completely new sources or combinations from technology and biology.
In the fifth article in this issue “Innovating via Building Absorptive Capacity: Interactive Effects of Top Management Support of Learning, Employee Learning Orientation, and Decentralization Structure” the authors Li-Yun Sun, Chenwei Li and Yuntao Dong examine the effect of learning-related personal and contextual factors on organizational absorptive capability and subsequent innovative performance. The authors find positive effects as well as a moderation influence of decentralized organizational decision-making structures. In the sixth article “Creativity within boundaries: social identity and the development of new ideas in franchise systems” the authors Fanny Simon, Catherine Allix-Desfautaux, Nabil Khelil and Anne-Laure Le Nadant address the paradox of balancing novelty and conformity for creativity in a franchise system. This research is one of the first we know to explicitly address creativity and innovation in such a rigid and pre-determined system. Using a social identity perspective, they can show that social control, which may be exerted by manipulating group identity, is an efficient lever to increase both the creation and the diffusion of the idea. Furthermore, they show that franchisees who do not conform to the norm of the group are stigmatized and must face pressure from the group to adapt their behaviors. This has important implications for future research. In the following article “Exploring employee interactions and quality of contributions in intra-organisational innovation platforms” the authors Dimitra Chasanidou, Njål Sivertstol and Jarle Hildrum examine the user interactions in an intra-organisational innovation platform, and also address the influence of user interactions for idea development. The authors find that employees communicate through the innovation platform with different interaction, contribution and collaboration types and propose three types of contribution qualities—passive, efficient and balanced contribution. In the eighth article “Ready for Take-off”: How Open Innovation influences startup success” Cristina Marullo, Elena Casprini, Alberto di Minin and Andrea Piccaluga seek to predict new venture success based on factors that can be observed in the pre-startup phase. The authors introduce different variables of founding teams and how these relate to startup success. Building on large-scale dataset of submitted business plans at UC Berkeley, they can show that teams with high skills diversity and past joint experience are a lot better able to prevent the risk of business failure at entry and to adapt the internal resources to market conditions. Furthermore, it is crucial for the team to integrate many external knowledge sources into their process (openness) in order to be successful. The crucial role of knowledge and how it is communicated and shared is the focal point of Natalya Sergeeva's and Anna Trifilova's article on “The role of storytelling in the innovation process”. They authors can show how storytelling has an important role to play when it comes to motivating employees to innovate and promoting innovation success stories inside and outside the organization. The deep human desire to hear and experience stories is also addressed in the last article in this issue “Gamification Approaches to the Early Stage of Innovation” by Rui Patricio, Antonio Moreira and Francesco Zurlo. Using gamification approaches at the early stage of innovation promises to create better team coherence, let employees experience fun and engagement, improve communication and foster knowledge exchange. Using an analytical framework, the authors analyze 15 articles that have looked at gamification in the context of innovation management before. They find that gamification indeed supports firms in becoming better at performing complex innovation tasks and managing innovation challenges. Furthermore, gamification in innovation creates a space for inspiration, improves creativity and the generation of high potential ideas.
Audit - and then what?
(2019)
Current trends such as digital transformation, Internet of Things, or Industry 4.0 are challenging the majority of learning factories. Regardless of whether a conventional learning factory, a model factory, or a digital learning factory, traditional approaches such as the monotonous execution of specific instructions don‘t suffice the learner’s needs, market requirements as well as especially current technological developments. Contemporary teaching environments need a clear strategy, a road to follow for being able to successfully cope with the changes and develop towards digitized learning factories. This demand driven necessity of transformation leads to another obstacle: Assessing the status quo and developing and implementing adequate action plans. Within this paper, details of a maturity-based audit of the hybrid learning factory in the Research and Application Centre Industry 4.0 and a thereof derived roadmap for the digitization of a learning factory are presented.
Subject-oriented learning
(2019)
The transformation to a digitized company changes not only the work but also social context for the employees and requires inter alia new knowledge and skills from them. Additionally, individual action problems arise. This contribution proposes the subject-oriented learning theory, in which the employees´ action problems are the starting point of training activities in learning factories. In this contribution, the subject-oriented learning theory is exemplified and respective advantages for vocational training in learning factories are pointed out both theoretically and practically. Thereby, especially the individual action problems of learners and the infrastructure are emphasized as starting point for learning processes and competence development.
Network science is driven by the question which properties large real-world networks have and how we can exploit them algorithmically. In the past few years, hyperbolic graphs have emerged as a very promising model for scale-free networks. The connection between hyperbolic geometry and complex networks gives insights in both directions: (1) Hyperbolic geometry forms the basis of a natural and explanatory model for real-world networks. Hyperbolic random graphs are obtained by choosing random points in the hyperbolic plane and connecting pairs of points that are geometrically close. The resulting networks share many structural properties for example with online social networks like Facebook or Twitter. They are thus well suited for algorithmic analyses in a more realistic setting. (2) Starting with a real-world network, hyperbolic geometry is well-suited for metric embeddings. The vertices of a network can be mapped to points in this geometry, such that geometric distances are similar to graph distances. Such embeddings have a variety of algorithmic applications ranging from approximations based on efficient geometric algorithms to greedy routing solely using hyperbolic coordinates for navigation decisions.
JavaScript is the most popular programming language for web applications. Static analysis of JavaScript applications is highly challenging due to its dynamic language constructs and event-driven asynchronous executions, which also give rise to many security-related bugs. Several static analysis tools to detect such bugs exist, however, research has not yet reported much on the precision and scalability trade-off of these analyzers. As a further obstacle, JavaScript programs structured in Node. js modules need to be collected for analysis, but existing bundlers are either specific to their respective analysis tools or not particularly suitable for static analysis.
Mobile operating systems, such as Google's Android, have become a fixed part of our daily lives and are entrusted with a plethora of private information. Congruously, their data protection mechanisms have been improved steadily over the last decade and, in particular, for Android, the research community has explored various enhancements and extensions to the access control model. However, the vast majority of those solutions has been concerned with controlling the access to data, but equally important is the question of how to control the flow of data once released. Ignoring control over the dissemination of data between applications or between components of the same app, opens the door for attacks, such as permission re-delegation or privacy-violating third-party libraries. Controlling information flows is a long-standing problem, and one of the most recent and practical-oriented approaches to information flow control is secure multi-execution.
In this paper, we present Ariel, the design and implementation of an IFC architecture for Android based on the secure multi-execution of apps. Ariel demonstrably extends Android's system with support for executing multiple instances of apps, and it is equipped with a policy lattice derived from the protection levels of Android's permissions as well as an I/O scheduler to achieve control over data flows between application instances. We demonstrate how secure multi-execution with Ariel can help to mitigate two prominent attacks on Android, permission re-delegations and malicious advertisement libraries.
The "Bachelor Project"
(2019)
One of the challenges of educating the next generation of computer scientists is to teach them to become team players, that are able to communicate and interact not only with different IT systems, but also with coworkers and customers with a non-it background. The “bachelor project” is a project based on team work and a close collaboration with selected industry partners. The authors hosted some of the teams since spring term 2014/15. In the paper at hand we explain and discuss this concept and evaluate its success based on students' evaluation and reports. Furthermore, the technology-stack that has been used by the teams is evaluated to understand how self-organized students in IT-related projects work. We will show that and why the bachelor is the most successful educational format in the perception of the students and how this positive results can be improved by the mentors.
MOOCs in Secondary Education
(2019)
Computer science education in German schools is often less than optimal. It is only mandatory in a few of the federal states and there is a lack of qualified teachers. As a MOOC (Massive Open Online Course) provider with a German background, we developed the idea to implement a MOOC addressing pupils in secondary schools to fill this gap. The course targeted high school pupils and enabled them to learn the Python programming language. In 2014, we successfully conducted the first iteration of this MOOC with more than 7000 participants. However, the share of pupils in the course was not quite satisfactory. So we conducted several workshops with teachers to find out why they had not used the course to the extent that we had imagined. The paper at hand explores and discusses the steps we have taken in the following years as a result of these workshops.
Increasing demand for analytical processing capabilities can be managed by replication approaches. However, to evenly balance the replicas' workload shares while at the same time minimizing the data replication factor is a highly challenging allocation problem. As optimal solutions are only applicable for small problem instances, effective heuristics are indispensable. In this paper, we test and compare state-of-the-art allocation algorithms for partial replication. By visualizing and exploring their (heuristic) solutions for different benchmark workloads, we are able to derive structural insights and to detect an algorithm's strengths as well as its potential for improvement. Further, our application enables end-to-end evaluations of different allocations to verify their theoretical performance.
Workload-Driven Fragment Allocation for Partially Replicated Databases Using Linear Programming
(2019)
In replication schemes, replica nodes can process read-only queries on snapshots of the master node without violating transactional consistency. By analyzing the workload, we can identify query access patterns and replicate data depending to its access frequency. In this paper, we define a linear programming (LP) model to calculate the set of partial replicas with the lowest overall memory capacity while evenly balancing the query load. Furthermore, we propose a scalable decomposition heuristic to calculate solutions for larger problem sizes. While guaranteeing the same performance as state-of-the-art heuristics, our decomposition approach calculates allocations with up to 23% lower memory footprint for the TPC-H benchmark.
Data analytics are moving beyond the limits of a single data processing platform. A cross-platform query optimizer is necessary to enable applications to run their tasks over multiple platforms efficiently and in a platform-agnostic manner. For the optimizer to be effective, it must consider data movement costs across different data processing platforms. In this paper, we present the graph-based data movement strategy used by RHEEM, our open-source cross-platform system. In particular, we (i) model the data movement problem as a new graph problem, which we prove to be NP-hard, and (ii) propose a novel graph exploration algorithm, which allows RHEEM to discover multiple hidden opportunities for cross-platform data processing.
An efficient selection of indexes is indispensable for database performance. For large problem instances with hundreds of tables, existing approaches are not suitable: They either exhibit prohibitive runtimes or yield far from optimal index configurations by strongly limiting the set of index candidates or not handling index interaction explicitly. We introduce a novel recursive strategy that does not exclude index candidates in advance and effectively accounts for index interaction. Using large real-world workloads, we demonstrate the applicability of our approach. Further, we evaluate our solution end to end with a commercial database system using a reproducible setup. We show that our solutions are near-optimal for small index selection problems. For larger problems, our strategy outperforms state-of-the-art approaches in both scalability and solution quality.
New Public Governance (NPG) as a paradigm for collaborative forms of public service delivery and Blockchain governance are trending topics for researchers and practitioners alike. Thus far, each topic has, on the whole, been discussed separately. This paper presents the preliminary results of ongoing research which aims to shed light on the more concrete benefits of Blockchain for the purpose of NPG. For the first time, a conceptual analysis is conducted on process level to spot benefits and limitations of Blockchain-based governance. Per process element, Blockchain key characteristics are mapped to functional aspects of NPG from a governance perspective. The preliminary results show that Blockchain offers valuable support for governments seeking methods to effectively coordinate co-producing networks. However, the extent of benefits of Blockchain varies across the process elements. It becomes evident that there is a need for off-chain processes. It is, therefore, argued in favour of intensifying research on off-chain governance processes to better understand the implications for and influences on on-chain governance.
TrussFormer
(2019)
We present TrussFormer, an integrated end-to-end system that allows users to 3D print large-scale kinetic structures, i.e., structures that involve motion and deal with dynamic forces. TrussFormer builds on TrussFab, from which it inherits the ability to create static large-scale truss structures from 3D printed connectors and PET bottles. TrussFormer adds movement to these structures by placing linear actuators into them: either manually, wrapped in reusable components called assets, or by demonstrating the intended movement. TrussFormer verifies that the resulting structure is mechanically sound and will withstand the dynamic forces resulting from the motion. To fabricate the design, TrussFormer generates the underlying hinge system that can be printed on standard desktop 3D printers. We demonstrate TrussFormer with several example objects, including a 6-legged walking robot and a 4m-tall animatronics dinosaur with 5 degrees of freedom.
A Landscape for Case Models
(2019)
Case Management is a paradigm to support knowledge-intensive processes. The different approaches developed for modeling these types of processes tend to result in scattered models due to the low abstraction level at which the inherently complex processes are therein represented. Thus, readability and understandability is more challenging than that of traditional process models. By reviewing existing proposals in the field of process overviews and case models, this paper extends a case modeling language - the fragment-based Case Management (fCM) language - with the goal of modeling knowledge-intensive processes from a higher abstraction level - to generate a so-called fCM landscape. This proposal is empirically evaluated via an online experiment. Results indicate that interpreting an fCM landscape might be more effective and efficient than interpreting an informationally equivalent case model.
Process models are an important means to capture information on organizational operations and often represent the starting point for process analysis and improvement. Since the manual elicitation and creation of process models is a time-intensive endeavor, a variety of techniques have been developed that automatically derive process models from textual process descriptions. However, these techniques, so far, only focus on the extraction of traditional, imperative process models. The extraction of declarative process models, which allow to effectively capture complex process behavior in a compact fashion, has not been addressed. In this paper we close this gap by presenting the first automated approach for the extraction of declarative process models from natural language. To achieve this, we developed tailored Natural Language Processing techniques that identify activities and their inter-relations from textual constraint descriptions. A quantitative evaluation shows that our approach is able to generate constraints that closely resemble those established by humans. Therefore, our approach provides automated support for an otherwise tedious and complex manual endeavor.
Modern production infrastructures of globally operating companies usually consist of multiple distributed production sites. While the organization of individual sites consisting of Industry 4.0 components itself is demanding, new questions regarding the organization and allocation of resources emerge considering the total production network. In an attempt to face the challenge of efficient distribution and processing both within and across sites, we aim to provide a hybrid simulation approach as a first step towards optimization. Using hybrid simulation allows us to include real and simulated concepts and thereby benchmark different approaches with reasonable effort. A simulation concept is conceptualized and demonstrated qualitatively using a global multi-site example.
Monitoring is a key functionality for automated decision making as it is performed by self-adaptive systems, too. Effective monitoring provides the relevant information on time. This can be achieved with exhaustive monitoring causing a high overhead consumption of economical and ecological resources. In contrast, our generic adaptive monitoring approach supports effectiveness with increased efficiency. Also, it adapts to changes regarding the information demand and the monitored system without additional configuration and software implementation effort. The approach observes the executions of runtime model queries and processes change events to determine the currently required monitoring configuration. In this paper we explicate different possibilities to use the approach and evaluate their characteristics regarding the phenomenon detection time and the monitoring effort. Our approach allows balancing between those two characteristics. This makes it an interesting option for the monitoring function of self-adaptive systems because for them usually very short-lived phenomena are not relevant.
Working in iterations and repeatedly improving team workflows based on collected feedback is fundamental to agile software development processes. Scrum, the most popular agile method, provides dedicated retrospective meetings to reflect on the last development iteration and to decide on process improvement actions. However, agile methods do not prescribe how these improvement actions should be identified, managed or tracked in detail. The approaches to detect and remove problems in software development processes are therefore often based on intuition and prior experiences and perceptions of team members. Previous research in this area has focused on approaches to elicit a team's improvement opportunities as well as measurements regarding the work performed in an iteration, e.g. Scrum burn-down charts. Little research deals with the quality and nature of identified problems or how progress towards removing issues is measured. In this research, we investigate how agile development teams in the professional software industry organize their feedback and process improvement approaches. In particular, we focus on the structure and content of improvement and reflection meetings, i.e. retrospectives, and their outcomes. Researching how the vital mechanism of process improvement is implemented in practice in modern software development leads to a more complete picture of agile process improvement.
Feedback in Scrum
(2019)
Improving the way that teams work together by reflecting and improving the executed process is at the heart of agile processes. The idea of iterative process improvement takes various forms in different agile development methodologies, e.g. Scrum Retrospectives. However, these methods do not prescribe how improvement steps should be conducted in detail. In this research we investigate how agile software teams can use their development data, such as commits or tickets, created during regular development activities, to drive and track process improvement steps. Our previous research focused on data-informed process improvement in the context of student teams, where controlled circumstances and deep domain knowledge allowed creation and usage of specific process measures. Encouraged by positive results in this area, we investigate the process improvement approaches employed in industry teams. Researching how the vital mechanism of process improvement is implemented and how development data is already being used in practice in modern software development leads to a more complete picture of agile process improvement. It is the first step in enabling a data-informed feedback and improvement process, tailored to a team's context and based on the development data of individual teams.
Network Creation Games are a well-known approach for explaining and analyzing the structure, quality and dynamics of real-world networks like the Internet and other infrastructure networks which evolved via the interaction of selfish agents without a central authority. In these games selfish agents which correspond to nodes in a network strategically buy incident edges to improve their centrality. However, past research on these games has only considered the creation of networks with unit-weight edges. In practice, e.g. when constructing a fiber-optic network, the choice of which nodes to connect and also the induced price for a link crucially depends on the distance between the involved nodes and such settings can be modeled via edge-weighted graphs. We incorporate arbitrary edge weights by generalizing the well-known model by Fabrikant et al. [PODC'03] to edge-weighted host graphs and focus on the geometric setting where the weights are induced by the distances in some metric space. In stark contrast to the state-of-the-art for the unit-weight version, where the Price of Anarchy is conjectured to be constant and where resolving this is a major open problem, we prove a tight non-constant bound on the Price of Anarchy for the metric version and a slightly weaker upper bound for the non-metric case. Moreover, we analyze the existence of equilibria, the computational hardness and the game dynamics for several natural metrics. The model we propose can be seen as the game-theoretic analogue of a variant of the classical Network Design Problem. Thus, low-cost equilibria of our game correspond to decentralized and stable approximations of the optimum network design.
We investigate how the technology acceptance and learning experience of the digital education platform HPI Schul-Cloud (HPI School Cloud) for German secondary school teachers can be improved by proposing a user-centered research and development framework. We highlight the importance of developing digital learning technologies in a user-centered way to take differences in the requirements of educators and students into account. We suggest applying qualitative and quantitative methods to build a solid understanding of a learning platform's users, their needs, requirements, and their context of use. After concept development and idea generation of features and areas of opportunity based on the user research, we emphasize on the application of a multi-attribute utility analysis decision-making framework to prioritize ideas rationally, taking results of user research into account. Afterward, we recommend applying the principle build-learn-iterate to build prototypes in different resolutions while learning from user tests and improving the selected opportunities. Last but not least, we propose an approach for continuous short- and long-term user experience controlling and monitoring, extending existing web- and learning analytics metrics.
Editorial
(2019)
The new year starts and many of us have right away been burdened with conference datelines, grant proposal datelines, teaching obligations, paper revisions and many other things. While being more or less successful in fulfilling To‐Do lists and ticking of urgent (and sometimes even important) things, we often feel that our ability to be truly creative or innovative is rather restrained by this (external pressure). With this, we are not alone. Many studies have shown that stress does influence overall work performance and satisfaction. Furthermore, more and more students and entry‐levels look for work‐life balance and search for employers that offer a surrounding and organization considering these needs. High‐Tech and start‐up companies praise themselves for their “Feel‐Good managers” or Yoga programs. But is this really helpful? Is there indeed a relationship between stress, adverse work environment and creativity or innovation? What are the supporting factors in a work environment that lets employees be more creative? What kind of leadership do we need for innovative behaviour and to what extent can an organization create support structures that reduce the stress we feel? The first issue of Creativity and Innovation Management in 2019 gives some first answers to these questions and hopefully some food for thought.
The first paper written by Dirk De Clercq, and Imanol Belausteguigoitia starts with the question which impact work overload has on creative behaviour. The authors look at how employees' perceptions of work overload reduces their creative behaviour. While they find empirical proof for this relationship, they can also show that the effect is weaker with higher levels of passion for work, emotion sharing, and organizational commitment. The buffering effects of emotion sharing and organizational commitment are particularly strong when they are combined with high levels of passion for work. Their findings give first empirical proof that organizations can and should take an active role in helping their employees reducing the effects of adverse work conditions in order to become or stay creative. However, not only work overload is harming creative behaviour, also the fear of losing one's job has detrimental effects on innovative work behaviour. Anahi van Hootegem, Wendy Niesen and Hans de Witte verify that stress and adverse environmental conditions shape our perception of work. Using threat rigidity theory and an empirical study of 394 employees, they show that the threat of job loss impairs employees' innovativeness through increased irritation and decreased concentration. Organizations can help their employees coping better with this insecurity by communicating more openly and providing different support structures. Support often comes from leadership and the support of the supervisor can clearly shape an employee's motivation to show creative behaviour. Wenjing Cai, Evgenia Lysova, Bart A. G. Bossink, Svetlana N. Khapova and Weidong Wang report empirical findings from a large‐scale survey in China where they find that supervisor support for creativity and job characteristics effectively activate individual psychological capital associated with employee creativity.
On a slight different notion, Gisela Bäcklander looks at agile practices in a very well‐known High Tech firm. In “Doing Complexity Leadership Theory: How agile coaches at Spotify practice enabling leadership”, she researches the role of agile coaches and how they practice enabling leadership, a key balancing force in complexity leadership. She finds that the active involvement of coaches in observing group dynamics, surfacing conflict and facilitating and encouraging constructive dialogue leads to a positive working environment and the well‐being of employees. Quotes from the interviews suggest that the flexible structure provided by the coaches may prove a fruitful way to navigate and balance autonomy and alignment in organizations.
The fifth paper of Frederik Anseel, Michael Vandamme, Wouter Duyck and Eric Rietzchel goes a little further down this road and researches how groups can be motivated better to select truly creative ideas. We know from former studies that groups often perform rather poorly when it comes to selecting creative ideas for implementation. The authors find in an extensive field experiment that under conditions of high epistemic motivation, proself motivated groups select significantly more creative and original ideas than prosocial groups. They conclude however, that more research is needed to understand better why these differences occur. The prosocial behaviour of groups is also the theme of Karin Moser, Jeremy F. Dawson and Michael A. West's paper on “Antecedents of team innovation in health care teams”. They look at team‐level motivation and how a prosocial team environment, indicated by the level of helping behaviour and information‐sharing, may foster innovation. Their results support the hypotheses of both information‐sharing and helping behaviour on team innovation. They suggest that both factors may actually act as buffer against constraints in team work, such as large team size or high occupational diversity in cross‐functional health care teams, and potentially turn these into resources supporting team innovation rather than acting as barriers.
Away from teams and onto designing favourable work environments, the seventh paper of Ferney Osorio, Laurent Dupont, Mauricio Camargo, Pedro Palominos, Jose Ismael Pena and Miguel Alfaro looks into innovation laboratories. Although several studies have tackled the problem of design, development and sustainability of these spaces for innovation, there is still a gap in understanding how the capabilities and performance of these environments are affected by the strategic intentions at the early stages of their design and functioning. The authors analyse and compare eight existing frameworks from literature and propose a new framework for researchers and practitioners aiming to assess or to adapt innovation laboratories. They test their framework in an exploratory study with fifteen laboratories from five different countries and give recommendations for the future design of these laboratories. From design to design thinking goes our last paper from Rama Krishna Reddy Kummitha on “Design Thinking in Social Organisations: Understanding the role of user engagement” where she studies how users persuade social organisations to adopt design thinking. Looking at four social organisations in India during 2008 to 2013, she finds that the designer roles are blurred when social organisations adopt design thinking, while users in the form of interconnecting agencies reduce the gap between designers and communities.
The last two articles were developed from papers presented at the 17th International CINet conference organized in Turin in 2016 by Paolo Neirotti and his colleagues. In the first article, Fábio Gama, Johan Frishammar and Vinit Parida focus on ideation and open innovation in small‐ and medium‐sized enterprises. They investigate the relationship between systematic idea generation and performance and the moderating role of market‐based partnerships. Based on a survey among manufacturing SMEs, they conclude that higher levels of performance are reached and that collaboration with customers and suppliers pays off most when idea generation is done in a highly systematic way. The second article, by Anna Holmquist, Mats Magnusson and Mona Livholts, resonates the theme of the CINet conference ‘Innovation and Tradition; combining the old and the new’. They explore how tradition is used in craft‐based design practices to create new meaning. Applying a narrative ‘research through design’ approach they uncover important design elements, and tensions between them.
Please enjoy this first issue of CIM in 2019 and we wish you creativity and innovation without too much stress in the months to come.