LEADER 09723nam 2200481 450 001 996464486503316 005 20220822041851.0 010 $a3-030-91983-8 035 $a(MiAaPQ)EBC6816709 035 $a(Au-PeEL)EBL6816709 035 $a(CKB)19935018300041 035 $a(OCoLC)1287133368 035 $a(PPN)258839937 035 $a(EXLCZ)9919935018300041 100 $a20220822d2021 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aSoftware business $e12th international conference, ICSOB 2021, Drammen, Norway, December 2-3, 2021 : proceedings /$fXiaofeng Wang [and three others] editors 210 1$aCham, Switzerland :$cSpringer,$d[2021] 210 4$d©2021 215 $a1 online resource (258 pages) 225 1 $aLecture Notes in Business Information Processing ;$v434 311 08$aPrint version: Wang, Xiaofeng Software Business Cham : Springer International Publishing AG,c2022 9783030919825 327 $aIntro -- Preface -- Organization -- Contents -- Software Sustainability -- Elements of Sustainability for Public Sector Software - Mosaic Enterprise Architecture, Macroservices, and Low-Code -- 1 Introduction -- 2 Background and Motivation -- 3 Proposed Architecture and Approach -- 4 Discussion -- 5 Conclusions -- References -- How Could We Have Known? Anticipating Sustainability Effects of a Software Product -- 1 Introduction -- 2 Sustainability -- 3 Sustainability Awareness Framework -- 4 Case Study: The IT Company -- 4.1 Workshop -- 4.2 Analysis -- 4.3 Results -- 5 Mapping Sustainability Focus of the Company and SusAF Results -- 6 Conclusion -- References -- Software Sustainability: Academic Understanding and Industry Perceptions -- 1 Introduction -- 2 Background -- 2.1 Sustainability and Software Engineering -- 2.2 Sustainability and Software Engineering Practice -- 3 Study Design -- 4 Results and Discussion -- 5 Conclusion -- References -- Engineering and Management -- Tailored Design Thinking Approach - A Shortcut for Agile Teams -- 1 Introduction -- 2 Related Work -- 3 Research Approach -- 4 Results -- 5 Interpretation of the Results -- 6 Threats to Validity -- 7 Summary -- References -- Deliberative Technical Debt Management: An Action Research Study -- 1 Introduction -- 2 Background -- 2.1 Technical Debt Management -- 2.2 Deliberation -- 3 Methodology -- 3.1 The Company - SoftShelf -- 3.2 Research Activities -- 4 Findings -- 4.1 Problem Situation at SoftShelf - Lack of Deliberation -- 4.2 First Intervention - Organisational Deliberation -- 4.3 Second Intervention - Project Deliberation -- 5 Discussion -- References -- Blockchain Governance: A Dynamic View -- 1 Introduction -- 2 Research Methodology -- 2.1 Defining -- 2.2 Searching and Selecting -- 2.3 Analyzing -- 3 Findings -- 3.1 Descriptive Statistics. 327 $a3.2 A Dynamic Model of Blockchain Governance -- 4 Conclusions -- References -- Framework for Creating Relevant, Accessible, and Adoptable KPI Models in an Industrial Setting -- 1 Introduction -- 2 Related Work and Background -- 2.1 Related Work -- 2.2 Case Company Background -- 3 Research Process -- 3.1 Planning Phase and Initial Observations -- 3.2 Acting Phase -- 3.3 Observe and Reflect -- 4 RelAA Framework -- 4.1 RelAA Process -- 4.2 RelAA Model -- 4.3 RelAA Dashboard -- 5 Results -- 5.1 Observed Effect -- 5.2 Fulfilling Requirements -- 5.3 Fulfilling Gaps -- 6 Discussion -- 6.1 Lessons Learnt -- 6.2 Threats to Validity -- 7 Conclusions -- References -- Risk Exposure and Management in Software Development - A Survey of Multiple Software Startups -- 1 Introduction -- 2 Related Work -- 3 Research Methodology -- 4 Results -- 4.1 RQ1: What is the Relevance of the Exposure of a Team, Methodology, and Product to Risks Across Different Stages of a Software Startup? -- 4.2 RQ2: How Do Startups Perform Risk Management Activities Across Different Stages? -- 5 Discussion and Conclusions -- References -- Software Startups -- Supporting Entrepreneurship with Hackathons - A Study on Startup Founders Attending Hackathons -- 1 Introduction -- 2 Background -- 3 Research Method -- 4 Experiences of Startup Founders at Hackathons -- 4.1 SF1 - Meeting a Temporary Startup Team Member at a Hackathon by Accident -- 4.2 SF2 - Learning Through Networking at a Hackathon -- 4.3 SF3 - Participating in a Hackathon to Create a New Startup -- 4.4 SF4 - Learning and Networking at a Hackathon -- 4.5 SF5 - Learning About Business Management at a Hackathon -- 4.6 SF6 - Hackathons as a Means to Develop the Skills of the Startup Team -- 5 Comparison of the Hackathon Experiences of Startup Founders -- 5.1 Motivations of Startup Founders to Attend Hackathons (RQ1). 327 $a5.2 Perceived Benefits of Startup Founders (RQ2) -- 5.3 Beneficial Aspects of the Hackathon Setting (RQ3) -- 6 Discussion -- 7 Implications -- 8 Limitations -- 9 Conclusion -- References -- User Experience Practices in Early-Stage Software Startups - An Exploratory Study -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 4 Results -- 4.1 RQ1 - How Do Early-Stage Software Startups Use UX Practices? -- 4.2 RQ2 - What Benefits and Challenges Are Associated with Applying UX Practices in Startups? -- 5 Discussion -- 5.1 Recommendations for UX Work in Early-Stage Software Startups -- 5.2 Threats to Validity -- 6 Conclusions and Future Work -- References -- A Study of Factors on Women from the Tech Sector and Entrepreneurship -- 1 Introduction -- 2 Related Works and Motivation -- 3 Research Method -- 4 Results -- 4.1 Results from the 1st Survey -- 4.2 Results from the 2nd Survey -- 4.3 Interview Observations on Entrepreneurship -- 5 Discussion and Implications -- 6 Conclusions -- References -- Making Internal Software Startups Work: How to Innovate Like a Venture Builder? -- 1 Introduction -- 2 Related Work -- 3 Research Approach -- 3.1 Case Context -- 3.2 Data Collection and Data Analysis -- 4 Results -- 4.1 Cultural Strategies -- 4.2 Financial Strategies -- 4.3 Strategies Related to Personnel -- 4.4 Strategies Related to Venture Arrangement -- 5 Discussion and Practical Implications -- 6 Limitations, Conclusions, and Further Work -- References -- Software Platforms and Ecosystems -- The Economic Anatomy of Paid Crowdsourcing Platforms -- 1 Introduction -- 2 Background -- 3 Methodology -- 4 The Crowdsourcing Platform Economic Design Framework -- 4.1 Search and Matching -- 4.2 Pricing and Rewarding -- 4.3 Control and Assembling -- 5 An Analysis of Paid Crowdsourcing Platforms -- 5.1 Classification Parameters and Descriptive Statistics. 327 $a5.2 Hierarchical Clustering -- 5.3 Dependencies in the CPED Framework -- 6 Conclusion -- References -- Power Relations Within an Open Source Software Ecosystem -- 1 Introduction -- 2 Systematic Mapping Study -- 2.1 Planning -- 2.2 Execution -- 2.3 Results -- 3 Discussion -- 4 Final Remarks -- References -- When Player Communities Revolt Against the Developer: A Study of Pokémon GO and Diablo Immortal -- 1 Introduction -- 2 Two Examples: Diablo Immortal Announcement and HearUsNiantic -- 2.1 Materials and Methods -- 2.2 Announcement of Diablo Immortal -- 2.3 #HearUsNiantic -- 3 Discussion -- 3.1 Recommendations for Practitioners -- 3.2 Limitations and Future Work -- 3.3 Conclusion -- References -- Continuous Improvement -- Design Principles for a Crowd-Based Prototype Validation Platform -- 1 Introduction -- 2 Research Background -- 2.1 Lean Development and Co-creation of Software Products -- 2.2 Design Principles for Information Systems -- 3 Research Method -- 4 Design for CBPV Platform -- 4.1 Derivation of Design Requirements -- 4.2 Conceptualizing of Design Principles -- 5 Development of the CBPV Platform -- 5.1 Formation of Design Features -- 5.2 Instantiation of Platform Prototype -- 6 Evaluation of the CBPV Platform -- 6.1 Setting -- 6.2 Results -- 6.3 Discussion and Implications -- 6.4 Threats to Validity -- 6.5 Future Improvements -- 7 Conclusion and Future Work -- References -- What Are Critical Success Factors of DevOps Projects? A Systematic Literature Review -- 1 Introduction -- 2 Research Process -- 2.1 Search Terms and Strategy -- 2.2 Exclusion and Inclusion Criteria -- 2.3 Selection of the Final List of Articles and Analysis -- 3 Results -- 3.1 Organizational Success Factors -- 3.2 Social and Cultural Success Factors -- 3.3 Technical Success Factors -- 4 Discussion -- 4.1 Key Findings and Observations. 327 $a4.2 A Synthesized Critical Success Factor Model -- 4.3 Future Research Avenues -- 4.4 Limitations -- 5 Conclusions -- References -- Towards Federated Learning: A Case Study in the Telecommunication Domain -- 1 Introduction -- 2 Background -- 3 Research Methodology -- 3.1 Data Collection and Analysis -- 3.2 Case Company -- 3.3 Use Cases and Participants -- 3.4 Threats to Validity -- 4 Empirical Findings: Towards Federated Learning -- 4.1 Benefits of Implementing Federated Learning -- 4.2 Transition to Federated Learning -- 5 Discussion -- 5.1 Benefits -- 5.2 Learning Services -- 5.3 Challenges -- 5.4 Criteria for a Reliable Federated Learning System -- 6 Conclusions -- References -- Author Index. 410 0$aLecture notes in business information processing ;$v434. 606 $aComputer software industry 615 0$aComputer software industry. 676 $a338.47005 702 $aWang$b Xiaofeng 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a996464486503316 996 $aSoftware Business$92039154 997 $aUNISA