API Management Challenges
API Management Challenges
Software Business
10th International Conference, ICSOB 2019
Jyväskylä, Finland, November 18–20, 2019
Proceedings
123
Lecture Notes
in Business Information Processing 370
Series Editors
Wil van der Aalst
RWTH Aachen University, Aachen, Germany
John Mylopoulos
University of Trento, Trento, Italy
Michael Rosemann
Queensland University of Technology, Brisbane, QLD, Australia
Michael J. Shaw
University of Illinois, Urbana-Champaign, IL, USA
Clemens Szyperski
Microsoft Research, Redmond, WA, USA
More information about this series at http://www.springer.com/series/7911
Sami Hyrynsalmi Mari Suoranta
• •
Software Business
10th International Conference, ICSOB 2019
Jyväskylä, Finland, November 18–20, 2019
Proceedings
123
Editors
Sami Hyrynsalmi Mari Suoranta
Tampere University of Technology University of Jyväskylä
Pori, Finland Jyväskylä, Finland
Anh Nguyen-Duc Pasi Tyrväinen
University of South-Eastern Norway University of Jyväskylä
Bø i Telemark, Norway Jyväskylä, Finland
Pekka Abrahamsson
University of Jyväskylä
Jyväskylä, Finland
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
sessions but also in more practice-oriented tutorials and workshops. Tutorials sparked
discussions on e.g. the current situation in artificial intelligence, ethics research and
practice, as well as guidelines and principles. Workshops continued to delve into
emerging fields, artificial intelligence technologies, and their implications on both small
and large organizations. Additionally, we learned about software business practices in
the Asian context.
As Program Committee chairs, we would like to thank the members of the Program
Committee and the additional reviewers for their efforts in evaluating the submissions
and ensuring the high quality of the conference. The efforts of the Steering and
Organizing Committees and all the chairs were of enormous value in building a
successful conference. We extend our heartfelt thanks to all the scholars who submitted
papers to the conference, all the authors who presented papers, and to the audience,
who participated in very inspirational discussions during the conference.
General Chairs
Pekka Abrahamsson University of Jyväskylä, Finland
Pasi Tyrväinen University of Jyväskylä, Finland
Workshop Chair
Dhrubes Biswas University of California Berkeley, USA
Program Committee
Leena Aarikka-Stenroos Tampere University, Finland
Sergey Avdoshin National Research University Higher School
of Economics, Russia
Richard Berntsson Svensson University of Gothenhurg, Sweden
Sjaak Brinkkemper Utrecht University, The Netherlands
David Callele University of Saskatchewan, Canada
João M. Fernandes University of Minho, Portugal
Awdren Fontão Sidia Instituto de Ciência e Tecnologia, Brazil
Samuel A. Fricker University of Applied Sciences and Arts Northwestern
Switzerland (FHNW), Switzerland
Paul Grünbacher Johannes Kepler University Linz, Austria
Ville Harkke University of Turku, Finland
Georg Herzwurm University of Stuttgart, Germany
Helena Holmström Olsson Malmö University, Sweden
Jukka Huhtamäki Tampere University, Finland
Slinger Jansen Utrecht University, The Netherlands
viii Organization
Additional Reviewers
Keynote Addresses
Software Ecosystems
Impacts of Digitalization
Tutorial
Jan Bosch(B)
1 Introduction
2 Background
The basis for the transition from efficiency to effectiveness is driven by the
increasing connectivity of products, systems and solutions. This has resulted
in the adoption of outcome-driven development where the R&D organizations
uses hypotheses and experiments to validate the impact that features and new
functionality have on the system and its users. This is predominantly realized
in online software-as-a-service (SaaS) systems [6] through A/B experimentation
and multi-armed bandit algorithms [9], but as we discuss in [2] also the embedded
and internet of things (IoT) industries are adopting these practices now. As
the leading companies in the A/B testing space are now running thousands
of A/B experiments in parallel, we see the need for automated solutions for
continuous experimentation [8]. In Fig. 2, we show the typical process that is used
in outcome-driven development where features and functionality are realized
iteratively and the additional value delivery from each iteration is constantly
measured.
The rapidly increasing availability of data has also resulted in a second tech-
nology reaching mainstream deployment: artificial intelligence and specifically
machine- and deep-learning (ML/DL). Machine- and deep-learning algorithms
benefit immensely from large datasets for training and validation. Combined
with the improvements in computational infrastructure, specifically in the area
6 J. Bosch
3 Challenges
As has become clear in the previous sections, there is a significant benefit to
focusing on effectiveness over efficiency. Still, despite companies having collected
data from their products in the field, the vast majority of companies has not
adopted the practices that we have discussed so far. This is due to some inhibitors
other than the unwillingness or inability of companies to adopt new practices. We
have identified several challenges that companies experience and that are holding
them back from adopting data-driven and AI-driven practices and consequently
fail to transition away from an efficiency focus. Below we discuss some of these
challenges in more detail.
From Efficiency to Effectiveness 7
– Wrong Data: The first observation that we have made at several companies
is that, although the company collects vast amounts of data, this data can
not be used for determining whether value is being created for the customer.
In most of the cases, the data is concerned with quality related issues, such as
defects, error logs and similar topics. Even in the cases where relevant data,
such as performance data, is available, it often is collected in such a way that
it is difficult to use for the purposes outlined in this paper.
– Opinions versus Data: Even in cases where the company has relevant data
to use as a basis for decision making, we have experienced several cases where
key decision makers prioritized their opinions over the data. Instead, the data
was reinterpreted in a way that was in line with the beliefs of the key people
in the team or organization. As is the case in many human enterprises, when
data meets (deeply held) beliefs, the latter often wins.
– Illusion of Alignment: Many teams and organizations maintain an illusion
of alignment where, to maintain a sense of community and belonging, teams
find ways to abstract the focus of their work to a level that includes everyone
and, in that way, are able to gloss over the differences of opinion that are
pervasive. When starting to work with quantitative data as a basis, it is vir-
tually impossible to maintain this alignment illusion and consequently many
shy away from taking on that challenge.
– Vocal Customers: Especially senior leaders are concerned with maintaining
good customer relations. This can be exploited by very vocal customers who,
by creating a lot of noise, manage to convince key decision makers to take
decisions in their favour, even if the data clearly shows that this is not a good
use of resources from the perspective of the entire customer base.
– Unreasonably Strict Interpretation of Legal Constraints: In compa-
nies that have appointed data officers of various kinds with the intent of
avoiding legal concerns over the use of data, there often is a tendency by
these data officers to decline virtually any use of data from products in the
field and their users. Alternatively, these officers ask for such draconian opt-in
8 J. Bosch
measures that the vast majority of users decides to not bother with the whole
process. The consequence is that the company collects data from only a tiny
fraction of deployed products and users.
– Functionally Organized Company Structures Inhibiting Cross-
Functional Initiatives: Working with data and focusing on value requires
collaboration between functions that don’t need to collaborate in the tradi-
tional way of working. Such cross-functional initiatives often have a difficult
time being prioritized as each function has its own high priority tasks and
has little incentive to focus on additional tasks.
5 Conclusion
The focus on R&D efficiency has served a purpose but in a context that was very
different from the business reality today. Connected products and DevOps allow
for a focus on effectiveness that allows companies to quantitatively measure the
amount of value delivered by each R&D initiative. This is achieved by collecting
data from products deployed in the field as well as from the users using these
products. This data can then be used for outcome-driven development, using
A/B and MAB testing approaches, as well as AI-driven development through
the use of ML/DL models that are trained using the collected data.
Although the focus on effectiveness may seem a no-brainer, many compa-
nies experience challenges to achieve the desired outcome due to a variety of
10 J. Bosch
challenges that we discussed earlier in the paper, including the lack of access to
relevant data, the illusion of alignment and overly zealous data officers.
Successfully delivering on this transition requires companies to undergo sev-
eral changes. First, it requires company wide agreement on relevant factors,
relative priorities and guardrails. Second, it requires the introduction of new
ways of development as presented in the HoliDev model. Third, companies need
to adopt cross-functional, multi-disciplinary teams that are empowered to find
the best way to deliver on these defined, quantitative outcome metrics.
In future research, we aim to study more cases of companies undergoing the
transition from a focus on efficiency to a focus on effectiveness, especially in the
software-intensive and embedded systems domains.
References
1. Arpteg, A., Brinne, B., Crnkovic-Friis, L., Bosch, J.: Software engineering challenges
of deep learning. In: 2018 44th Euromicro Conference on Software Engineering and
Advanced Applications (SEAA), pp. 50–59. IEEE August (2018)
2. Bosch, J., Olsson, H.H.: Toward evidence-based organizations: lessons from embed-
ded systems, online games, and the Internet of Things. IEEE Softw. 34(5), 60–66
(2017)
3. Bosch, J.: Speed, Data, and Ecosystems: Excelling in a Software-Driven World. CRC
Press, Boca Raton (2017)
4. Bosch, J., Olsson, H.H., Crnkovic, I.: It takes three to tango: Requirement, out-
come/data, and AI driven development. In: SiBW (2018)
5. Bosch, J.: Towards a digital business operating system. In: Proceedings of RCIS
2019, to appear (2019)
6. Fabijan, A., et al.: Experimentation growth: evolving trustworthy A/B testing capa-
bilities in online software companies. J. Softw.: Evol. Process 30(12), e2113 (2018)
7. Lwakatare, L.E., Raj, A., Bosch, J., Olsson, H.H., Crnkovic, I.: A taxonomy of
software engineering challenges for machine learning systems: an empirical investi-
gation. In: Kruchten, P., Fraser, S., Coallier, F. (eds.) XP 2019. LNBIP, vol. 355, pp.
227–243. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-19034-7 14
8. Mattos I.D., Bosch, J., Olsson, H.H.: Challenges and strategies for undertaking con-
tinuous experimentation to embedded systems: industry and research perspectives.
In: XP 2018: Agile Processes in Software Engineering and Extreme Programming,
pp. 277–292 (2018)
9. Mattos, D.I., Bosch, J., Olsson, H.H.: Multi-armed bandits in the wild: pitfalls and
strategies in online experiments. Inf. Softw. Technol. 113, 68–81 (2019)
The Rise of Software Startup Research:
An Insider’s View
Xiaofeng Wang(B)
which leads to continuously innovating and being responsive to change as the pri-
mary strategies for software startups to keep their competitive advantages.
Building software startups are challenging endeavours, and it is almost com-
mon knowledge that the failure rate is strikingly high. Back in 2011, the Startup
Genome Report1 claimed that “within 3 years, 92% of startups failed”. The
claim was based on an analysis of 3,200 high-growth web/mobile startups. Fast
forward to 2019, there is no reason to believe that the chance of success has
increased. The high failure rate indicates the uncertainty and difficulties that
software startups need to tackle when turning innovative ideas to concrete prod-
ucts/services and viable businesses. It also leads to unemployment and a huge
waste of resources, effort, energy and emotions of startup founders and people
and organizations surrounding them.
Despite of the challenges (or better, because of them), software startups
keep attracting motivated and committed individuals to join the force. Mean-
while, they represent fascinating phenomena to study. An increasing number of
researchers have embarked on the quest for the secret ingredients that could
make software startups “unicorns” (startups valued at or over $1 billion), or
even “decacorns” (startups valued at or over $10 billion)2 . Software startups as
a research field emerged and evolved against this backdrop.
But before diving into the evolutionary path of the research field, we need to
understand better the defining term of the field - software startup.
According to the answers to a Quora.com question3 , the earliest use of the term
startup was seen in Forbes magazine in 1976, and later in Business Week in 1977.
In both cases, the term was used in the context of “the electronic data processing
field” and “the fast-growth, high-technology fields”. Therefore, it could be argued
that the origin of the software startup term is as early as startup itself.
The modern definitions of startup are influenced heavily by the work of the
leading figures in the startup community. Startups are defined as human institu-
tions designed to create new products/services under the conditions of extreme
uncertainty [8], and constantly seek repeatable, profitable and scalable business
models and aim at rapid growth [4].
Specific to software startups, given the ubiquitous presence of software in
every aspect of modern business, the defining line between software startups and
non software startups is extremely blur if not non-existing. However, software
does play different roles in different startups, ranging from facilitating and medi-
ating the value creation and delivery processes to being more deeply involved and
1
http://innovationfootprints.com/wp-content/uploads/2015/07/startup-genome-
report-extra-on-premature-scaling.pdf.
2
https://fortune.com/2015/01/22/the-age-of-unicorns/.
3
https://www.quora.com/What-is-the-origin-of-the-term-startup-and-when-did-
this-word-start-to-appear.
The Rise of Software Startup Research: An Insider’s View 13
being the core of the value creation of a startup [9]. Applying such a broad spec-
trum, not only startups that produce software products or services as their core
offerings are software startups (e.g., Stripe, Snapchat), so are media-streaming
service providers like Spotify, or new e-commerce ventures such as Zalando.
Correspondingly, the innovativeness of a software startup can be derived from
different parts of its business model, not necessarily from software itself [7]. It
also means that software startups could produce disruptive technical innovations,
but it is not necessarily a defining characteristic of a software startup.
4
https://softwarestartups.org.
18 X. Wang
5 Concluding Remarks
Some caveats need to be noted here. The evolutionary picture depicted in this
paper may not be 100% accurate, due to the selective keywords used in the
search of scientific publications in Scopus. To be more accurate, the synonyms
of software startup or similar terms, such as “digital startup”, “software/digital
entrepreneurship”, “Internet startup”, “Web startup”, etc., should be included
in the search keywords. In addition, one scientific paper published in 1994 [5] was
not included in the search result due to the fact that it used the term “software
package startup” rather than “software startup” and therefore was excluded by
the exact match.
To conclude, the rise of software startup research reflects the significance
of software startups in the modern economy. Currently, the field is a tiny one
in comparison to other research fields. However, the continuous technological
and societal development will engender more software startups, and instill new
topics to this research field. This will attract more researchers to join the force
and conduct interesting studies, and thus grow the research field further.
References
1. Adams, J.: The rise of research networks. Nature 490, 335–336 (2012)
2. Andreessen, M.: Why software is eating the world. Wall Street J. 20, C2 (2011)
3. Bersoft, E.: Anatomy of a software start-up. IEEE Softw. 11(1), 92–94 (1994)
4. Blank, S., Dorf, B.: The Startup Owner’s Manual: The Step-By-Step Guide for
Building a Great Company, 1st edn. K & S Ranch, Pescadero (2012)
5. Carmel, E.: Time-to-completion in software package startups. In: Proceedings of
the Hawaii International Conference on System Sciences (1994)
6. Coccia, M.: The laws of the evolution of research fields. In: aLab Working Paper,
no. 31, pp. 1–44 (2018)
7. Melegati, J., Wang, X.: Do software startups innovate in the same way? A case
survey study. In: CEUR Workshop Proceedings (2018)
8. Ries, E.: The lean startup: How today’s entrepreneurs use continuous innovation
to create radically successful businesses. Crown Books, USA (2011)
9. Steininger, D.M.: Linking information systems and entrepreneurship: a review and
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(2000)
There’s No Business Like Software
Business: Trends in Software Intensive
Business Research
Slinger Jansen(B)
In the following Sections we discuss each of these topics. For each topic we high-
light some of the most highly cited papers in the domain and identify, using
dimensions.ai, the most welcoming forums for these topics.
3 Software Ecosystems
The domain of Software Ecosystems was launched with the first International
Workshop on Software Ecosystems (IWSECO) in 2009, although earlier works
had been using the term [15]. The workshop was launched as an initiative at the
International Conference on Software Reuse, as that appeared to be a suitable
place for work in this domain. The IWSECO started traveling from conference
to conference and was eventually co-located with ICSOB several times. The
domain has seen a resurgence in several workshops and is primarily addressed in
the software engineering and repository mining communities. The domain is still
rapidly growing and works are being written in several new domains, such as
blockchain, cryptocurrency, safety and security, platforms, and mobile software.
For the ICSOB community it was logical to also address the topic of software
ecosystems, as software ecosystems take a somewhat broader view on the SiB
domain. In 2011 the paper with the most citations in the ICSOB community
There’s No Business Like Software Business 21
was the work by Jansen and Kabbedijk [12], which presents one of the first in-
depth case studies of an open source software ecosystem. In 2013 Bloemendal
and Jansen [9] formulate a definition of the concept of an app store at ICSOB
and achieve the most citations in that year.
The most welcoming forums for software ecosystems work are JSS, IST,
LNBIP, LNCS, the Empirical Software Engineering journal (EMSE), and IEEE
Software. The domain is still growing steadily. In this Section we highlight some
of the early findings from the creation of an updated research agenda on soft-
ware ecosystems. The source of the research challenges consists of the notes of
a Dagstuhl meeting in 2018 [1] and a series of surveys that has been released to
the SiB community.
Engineering Ecosystems. Ecosystems cannot be created: they must be culti-
vated and grown to enable keystones to gain power from their ecosystems. We
find that enabling technologies, such as plug-in architectures, app store archi-
tectures, and API architectures create the infrastructure that enables partners
to co-create and innovate within an ecosystem. Our first set of challenges cen-
ters around enabling partners to engage into the ecosystem through technical
infrastructure. There are many enabling technologies for ecosystems, such as
plug-in architectures, application stores, and block chains. To engage developers
there is a need for code repositories, IDE integrations of ecosystem resources,
sand boxes, license protection mechanisms, and even fully integrated develop-
ment stacks. To monitor and enable partners, there exists a need for incentive
systems [16], partner quality monitoring systems, and API performance mon-
itoring. These systems need to be studied more extensively to establish how
they contribute to the ecosystem, developer satisfaction, and overall partner
performance.
Secondly, there exists a challenge in identifying the barriers to entry for new
partners in an ecosystem. We need to study manners to keep thresholds low and
employ network effects for the growth of the partner ecosystem.
Analysis of Ecosystem Data. Analyzing ecosystem data is essentially (big)
data analytics and techniques from this domain are presently insufficiently
applied. Studying a repository such as Github is often compared to drinking
water from a fire hose, especially when a research project is focused on the nee-
dle in the (Github) haystack. We identify the following data analytics challenges.
First, there is the challenge that most researchers typically limit themselves
to a snapshot of one or several ecosystems. However, to answer some of the
deeper questions on ecosystem health and attracting new developers and part-
ners to an ecosystems, concrete recipes need to be evaluated in terms of metrics
that can be gathered from repositories over time. A large challenge here, is that
in software ecosystems data is generally hard to collect. Data is of different
types, is hidden behind organizational barriers, and sometimes simply overwrit-
ten and unavailable. Monitoring ecosystems over time has become a challenge
that requires extensive and long-lasting efforts. Fortunately, with initiatives such
as GHTorrent (http://ghtorrent.org/), we are actively curating the data that is
needed for durable ecosystem analysis.
22 S. Jansen
Secondly, the concept of ecosystem health, i.e., the propensity for growth
of an ecosystem, has been extensively studied. These frameworks have become
increasingly elaborate and comprehensive, whereby making them challenging
to apply to a research project. Some even call for a customized set of health
metrics for every (type of) ecosystem. More research is required into the main
performance indicators of ecosystems, the recipes that aim to influence them,
and their measurable influence on these performance indicators.
Modeling of Ecosystem Structure and Behavior. Ecosystems are increas-
ingly used as tools for reasoning about an organization’s business model [11],
market position, opportunities and threats. However, we have not been able to
reason at the highest levels of fidelity. There is a need for the development of
modeling languages that provide insight and enable analysis at different levels
of scale. There are several modeling languages used in the field, such as social
network models, goal models, and supply chain models. These models appear
to have significant overlap, as they all aim to model actors, software structures,
and relationships, and yet each serves a different purpose.
A second challenge is that the current languages do not scale upwards easily.
Ecosystems with up to 5 actors can still be modeled in goal modelling languages
and power models, but beyond those numbers these models become too com-
plex. Finally, even with such models it becomes complex to monitor and model
ecosystems over time.
Management of Developer Ecosystems and Platforms. Ecosystem join
decisions are made both on a strategic level but also on an operational level by
senior software engineers. Some have coined these software engineers “Kingmak-
ers”, as these decisions may lead to long lasting relationships with the technical
platform and the keystone organization that supports it.
Software producing organizations address the groups of software engineers
in their software ecosystems as “Developer Ecosystems”. Managing developer
ecosystems is a challenge for software producing organizations in four different
ways. First, the platform that the developer ecosystem focuses on needs to be
extensible, flexible, robust, evolvable, and provide facilities for rapid develop-
ment of new solutions. Secondly, the developer community must be managed,
by organizing events, coordinating feedback, helping developers help each other,
etc. Thirdly, the software producing organization must be ready to accommodate
developers, by readily providing them with easy access to the platform as well
as to support, knowledge, and advice. Finally, the organization needs to keep
track of other ecosystems, the role of open source in the platform, and invest in
supporting platforms and ecosystems.
The position of organizations in software ecosystems as a keystone is largely
dependent on how they conduct their developer ecosystem, i.e., the ecosystem
of collaborating developers that add value to the platform. The field of software
ecosystem governance is maturing, but many organizations are still reinventing
tools and methods for becoming stronger in a software ecosystem. There is a
need for research into the mechanisms that entice, attract, keep, and lock-in
developers. These mechanisms range from tools for knowledge sharing, such as
There’s No Business Like Software Business 23
5 Software Startups
The topic that has seen the fastest growth over a short time is software startups.
With the surge of new startups and startup incubators, there is an audience
24 S. Jansen
for deliberate and planned growth of software startups. Several workshops are
being started in this domain, but there are few serial academic events. That
said, several relatively good articles are published in journals, such as the work
by Bajwa, Wang, and Abrahamsson [3].
The community has brought forth several excellent ICSOB papers, such as
the best paper of 2014 by Giardino, Wang, and Abrahamsson [8], which proposes
a startup behavioral framework that shows reasons for and ways to avoid startup
failure. In 2016 the community also has a most cited paper in the ICSOB with
work on pivots in startups [2], work that would later be reworked into the jour-
nal article in the Empirical Software Engineering Journal (EMSE). Overall, the
startup community publishes in forums such as LNBIP, LNCS, Communications
of the ACM, JSS, and IEEE Software. A quick analysis of the domain shows a
rapid increase in articles year over year and the growith is steadily increasing as
well. This makes the topic of startups a relatively safe bet for future work.
in the name of the conference, one could have expected more from this domain.
However, it is unlikely that the topic of business modeling will experience another
surge such as around 2010.
References
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forms, and ecosystems: fundamentals of software production research (Dagstuhl
seminar 18182). Dagstuhl Rep. 8(4), 164–198 (2018)
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pivot? Empirical results from a multiple case study. In: Maglyas, A., Lamprecht,
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brated: an analysis of major pivots of software startups. Empir. Softw. Eng. 22(5),
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4. Berkhout, M., van den Brink, F., van Zwienen, M., van Vulpen, P., Jansen, S.:
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(2018)
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niques in software R&D: a literature review. In: Fernandes, J., Machado, R., Wnuk,
K. (eds.) ICSOB 2015. LNBIP, vol. 210, pp. 139–153. Springer, Cham (2015).
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ecosystem. In: Regnell, B., van de Weerd, I., De Troyer, O. (eds.) ICSOB 2011.
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There’s No Business Like Software Business 27
1 Introduction
Software development companies are venturing towards collaborative approach
and software ecosystems participation [15]. The SECO literature is quite rich
and offers case studies, experiences and models. A recent systematic literature
review on the subject by Manikas [17], summarized 90 papers. They noted the
following: “(a) there is little consensus on what constitutes a software ecosystem
and (b) few analytical models of software ecosystems exist”. A SECO meta-
model could be a useful tool for creating consensus and for creating consistent
analytical models. Similarly, one of the main challenges in the SECO research
agenda was the characterization and modelling of the emerging SECOs [16].
Since 2009, various SECO models [4,24,25] were created, but the domain lacks
a meta-model which captures the SECO landscape as a whole.
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 31–45, 2019.
https://doi.org/10.1007/978-3-030-33742-1_4
32 J. Wouters et al.
3 Research Method
We used a design cycle methodology to develop the SECO meta-model [27]. The
treatment under design is the SECO meta-model, designed in the four steps
A SECO Meta-model 33
outlines in the following text. The following requirements are taken into account
for the meta-model:
1. Requirement 1: The meta-model should be applicable to every SECO.
2. Requirement 2: The entities included into the meta-model have to be derived
from scientific sources.
3. Requirement 3: The meta-model should be easy to use and understand.
4. Requirement 4: The meta-model should provide an extensive list of universally
used terms to make it easier for researchers to discuss SECOs.
The identified entities were clustered according to the similarities and overlaps
between them. We also modelled the relationships between the entities. We used
the Class Diagram Language as specified by the Object Management Group [18]
to depict the SECO meta-model. We described the following relationships:
– Aggregation: entity A consists of entity B. For example; a SECO contains
actors.
– Generalization: entity B is a logical generalization of entity a. For example;
A bridge is an example of a role.
– Navigated association: entity A is somehow related to entity B. For example;
An ecosystem type is based on an extension market.
We reviewed 181 papers (90 papers from the SLR by Manikas et al. [17] and
91 additional papers from the snowballing on the SLR). Based on the exclusion
criteria, we included 36 papers and after the full read we left 33 papers1 .
Open coding resulted in the identification of 218 entities, each checked on the four
criteria defined in Sect. 3.2. After applying the criteria, 114 entities remained.
Table 1 shows the number of entities which passed or failed the different criteria2 .
The, entities could have been excluded based on multiple selection criteria.
1
The final list of selected papers is available online at https://drive.google.com/open?
id=1ZzUHA7H22jPm7IfcHSv1AxSRd2hTQ5ye.
2
The full list of codes and sources for building entities is available at online at https://
drive.google.com/open?id=1ZzUHA7H22jPm7IfcHSv1AxSRd2hTQ5ye.
A SECO Meta-model 35
We have clustered the entities into five themes, described below. The full list
of entities in available in Table 2.
discuss software ecosystem types. Other software artefacts were also discussed in
different SECO papers. A full list is included in the entity overview in Table 2.
The platform in an ecosystem is a central entity on which different actors
can provide their products. Most of the time the platform itself is some form
of product, which can be extended by apps or extensions produced by different
actors [14,15]. The link between products and platforms can be defined by the
entity “base technology”, called by Jansen et al. [15] as “the technology under-
pinning the SECO”. In this research, it is argued that the base technology itself
is always some form of product, linking the two concepts together. Some key ele-
ments about a platform are also identified from the literature, such as a platform
planning [2] and an ownership model [15].
Theme 3: Strategy. We identified 21 entities in this theme. The third theme
identified is Strategy. Every actor within the ecosystem has certain strategies
regarding their products, position in the ecosystem and revenue generations. A
lot of these strategies are described by different papers. For example, Dos Santos
et al. discussed seven papers which describe strategy in some form [23], Jansen
et al. discussed making strategy (platform strategy, acquisition strategy, product
lifecycle strategy) explicit [15] and Popp described revenue models for the hybrid
software industry [21]. All of these strategies are part of the strategy of an actor
within the SECO, and therefore indirectly influence the SECO.
A special kind of strategy is the Ecosystem strategy, which directly influ-
ences the ecosystem. Jansen et al. identified developing SECO strategy as one of
the main research challenges in the SECO domain [16]. Several papers discussed
parts of SECO strategy. For example, the different orchestration techniques dis-
cussed by Jansen et al. [14] are part of the SECO strategy, as are the entry
barriers set by the keystone(s) of a SECO. Van den Berk et al. discussed a
model to measure the SECO strategy in their paper [25], which can be used to
formalize the SECO strategy, as well as its underlying entities.
Theme 4: Ecosystem health. We identified 7 entities in this theme. Different
papers discuss the health of a certain ecosystem. The health of a SECO is a main
theme as it is the main way to measure the current status of an ecosystem. It,
therefore, is the main operationalization of the success of an ecosystem thus far.
The main factors of measuring health in an ecosystem are identified by Iansiti
and Levien [11] to be Niche creation, robustness and productivity. These three
factors are further operationalized by Jansen [13]. This research also found some
entities which are directly influenced by ecosystem health, such as the growth,
maturity and popularity of the SECO.
Theme 5: Boundaries. We identified 7 entities in this theme. The boundaries
of a SECO are defined in this research are the defining properties which describe
what is part of the SECO, and what is not. The paper of Jansen et al. [14]
described some initial boundaries, such as the market the SECO operates in
and the ecosystem type the ecosystem at hand has, which is determined based
on four factors: base technology, keystone, extension market and accessibility. It
also discusses abstraction levels (SECOs level, SECO level or Software Supply
38 J. Wouters et al.
Network level) of SECOs which can be used to further define a SECO. A SECO
is further defined by the output it generates and the input it uses to do so [4].
1 1 1
1..*
Influences 1 1
Business segment 1
Software
ecosystem
Technical segment * *
Influences
*
* 1
*
* Actor Relationship Determines Products and
Role
1 1..* 1 1..* platforms
* *
Fig. 1. Part of the model showing the relationships between SECO and main themes
not have to fulfil all of these sub-roles, but when it has at least one of these
sub-roles, the actor can be considered as a keystone. See Fig. 2 for a schematic
overview of this split.
Software
Ecosystems
*
1 1..* 1 1..*
Actor Relationship Determines Role
Complementor
Influencer
Individual Organization
Competitor
Hedger
... ...
1 1..*
Product manager Hub Keystone Platform owner
Bridge
Platform leader
Broker Dominator
Decision maker
Orchestrator
Fig. 2. The part of the model showing the relationships between actors and roles
This further indicates that both segments are connected to each other, and both
have to be modelled to fully represent a SECO. Finally, the relationship between
strategy and actor is already described above, but is also a relationship between
the two segments of the meta-model.
Other relationships: There are more relationships defined in the meta-model,
most of which are generalization relationships derived from the literature. Some
notable other relationships in the model are:
– The relationship between actor and product and platforms: Every product
or platform in a SECO is developed and/or maintained by one or multiple
actors. This relationship is made explicit in the meta-model. The relationship
does not specify ownership of a product: This is determined by the strategy
a SECO follows about licensing and its affiliation model.
– The relationship between keystone and platform: As described in the section
about the identified actors and themes, a keystone controls a platform in some
form. This relationship has been made explicit in the meta-model.
– Also, the relationship between platform, product and base technology (as
described in the theme identification part of this paper) has been made
explicit. This relationship is modelled such that a base technology can be
seen as a type of product, and each platform has an aggregation relationship
with at least one base product.
– The relationship between output and products and platform: Output is
described by Jansen et al. [4] as one of the general characteristics which define
a SECO, therefore making it part of the boundaries theme. A relationship
can be defined between output and products and platform as the output in
the SECO are products and/or platforms and their supporting documents.
Therefore, the output entity is modelled to have a generalization relationship
with products and platforms.
– Finally, relationships are been made between ecosystem health and three fac-
tors which are influenced by the health of an ecosystem: Growth, Maturity
and Popularity. As of now, no research has been done on these relation-
ships. Therefore, the direction of this relationship is not made explicit: further
research in this subject is needed.
The full meta-model is included in Appendix A.
most of the concepts were clearly defined in the literature, and were therefore
well-placed in the model.
On the business segment, the experts argued that the strategy entity should
be better related to the actor, as the actor follows a certain strategy, and the
ecosystem is merely impacted by that strategy but does not contain it (except
for the ecosystem strategy). The layout of the meta-model in this stage of the
research suggested that all strategies were part of the SECO. In response, we
created a new relationship between strategy and actor in the meta-model. The
expert also argued that the “boundaries” entity was somewhat unclear. This
resulted in the formulation of a definition for the boundaries term, which is
described above. The experts also argued that the terms ‘transparency level’
and ‘ecosystem openness’ were meaning somewhat the same which resulted in a
re-evaluation of the two terms and the dropping of the transparency level entity.
A final remark was to restructure the business segment of the meta-model in
three parts: one part about starting the SECO, one part about monetizing on a
SECO and one part about the boundaries of a SECO (already included). After
consideration, the researchers decided not to include this in the meta-model, as
this split was not found in the literature considered and therefore including this
split was in contradiction with the third entity-selection criterium.
5.1 Limitations
There are some limitations to the study at hand. First of all, the researchers
are unable to claim completeness: because of time constraints not all papers in
the SECO domain could be identified and analyzed. Therefore, the decision was
made to use an existing SLR study, and adapt it to the requirements of this
research. This could be a threat to the generalizability of this study.
A second limitation is that the model has yet to been evaluated by several case
studies. Because of time constraints, only an expert review has been executed,
but the meta-model will be further strengthened when there are plenty of case-
studies modelled using the technique. Case studies could provide the research
field with additional data about the operationalizability of the SECO meta-
model developed in this paper. Performing case studies to validate the meta-
model is subject to further research.
Another limitation is that we could have missed some papers even after
running a snowballing search on the 90 academic from the SLR. Still, snowballing
appears to be the most suitable method for following up on previous literature
reviews and its nature gives high probability of complete results [28].
Moreover, we are aware that the current meta-model is more of a vocabulary
rather than a meta-model and therefore we are planning to apply more sophisti-
cated conceptual modeling and modeling approaches to further develop the main
concepts and relationships within the meta-model.
42 J. Wouters et al.
5.2 Conclusion
In this paper, we present a SECO meta-model that should help researchers to
describe and structure the SECOs they are investigating. The meta-model should
also improve communication about SECOs research, making it easier to share
case studies or to compare SECOs and research about SECOs. Therefore, the
research goal of developing a common language for the SECO domain has been
fulfilled.
The meta-model which has been created can be used for different aspects
within the SECO domain. Researchers are now able to link their work to the
meta-model. By linking their work with a certain entity within the model, it
becomes clear to every researcher how their work links within the SECO research
domain. The model can, therefore, be used as a basis to link future research about
SECOs with the knowledge already available in the field.
In addition, researchers can now make generalizations of certain types of
SECOs, as modelling different cases of a SECO type now becomes possible with
the meta-model. Shared elements in these models can then be identified, which
makes it easier to formalize a SECO type or theory. These types can then be
researched more in depth, deriving more general theories about SECOs. This
helps to formalize the domain, as most research is now done on a case-by-case
basis, which makes it hard to generalize from the results.
We plan to further develop the concepts included into the SECO meta-model.
We also plan to create a knowledge repository where, some example actors and
software products can be included, to ensure fast modelling possibilities for a
SECO. The meta-model created in this paper can be used as a base in developing
an extensive reporting technique which enables to report on the structure and
policies of a SECO. Additionally, an algorithm can be developed which might
be able to support the modelling of a SECO. The algorithm can populate some
simple derivable entities from a SECO, like the actors in a SECO based on an
app store or the products in an extension market.
1..* 1..*
Market Inputs
Technology asset
Risk management Technology scouting Time to market
management * 1 1
Niche creation Productivity Robustness Legal framework Ecosystem type Based on
1 1 1 *
1 1 1
1 1 1 1 1
1..* *
Product lifecycle Environment Output
Business strategy Platform strategy Acquisition strategy Strategic planning Ecosystem strategy Health factors
strategy 1
* * * * * 1 1
1
Cost of development Based on Growth *
Influences
* 1
1
Based on 1..* 1 1 Influences 1 Boundaries
Ecosystem
Transaction costs Revenue model Strategy Popularity
Health 1
1..*
1 Influences
Based on 1
Licensing Maturity
1 1
Influences 1
Business segment Software
* Ecosystem *
Technical segment
* 1..1 * *
Influences
* 1 * *
1 1..* 1 1..* * 1 *
Determines Documentation
Relationship *
Products and
Actor Role
platforms
*
* 1 1..* 1 1
Legal entity Seller Competitor Platform Base technology Product Product quality
1 1 1 1
* 1 *
Product manager Bridge Extension market Ownership model Platform planning Software standard Software artifact Hardware product
Controls
Customer Domain Expert Hardware vendor Value added reseller
1
Programming
Broker ... Privately owned Community driven Software library
Independent software language
Third-party developer Researcher Governments
vendor
Executable
SDK
1 components
Advertisers Research group
Influencer Hedger
1 1
Community leader Technology provider
API Software concept
A SECO Meta-model
Developer
Banks and investors
communities
1 1
Platform leader Platform provider
1 1
Decision maker Orchestrator
43
44 J. Wouters et al.
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Towards an Understanding of iIoT Ecosystem
Evolution - MindSphere Case Study
1 Introduction
Digital platforms in iIoT are recognized to enable customized value adding services,
integrating external resources from complementing third-party companies through open
and flexible interfaces [1, 2]. Even large platform-providing companies such as PTC,
Siemens or GE do not have sufficient expertise in each of the industrial processes to
cope with the functional heterogeneity in iIoT, so they design open interfaces to
integrate third-parties with appropriate external expertise. Therefore, platform-enabled
services are usually not created by an isolated company, but consist of hardware and
software contributions from external partners, and the integration of the customer,
resulting in complex end-to-end (E2E) solutions developed by multiple stakeholders
[3–5]. BR build a suitable concept to explain governance actions of platform providers
to integrate external resources in ecosystems, and develop new insights on platform
emergence [6]. Moreover, the platform-providing keystone is in the position to design
and control the determinants, influencing the organization logics, which are required to
attract external partners, who are not hierarchically controlled by the platform provider
[7]. BR offer technological and social mechanisms to build the required organizational
logic, and control the knowledge flows to attract the complementors to create value
adding platform-based E2E solutions [4, 5, 7–9]. Despite the popularity of the platform
topic in the IS [7], the ecosystem development in the B2B domain of iIoT remains an
underresearched topic. Only few studies explored emergence phenomena and partner
coping strategies for enterprise software platforms [3, 10]. Although BR are considered
as a suitable concept to research theory on digital platforms [7], prior research did not
use this concept in context of iIoT ecosystems. Bridging the BR perspective with the
development of iIoT ecosystems, the research goal is to understand how are iIoT
ecosystems established in the beginning and evolve over time based on business
relationships between the iIoT platform provider and its partners. To achieve this goal,
we conduct an explorative and inductive case study analysis of the MindSphere
ecosystem, established by Siemens. We identify patterns how Siemens proceeded to
develop its ecosystem, and which partnerships in which order it fostered based on the
variety of attracted company types, and their connection with established BR.
This paper is a continuation of another research and relies on its results and the
same dataset, used to identify 14 distinctive types of BR used in iIoT ecosystems,
provided and evolved by Siemens [5]. Previously identified BR (see Table 2) are used
to track BR-related actions of Siemens, and to investigate connections between the
provision of BR and establishment of partnerships. Our study extends the previously
used dataset [5] by additional data sources, additionally considering the information
about business relations (with complements and end customers) in the MindSphere
ecosystem.
2 Methodology
We have chosen MindSphere for three reasons. Siemens supports the provision of BR,
openly communicating the integration of third-parties and strives for a high degree of
technological integration at the connected device level. Being developed since
November 2015, MindSphere has reached a certain mature status and offers a sufficient
information base for researchers [5, 11].
The methodology of the ecosystem study is based upon the longitudinal case study,
conducted by Skog et al. [12]. The ecosystem evolution is studied as a process based on
tracking of event streams related to BR (dates of initial provision and following
changes or evolving actions) and business relationships (date of partnership estab-
lishment). In order to track the BR-related actions, we used the previously identified 14
BR [5] used by Siemens, which helps to understand whether the described action is
BR-related or not. The analysis of the business relationships included identification of
the company type, the partnership type, the purpose of the partnership and the possible
connection to a certain BR. These additional characteristics of the two streams allowed
us to discover certain patterns how Siemens proceeded to develop its ecosystem and
which partnerships in which order it fostered to conduct analytical generalizations
about the development of iIoT ecosystems. Our approach corresponds with the qual-
itative method of document analysis, developed by Bowen. Study of electronic doc-
uments allows the extraction of context-based data regarding the BR-related actions
and establishment of partnerships. Furthermore, the documents are suitable to track
48 D. Petrik and G. Herzwurm
changes based on their timestamps, thus enabling the researcher to get qualitative
knowledge on the ecosystem development based on the available materials in the
specific context of iIoT [13, 14]. We relied on the publicly available external articles to
verify and enrich the findings [14] from the official press releases. The covered time
interval is between early 2016 (public release of MindSphere), and the current time (the
15.08.2019). The developer portal was studied for change logs on relevant BR (such as
APIs, SDKs etc.). This approach was effective to track the BR-related actions, but it did
not contain a sufficient number of established business relationships between Siemens,
and its partners. Therefore, we initiated a follow-up data collection on google.com to
track additional partnerships on the websites of the partners. The data analysis included
the chronological sorting of the sighted documents as a timeline of events with the help
of Aeon Timeline software. Furthermore, we labeled the partner companies according
their company type based on the contribution to the iIoT ecosystem and the date of the
partnership (either actual date or, if not mentioned in the article, the timestamp of the
press release). If an article described something special about a certain partnership (e.g.
addition to the platform core technology), then it was labeled as strategic. The list of
screened data sources and the number of analyzed articles per data source are depicted
in Fig. 1:
Fig. 1. Data collection overview for boundary resources and ecosystem joins.
3 Results
following matrix of BR-related actions (Table 1). According to the matrix, there were
only few BR-related actions (9 in the first and 10 in the second phase of MindSphere),
while during the third phase, the ecosystem development process gained momentum, as
indicated by the following 155 partner-engaging actions, related to BR.
The next step required to build a time series of conducted partnerships between
third-parties and MindSphere. During the data collection process, we identified 236
business partnerships around MindSphere, and clustered them based on the company
type (full list available online at: https://bit.ly/2k9KJAO). The company types com-
bined with the date of partnership helped to recognize which different company types
were systematically attracted by Siemens to collaborate during the three phases of
development, and if the partnerships were supported by a provision of certain BR (if
mentioned).
Shortly after the launch (during the first phase), large consulting companies with
development capabilities were attracted to promote MindSphere. At the same time
Siemens implemented its first industrial IoT-Gateways, which were based upon the
hardware boards provided by Intel to provide easy connectivity with MindSphere, and
extend the list of own natively compatible hardware products. In order to promote these
gateways, and the iIoT platform, Siemens also fostered partnerships with resellers.
Nevertheless, at that time there were only few partnerships with software and machine
tool companies. However, some BR-related milestones were set during the first phase,
50 D. Petrik and G. Herzwurm
such as the integration of Cloud Foundry as a useful technical BR for the deployment
simplification, or the beginning of the opening of digitalization hubs as a social BR.
During the second phase, Siemens initiated various social BR, while the numbers
of new partnerships remained low. At that time, the developer portal, first MindSphere
application centers, and the first hackathon around MindSphere, were started. More-
over, Siemens started to provide trainings, and finally initiated the startup support
initiative to promote them and provide the iIoT platform if needed. Lastly, the official
partner program, aiming to facilitate partnerships with software developing companies
was launched. Partnerships with consulting companies continued and the startup ini-
tiative introduced two new partnerships. Regarding the technology of the platform core,
an important strategic partnership was initiated with Software AG to include a device
management module in MindSphere. Siemens also started a strategic partnership with
Amazon to make MindSphere available on the AWS infrastructure.
Towards an Understanding of iIoT Ecosystem Evolution 51
In the third phase, both the number of new partnerships, and the rates of change
for various BR have risen significantly. Shortly after the release of MindSphere 3.0,
Siemens started the worldwide user organization “MindSphere World” in six countries
in a row, starting with Germany. In the beginning, the user organization primarily
included machine tool companies and automation providers. By November of 2018, the
organization has received new members with different specializations such as software
developing companies, system integrators, banks, industrial wholesalers, and univer-
sities. At the same time, the user organization also expanded in Italy, Belgium, Korea,
Taiwan, and Japan. Meanwhile, various software developing, and data analysis com-
panies joined the partner program. It is worth mentioning, that some software com-
panies maintain a double membership in the user organization and the partner program.
Besides that, three new strategic partnerships were conducted. Hewlett-Packard as a
partner enabled platform-based monitoring of additive manufacturing systems. Atos
and Rittal were given new strategic roles to foster the development of edge data centres
(complementary to the current cloud-based platform). A strategic partnership with the
car manufacturer Volkswagen was announced. In total, comparison of BR-related
activities and the partner numbers shows similar progressions (see Fig. 2).
60 47
36 31 35 37
40 30 28
19 2319 20 19 Partnerships
20 8 3 37 86 104 4 9
1 1
00 0 0 0 2 BR
0
operator), demonstrate the platform is mature enough to conquer new industries, and
offer new value creation possibilities for partner. The focus of other partnerships
changed as well. While the first phase primarily involved consulting companies to
support the fist movers in different industries to integrate MindSphere, the focus shifted
during the third phase to either complementary hardware (a total of 77 companies
providing machines or components), or software and data analytics companies (a total
of 57 companies), as these partner types design the value adding E2E solutions. It is
also interesting to note the increasing importance of cyber security (partnerships with
McAfee and Kaspersky among the 57 software companies) and academic partnerships.
These observations provide an inductive blueprint of a roadmap and may help
researchers and decision makers to understand how to overcome the chicken-egg-
problem (if neither side will find the platform attractive enough to adopt it, without the
presence of the other side) in iIoT ecosystems [15]. The heterogeneity of potential
industries to enter, and the variety of potential partner types generate this problem for
platform providers in iIoT ecosystems.
The next contribution explores how a platform provider can address specific
company types with BR and combine BR to foster the iIoT ecosystem. The com-
parison of BR-related actions and partnerships shows a strong correlation between the
amount of implemented and updated BR, and the established partnerships with Sie-
mens. Without the consideration of further interfering factors, the data indicates con-
nection between the BR-related activities of the platform provider and the ecosystem
growth, supporting propositions, that ecosystem design is a controllable evolutionary
process [7] and BR (as interfaces) must be designed for the third-parties [8]. Specific
BR initiatives may be used to aim specific complementor types in first place. The
partner program for instance was initiated to cope primarily with software developers.
The user organization included only industrial companies in the beginning, and soft-
ware developing companies started to join it later. Some partnerships demonstrate how
BR can be combined. Some of the software companies had a double membership in
the partner program and the user organization, and some partners received a mem-
bership in the user organization as a reward after their participation in a hackathon.
Thus, the general understanding includes possible combinations of BR by the platform
provider to promote certain partners, or to bridge the distance between specific partner
types. These insights support the theory proposed by Jacobides et al., as the ecosystem
emergence requires different types of relationships (i.e. unique and generic), varying in
their standardization degree [7]. The growing importance of social BR during the third
phase also supports Gawer’s idea of unstable and changing platform interfaces during
the time [2]. The standardization degree of the initiated partnerships itself seems to
increase over time. The quantitative increase of installed or updated BR in 2019
indicates that Siemens increased the standardization rate of its internal processes to
release BR updates at a higher rate. The increased frequency reflects positive effects of
standardization on coordination costs of the ecosystem [15], and indicates its evolution
mechanism [16]. This observation is supported by the parallel increase of partnerships.
Limitations: The investigation was based upon a single case study and the identified
mechanisms and business relationships lack the validating consideration of competing
iIoT ecosystems. Therefore, there is no comparison of the BR installed by competitors
Towards an Understanding of iIoT Ecosystem Evolution 53
and how their ecosystems have grown as a result of similar measures, thus making the
generalization of the results challenging. The second limitation is caused by the
interpretative approach, which was used to identify the roadmap patterns conducted by
Siemens from publicly available documents. This limitation was partly addressed by
mixing the official press releases with external sources. However, future interviews
with key informants from Siemens could increase the validity of the interpreted data.
Furthermore, the information in the examined domain is relatively confidential.
According to the tweet of MindSphere CTO [17] we have identified 78% (236/300) of
the existing partnerships at best. Certain partnerships are not advertised publicly, and
some companies could deliberately disguise the partnership with Siemens to appear
more independent. Thus, future interviews could provide a more complete picture of
the ecosystem.
Future work: Further analysis of comparable iIoT ecosystems could help to extend the
understanding of domain specific factors on the theory of ecosystem development, and
identify real “platform leaders” based on the ecosystem size. The results could be used
for a future social network analysis of the MindSphere ecosystem and its visualization,
replicating the used research method to study other competing iIoT platforms. This
could shed light on the simultaneous relationships of complementors (developer multi
homing) in the emerging iIoT ecosystems [16]. The identified BR effects and their
changing update frequency may be used to explore the changing developer satisfaction
with provided BR [8], during the usage of platform technologies.
References
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essed 16 Aug 2019
Identifying Architecture Attributes
in the Context of Software Ecosystems Based
on a Mapping Study
1 Introduction
organizational business demands through a set of technical decisions [1, 5]. Archi-
tecture modifications may involve the adoption of a new technology, removing part of
the architecture, or replacing technologies that an organization already uses. Changes in
such architecture are not trivial as they affect the development or acquisition of new
applications that must be adherent to IT architecture, e.g., new software development
projects should use an existing technological standard according to the IT architecture.
In addition, they may reflect on development team’s training needs regarding the
new technology, aversion to changes and switching licensing costs, or even applica-
tions that depend on discontinued technology [16]. Because of rapid technological
evolution, organizations frequently need to update/reevaluate their IT architecture.
Evaluating the technology in relation to pre-established, manageable, and well-
structured criteria provides greater transparency to the process, as IT managers and
architects should be able to check/audit the adopted criteria. In [8], one of the most
successful actions pointed out by companies is to use a well-defined procedure for IT
acquisition. Part of the definition of such procedure is to establish evaluation criteria for
technology selection [16]. Revisiting an IT architecture is necessary to maintain the
technological platform. Moreover, it is a challenge considering that organizations are
relating themselves as a software ecosystem (SECO). SECO involves elements out of
the organizational scope, e.g., applications, technologies, internal and external devel-
opers, suppliers, and users. As such, there are architecture attributes related to the
maintenance of an IT architecture, from organizational or technical nature, not iden-
tified or used together in the SECO context [9]. For public companies, this issue has
even more restrictions, such as adherence to governmental norms and standards, cur-
rent legislation, electronic procurement process with less control over technology
selection processes, and budget. Private organizations usually have more freedom to
choose technologies and applications. However, both types face the lack of indications
to guide technologies’ modification to maintain IT architecture (and how to collect
them) [12].
This research aims to identify architecture attributes that affect a SECO and its
platform and technologies from the literature. With the intention of comparing this
research to a standard, ISO/IEC 25000 characteristics were also analyzed against
architecture attributes. Finally, we have evaluated such attributes with experts from
industry and academia based on a survey research. This paper is organized as follows:
Sect. 2 presents the background; Sect. 3 brings the mapping study; Sect. 4 presents the
survey research; Sect. 5 brings a discussion and Sect. 6 concludes the paper.
2 Background
3 Mapping Study
Systematic reviews aim at incorporating evidence and providing a synthesis of the area,
while mapping studies are mostly involved in exploring a research area. In addition,
there are specific guidelines to expose the result for a systematic study. The type of
literature assessment used in mapping studies mainly focuses on structuring a research
area and its topics, gathering frequency and definitions. Hence, it offers a general idea
of the research area scope. Besides, it also aids the determination of research gaps and
tendencies [17]. This study is presented as a Mapping study because it is an exploratory
approach for gathering information on the main architectural characteristics of SECO
and painting a picture of the literature context.
This work serves as an initial basis to aid IT managers and architects to understand
how their choices regarding technology acquisition can affect a SECO platform, as well
58 T. Lima et al.
as provide some actions to diminish harmful effects. With the intention of comparing
this research to a well-accepted standard, ISO/IEC 25000 [6] characteristics were also
analyzed against the critical factors resulted from the mapping study and validated by
the survey, as described in Sect. 4.
The authors of this paper participated in a previous mapping study that primarily
investigated how scientific literature studies software architecture in the SECO context,
e.g., key characteristics, research needs, and reference architectures. The search string
covered title- abstract-keyword with the terms (“software architecture” OR “software
architectures”) AND (“software ecosystem” OR “software ecosystems”). For each
search engine, the search string was adapted according to the syntax rules but keeping
terms and logical operators. The search string was run on the Scopus, Springer, IEEE,
ACM, and Science Direct search engines. This first mapping study grounded the study
presented in this section because, by participating in it, it brought better understanding
of the architectural facet of SECO, the most researched topics, and gaps. In addition, its
accepted papers and search strings were reused as a starting point for the mapping
study to serve as a corpus for the extraction of architecture-related quality attributes for
technology selection in SECO. It was not found in the literature a study that concise
SECO attributes specific to quality and architecture context. This mapping study
complements the literature by offering the list of attributes scattered in literature papers
from the main search machines.
3.1 Planning
We defined the following research questions (RQ):
RQ1. What are the architecture-related quality attributes that describe or qualify
software ecosystems and their platform regarding the architecture perspective?
RQ2. How do the architecture-related quality attributes relate to each other?
The activities planned for this study were executed in five steps. The set of studies
was obtained after executing the mapping study (Step 1). Then, the full reading allowed
us to extract the attributes and track the source papers (Step 2), as well as identify
relations among attributes described in the selected papers and other possible associa-
tions (Step 3). From such relations, it was possible to group the attributes based on
similarities, level of abstraction, or interactions reported at the papers (Step 4). Finally,
we analyzed the possible effects those attributes could have on a SECO platform (Step 5).
This mapping study followed the same procedure and search string of the previous
study. It was conducted by a Master student and supervised by two PhD students and a
senior professor. There was not a specific term to be searched for, i.e., papers were
scavenged for any term that characterized a SECO as well as its architecture or plat-
form, considering that all the included papers have discussed SECO/architecture. As
inclusion criteria, the studies must meet the following requirements: (1) the studies
must present a discussion about SECO, its elements and architecture, regardless of
which element of the SECO they focused on; and (2) the studies must be written in
English and available online.
Identifying Architecture Attributes in the Context of Software Ecosystems 59
3.2 Execution
The execution was performed so that we reached as many studies published as possible
along with those studies brought from the previous mapping study. In [11], a sys-
tematic literature study captured the main keywords related to ‘software ecosystem’.
The third popular term was “architecture”(s)/“architectural” and they were accompa-
nied by “open”, “parallel”, “service oriented”, and “software” in the papers keyword
fields. Since there were no keywords for “technology architecture” or “IT architecture”,
the search string was generalized for the expression “software architecture” since it
represented a very common expression for SECO context according to [11]. The search
engines used were ACM, IEEE, ScienceDirect, Springer, and Scopus. In Scopus, some
studies were rejected because they already appeared at other search engines. Accepted
studies from the previous mapping (34) were also accepted in our mapping. Addi-
tionally, 10 new studies were included.
3.3 Results
The final literature base is composed by papers published from 2009. After reading the
title, abstract and keywords, few papers were excluded because they fell out of the
scope/context of this work by not focusing in any quality related SECO subject or they
referenced SECO but did not ground the work on its concepts or research scope. Some
papers were not reachable (i.e., full text was not available online, although we
requested some of them to the authors) and thus removed from the literature base. From
the 44 accepted studies, 16 (36.36%) did not present architecture-related quality
attributes concerning SECO or its architecture or platform. Many papers mention the
same attribute, e.g., 11 papers cite “integration”, even appearing in different SECO
contexts. Quality attributes were mentioned as attributes, for example, “openness”.
The extraction was manually executed while reading the full text of selected papers
and considered attributes seen as technology evaluation criteria. The criteria for
identifying an attribute was being explicitly mentioned in the papers as SECO quality
attributes, or key factors, properties or challenges. In addition, some papers report on
SECO requirements regarding the platform architecture. Other attributes are nouns and
adjectives used to describe a specific SECO; in this case, studies or more generic
models in the context of architecture or platform. Only 6.2% (4 attributes) has more
than five citations. Perhaps the great number of attributes with only one citation
(42.2%) since specific SECO contexts are explored in the studies. Although the set is
general, it also reaches many contexts. Table 1 shows the classification of attributes
according to the papers and how attributes can comprise others as critical factors. The
last three critical factors are health measures according to [7]. Critical factors are
aggregations based on relationships indicated in the selected papers. Their definition
and the references to the papers that mention them are presented in detail in [10]. The
mapping does not bring new attributes but adds to the literature in identifying them and
gathering its uses.
60 T. Lima et al.
3.4 Analysis
The extraction resulted in 64 architecture-related quality attributes. The more generic
attributes (bold font in the row above quality attributes in Table 1) are critical factors.
They help technology assessment as they represent categories of criteria for comparing
candidate technologies. Attributes associated with critical factors (subsequent rows in
Table 1) can be perceived as different perspectives to assess a factor. Associations were
directly extracted from the papers or assigned by the researcher according to critical
factors and attributes’ definition in the papers. An association happens in cases when an
attribute definition includes another one, then the attribute becomes a critical factor
related to the attribute contained in the definition, even if both are not explicitly linked
as key factors, challenges, or another similar relationship. It might not be necessary to
use the whole list of attributes, since a specific organizational context might differ from
others. Thus, an organization should decide what information is available or relevant.
Attributes cited once might be too specific, new or less relevant. Since it is a long list,
practitioners may want to start assessing technologies after using a subset of attributes,
e.g., the most popular ones.
The study can also minimize decision bias (commonly based only on manager
experience) and better justify technology selection rather than an ad hoc process. For
each attribute, an interpretative scale might be associated, e.g., cost: range from feasible
to not feasible. IT management team then should choose a value within the range and at
Identifying Architecture Attributes in the Context of Software Ecosystems 61
the end its members will have a comprehensive comparison of technology candidates.
When looking at the literature on software product evaluation based on quality attri-
butes, there are proposed quality models [1, 3, 4]. Assessing quality from standards that
compose the ISO/IEC 25000 series, also known as SQuaRE (System and Software
Quality Requirements and Evaluation), can help IT management teams in acquisition
rounds [6]. However, those guidelines reflect traditional paradigms that leave SECO
out of scope. ISO/IEC 25000 defines 8 characteristics and 31 sub-characteristics to
assess product quality. They use a similar structure to the one presented in this research,
i.e., critical factors/quality attributes would match characteristics/sub-characteristics
from ISO/IEC 25000 SQuaRE. Nevertheless, there is a high resemblance in their use
and definition. Critical factors and ISO/IEC 25000’s characteristics present many
similarities (Table 2). Columns show ISO/IEC 25000’s characteristics and rows rep-
resent SECO’s critical factors. If applicable, each cell contains a critical factor or
attribute that is related to an ISO/IEC 25000’s characteristic, also considering its sub-
characteristics. For example, the critical factor “extension” (third row) has an attribute
“modifiability” that is similar to “portability” (“adaptability” sub-characteristic).
Table 2. SECO’s critical factors versus ISO/IEC 25000’s characteristics and sub-characteristics
Performance
Functional
Portability
Suitability
Reliability
Efficiency
Usability
Security
Configurability - - - - - -
Cost - - - - - - -
Extension - - - - - - -
Openness - - - -
Quality - - - -
Reuse - - - - - - -
Scalability - - - -
Stability - - - - - - - -
Support - - - - -
User experience - - - - - - -
Version ─ - - - - -
Compatibility
Niche creation - - - - - - - ─
Robustness - - - - - -
Productivity - - - - - - -
ISO/IEC 25000 models lack characteristics to address SECO concerns related to the
external player activities (development of extensions or applications). Those matters are
illustrated by quality attributes that had no correspondence, e.g., “extensions’ deliver”,
“extensibility” and “quality of extensions”. All ISO/IEC 25000’s characteristics are
considered by at least one critical factor. On the other hand, “stability” and “niche
62 T. Lima et al.
creation” (SECO’s critical factors) are not similar to any ISO/IEC 25000’s characteristic
(according to the sub-characteristics’ definition). “Stability” encompasses “framework
stability”, “interface stability”, “rate of change”, and “parallel development”.
4 Survey Research
sent by e-mail and participants were chosen from websites of events related to the
topics, including: ICSOB1; WDES2; IWSECO3; and WEA4.
4.1 Execution
From those 144 researchers invited to participate in the survey research, 28 invitees
responded the questionnaire (19.4%). A rate of response of 20% is adequate when the
sample size exceeds [13], thus this survey response rate is acceptable considering the
samples size. Participants had no obligation to answer all the relevance questions from
parts (4) Critical Factors’ Relevance and (5) Critical Factors’ Attributes Relevance.
4.2 Results
Characterization. Participant’s experience on the related topics was relatively high,
as shown in Fig. 1. Participants’ characterization information shows that 86% are
Postdoctoral/PhD and 14% of Master and PhD students. It shows their experience as
researchers on the related topics and likely strengthens their contribution to this survey.
Moreover, participants can be considered experts in the related topics with experience
on research (61%) and industry (7%) and both (32%).
0 5 10 15 20 25 30 35 40 45
1
ICSOB – International Conference on Software Business. Available at: https://icsob2017.wordpress.
com/.
2
WDES – Workshop on Distributed Software Development, Software Ecosystems and Systems-of-
Systems. Available at: http://sesos-wdes-2017.icmc.usp.br/.
3
IWSECO – International Workshop on Software Ecosystems. Available at: https://iwseco.org/.
4
WEA – Workshop on Software Ecosystem Architectures. Available at: http://wea.github.io/.
64 T. Lima et al.
Critical Factors. All critical factors were assessed as ‘Some relevance’ and ‘Highly
relevant’. As shown in Fig. 2, ‘No Relevance’, ‘Little Relevance’ and ‘Limited Rel-
evance’ answers all together did not reach 50%. It means that experts find those critical
factors relevant and therefore applicable for technology selection in a SECO platform.
Few features were suggested, some of them already presented as attributes of critical
factors.
100%
80%
60%
40%
20%
0%
Participants had not seen the attribute list before the question regarding suggestions
of critical factors, so it is positive that they might recommend some features that are
attributes already proposed by this research. The critical factors from Fig. 2 are: CF1
Configurability; CF2 Cost; CF3 Extension; CF4 Openness; CF5 Quality; CF6 Reuse;
CF7 Scalability; CF8 Stability; CF9 Support; CF10 User experience; CF11 Version
compatibility; CF12 Niche creation; CF13 Robustness; and CF14 Productivity. Some
participants identified critical factors that might be interrelated, although this study did
not consider such relationships. From 28 participants, 15 left general comments about
the critical factors.
Critical Factors’ Attributes Assessment. For each critical factor, participants were
asked for assessing how relevant its attributes were, based on a five-point scale. For
CF1, the majority of participants found both attributes to be ‘highly relevant’ or with
‘some relevance’. CF2 attributes are balanced when comparing the sum of ‘highly
relevant’ and ‘some relevance’. Those terms are not strange to researchers and are
related. For example, a close platform (low openness) might be private software and its
licensing may have some cost. CF3 has only one of its six attributes that has been voted
as ‘no relevance’, in fact ‘little relevance’ is 3.7% in average among its attributes.
Those are low rates in comparison to other critical factors reaching over 60% of the top
level of relevance in the scale.
Identifying Architecture Attributes in the Context of Software Ecosystems 65
CF4 refers to openness and was the third most cited quality attribute in the mapping
study presented in Sect. 4. The best-evaluated attributes are flexibility and security, but
availability is the only one that had no vote for ‘no relevance’. CF5 was the top
relevant critical factor with 60.7% of ‘highly relevant’ votes. Testability had no vote for
the lower two levels of relevance, and it was the attribute with more ‘highly relevant’
votes. On the other hand, certification was not as well evaluated. Testability refers to
the capability to be tested by anyone and certification implies a third party attesting for
the quality.
Reuse (CF6) is a critical factor that is hard to find properly in several organizations.
The most ‘highly relevant’ attributes are extensibility, integration, and modularization.
Those are the most technical attributes. Attributes such as transparency, understand-
ability, and cost are usual among practitioners, but they were not assessed by the
experts with upper level of relevance.
A usual concern when scaling up a platform is that its performance would not keep
up with more users or greater data flow. In CF7, performance was not considered the
most ‘highly relevant’. Participants said they did not miss any attribute, not even for
cost, since it was listed in this research. CF8’s most relevant attributes refer to the
stability of the platform components (frameworks and interface). Parallel development
may interfere with matters of time, but it was not considered very relevant since it is not
a dominant practice in organizations. Rate of change might depend on the framework
and interface stability, since their rate of change can influence the platform’s demands
for changes.
CF9’s attributes assessment is similar. Documentation is essential for supporting
developers in understanding the functionalities and differences between releases. The
shared information is not necessary from external parties, e.g., forums and FAQs, but
also among the developers and architects working in the platform that also refer to non-
technical problems, such as lack of communication. User experience (CF10) is
essential for a SECO that deals with end users, as they can stop using the platform if
user experience fails. User experience is not restricted to the interface they interact
with, but also to how easy and simple it is to find and use the platform’s functionalities.
Version compatibility (CF11) considers the compatibility of functionalities among
the platform versions. In the perspective of developers using the platform for their own
development project independently from an organization, it is very harmful to keep
changing the stable platform version based on all releases. All attributes are equally
‘highly relevant’.
Backwards compatibility and maintainability influence the problem a developer has
to face during the development process. In a bigger change (e.g., replacing the plat-
form), the project might suffer with specific native functionalities and it should be
necessary two separate projects, e.g., developing for different app’s versions
(Android/iOS).
Niche creation (CF12) is a health indicator for SECO. The more and diverse
opportunities the SECO provides, the better its niche creation is. Innovation is the most
relevant attribute and directly relates to niche creation. When a SECO produces and
promotes innovation, new opportunities and niches are created.
Robustness (CF13) is defined as the capability of a SECO to resist disturbances.
Availability is assessed as the most ‘highly relevant’ attribute. It makes sense since
66 T. Lima et al.
5 Discussion
The survey shows positive relevance on the use of SECO’s critical factors and attri-
butes. Table 4 presents the percentages of the two highest grades in the response scale
(‘some relevance’ and ‘highly relevant’) for each critical factor. No critical factor was
dismissed since no participant asked for removal of any in the questionnaire. Thus, no
critical factor was excluded from the list. 57% of the participants said they did not miss
any critical factor. Some of them suggested few properties as critical factors: Institu-
tional policies; Vendor trustworthiness; Continuity; Market speed; Flexibility,
Identifying Architecture Attributes in the Context of Software Ecosystems 67
Table 4. Critical Factors’ evaluations in percentage related to number of respondents for each
question. (SR = Some Relevance and HR = Highly Relevant)
– SR HR – SR HR
CF1 50.0 39.3 CF8 46.4 35.7
CF2 28.6 42.9 CF9 44.4 29.6
CF3 28.6 53.6 CF10 37.0 22.2
CF4 35.7 39.3 CF11 44.4 33.3
CF5 35.7 60.7 CF12 28.6 25.0
CF6 30.8 34.6 CF13 28.6 42.9
CF7 35.7 46.4 CF14 35.7 39.3
The set of criteria used in this research (list of critical factors) relate to SECO
platform and its architecture/ technologies. Thus, some properties such as vendor
trustworthiness, continuity, market speed, sustainability, communication, and supplier
reputation were not considered as critical factors.
From all 64 attributes (some of them are repeated from different critical factors),
only five had less than 50% when putting together ‘some relevance’ and ‘highly
relevant’. In order to decide if they should be removed, we looked into participants’
suggestions and comments to find out if anyone expressed an intention of dropping
attributes out of the list. As a result, “synchronization” was eliminated from CF4 -
Openness and “parallel development” was moved to CF14 - Productivity. Moreover,
68% of participants said they did not think any attribute was misplaced.
After analyzing participants’ suggestions as well as consulting their respective
proposed relevance levels, the set of critical factors and their attributes was updated
after removing, including, copying or moving some attributes, as explained in this
section. In addition, some critical factors that appeared as attributes were removed. The
final list is presented in Table 5.
Table 5. (continued)
Critical factor: Attributes
CF5 - Quality: Certification | Efficient use of system resources | Consistent user interface | Hard
real time requirements | Quality of extensions | Testability
CF6 - Reuse: Composability | Components decoupling | Dependability | Extensibility |
Integration | Modularization | Open interface (for components) |Transparency |
Understandability | Interoperability
CF7 - Scalability: Complexity | Extensibility | Interoperability | Performance
CF8 - Stability: Framework stability | Interface stability | Rate of change
CF9 - Support: Documentation | Shared information
CF10 - User experience: Accessibility | Consistent user interface | Documentation | Simplicity
CF11 - Version compatibility: Backwards compatibility | Maintainability | Portability
CF12 - Niche creation: Innovation | Work facilities
CF13 - Robustness: Availability | Offline capability | Resilience
CF14 - Productivity: Extensions’ delivery | Deployability | Learnability | Parallel development
6 Final Considerations
SECO’s platform is broadly supporting the use and development of software artifacts.
In this context, the adopted technologies that support a SECO platform affect what
actors enter and keep playing within a SECO. In this paper, we reported on the
identification of architecture attributes that affect SECO from the literature. In order to
compare results with ISO/IEC 25000 characteristics. Next, we evaluated results with
experts from industry and academia based on a survey research. Then, 64 attributes
were identified and grouped by 11 critical factors.
In this context, it is necessary to compare the candidate technologies and integrate
information with SECO data. The information used to compare needs to cover not only
technical properties, but also socio-technical elements, i.e., communities (users,
developers and organization), feasibility, quality, cost, and support. This is because the
SECO perspective brings information external to the organization/platform and its
relationships. Managing platform technologies has many benefits to an organization,
e.g., technology standardization, saving money, avoiding unnecessary acquisitions, and
supporting a controlled number of technologies. Fast market changes of technologies,
deployment of new versions or discontinuation of support require frequent modification
and assessment of the SECO platform’s reference technologies. In addition, there are
effects on finances, users, politics, training, and other perspectives that need to be
considered when an organization is changing platform technologies.
As a contribution the research and practice community, we identified and validated
a set of architecture attributes to aid IT managers and architects to understand how
those choices can affect the SECO platform and technologies and take actions to
mitigate the negative effect. Practitioners can use this list as guide for a criterion when
comparing technologies in a SECO, since it is necessary to evaluate the technology
itself and its relationships to other software artifacts. As future work, we are developing
Identifying Architecture Attributes in the Context of Software Ecosystems 69
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doi.org/10.1016/j.infsof.2015.03.007
Activities and Challenges in the Planning Phase
of a Software Ecosystem
1 Introduction
of studies. Focusing on specific types of software ecosystems and studying the different
aspects of this type can provide results, which can then be applied to different types of
software ecosystems. Eventually, this will enable repeatability and theory confirmation
[15]. Furthermore, a need to study the life cycles of ecosystems has been recognized.
An investigation of processes that steer the creation and dynamics of business
ecosystems can bring new understanding about roles of different actors in those life
cycles [22].
The goal of this study was to investigate activities and challenges in the planning
phase of a software ecosystem, and it was performed by using a descriptive case study
method [26]. The study focused on the planning phase of a Finnish software ecosystem,
which took place from February to June 2018. This paper describes the main activities
and challenges of the planning phase of Case SECO. The main contribution of this
study is that companies that are aiming to build a software ecosystem can use the
descriptions of the activities as a checklist. In addition, the descriptions of the chal-
lenges can help actors to minimize the effects of these challenges when they start
building their software ecosystem.
The rest of the paper is organized as follows. Section 2 summarizes the main
concepts related to software ecosystems and the activities and challenges of the
planning phase of ecosystems identified from the existing literature. The research
questions and research methods of the study are described in Sect. 3. The results and
answers to the research questions are presented in Sect. 4 and discussed in Sect. 5.
Finally, the paper concludes and pinpoints direction for future research.
2 Related Work
keystones, dominators, hub landlords and niche players. An actor may have one or more
roles in the software ecosystem [12], and the role may also change during the ecosystem’s
life cycle [16]. Moore [18] highlights the importance of the leaders of an ecosystem,
which is further reformulated as “platform leaders” [6]. The leaders need to create and
promote mutualism and try to convert individual organizations’ competitive relation-
ships into mutualistic ones [18]. Cusumano and Gawer [6] point out that the leaders need
to consider the meaning of a scope, a product technology, relationships and an internal
organization aspect.
This study focused on the planning phase of the software ecosystem and the goal was
to investigate:
Activities and Challenges in the Planning Phase of a Software Ecosystem 75
• RQ1: What are the main activities in the planning phase of a software ecosystem?
• RQ2: What are the main challenges in the planning phase of a software ecosystem?
This qualitative research was performed by using a case study research method [26].
A descriptive approach for the case study was used to describe a single-case in depth and
to gain deep understanding of the activities and challenges in the planning phase of a
software ecosystem. The data was collected from multiple sources by interviewing
representatives of all six actors of the software ecosystem and analyzing the material of
the 12 planning workshops. We applied the coding and code comparison guidelines of
the grounded theory for analyzing the data [3]. The grounded theory method for analysis
was selected because it offers systematic and flexible guidelines for analyzing qualitative
data [3]. In this case study, we applied the open coding of the grounded theory. Our plan
is to conduct case studies in other software ecosystems and apply the axial and selection
coding of the grounded theory for the cross-case data analysis.
Fig. 1. Timeline of the phases of Case SECO and the main research activities.
The planning of the software ecosystem took place from February to June 2018 and
was performed by arranging 12 workshops in which one to three people from each
actor participated. The length of the workshops varied from 1 to 4.5 h. In the begin-
ning, there were five actors, and the sixth actor joined to the planning phase in the
eighth workshop. The actors represented five different business sectors and two actors
were categorized as small and medium-sized companies and four were large compa-
nies. All the actors had a keystone role in the planning phase in terms of governing
Case SECO. In addition, one actor took the facilitator’s role in the planning phase.
Each workshop had a predefined agenda, but other topics were also covered during the
workshops. The planning was done in an iterative manner.
76 K. Saarni and M. Kauppinen
The answers to RQ1 are based on the workshop materials and notes from the
planning phase. First, the first author of this paper read through the workshop materials
and notes and added descriptive codes. Then, similar descriptive codes were combined
in sub-categories, which were the main tasks of the planning phase. These main tasks
were further compared, and the overlapping sub-categories were combined. Finally, the
high-level categories were defined. These high-level categories were the activities of the
planning phase. The second author of the paper reviewed the results of the analysis. The
authors discussed the analysis and the tasks of the planning activities were clarified.
The answers to RQ2 were gained through the results of the semi-structured theme
interviews performed in January and March 2019. The interviews were designed by
following the guidelines from Boyce and Neale [2]. The themes of the interviews
covered main topics related to ecosystem creation. The six actors who were active
participants of the planning phase were interviewed. All the interviewees had over 15
years of work experience and had extensive knowledge of their company’s business and
its development, but only one of them had previous experience of planning ecosystems
together with other actors. Table 1 presents a summary of the interviewed actors.
The interviews were conducted in Finnish, because Finnish was the mother tongue
of all the interviewees and we wanted to collect as rich data as possible. The length of
each interview varied from 25 min to 55 min. Before each interview, the research
objective and structure of the interview was presented to the interviewee. The inter-
views were recorded and transcribed by a professional external organization. The
analysis was done by following the grounded theory method [3]. First the first author
read though each transcript separately and added descriptive codes. Then, similar
descriptive codes were combined in sub-categories, which were the main challenges.
The challenges were further analyzed and categorized against the main activities of the
planning phase (RQ1). The second author of the paper reviewed the results of the
analysis. The authors discussed the analysis and the categorization and descriptions of
the challenges were clarified.
Activities and Challenges in the Planning Phase of a Software Ecosystem 77
4 Results
4.1 RQ1: Main Activities in the Planning Phase of a Software Ecosystem
Preliminary preparations of the planning phase of Case SECO. Before the actual
planning phase, some of the actors refined an idea, which was originally born in
discussions during co-operation between the companies in autumn 2017. The com-
panies had recognized that there is a need in the market for comprehensive digital
services for new entrepreneurs. They saw that existing digital services do not cover
enough of the functions new entrepreneurs require. Based on their own businesses, the
companies also saw the potential of this customer segment. Therefore, they were
interested in reaching new entrepreneurs in the early phase of their journey to being an
entrepreneur and create a targeted offering just for them. The preliminary discussions
addressed that creating this kind of digital service offering requires a sufficient set of
companies developing it together. A software ecosystem was recognized as a suitable
model for this kind of cooperation.
The actors started to gather appropriate companies for discussing an interest in joining
this software ecosystem creation. Based on the preliminary discussion, potential
companies were selected. The potential actors were aware of the idea of the digital
services which were going to be planned and that the aim was to build up the software
ecosystem together. All participating actors signed a non-disclosure agreement
(NDA) to ensure that all further discussions could be undertaken confidentially. One
actor took the role of facilitating the planning phase because it had previous experience
of ecosystem creation and knowledge of digital services development.
The main activities in the planning phase of Case SECO are summarized in
Table 2. One of the first important tasks of the planning phase was to determine the
vision and main objectives for Case SECO, which were defined as “Case SECO will
provide extensive digital services for new entrepreneurs or persons who are aiming to
be an entrepreneur. The digital services will be provided through one software plat-
form. The digital services are easy to find, the context is represented in plain language
and digital services are offered cost-effectively for end users.”
One significant aim at the beginning of the planning phase was to introduce the
actors and strengthen the common motivation and capabilities of the actors to con-
tinue the ecosystem planning together. The participating companies agreed that it is
better at first to have quite a small number of actors to plan the ecosystem, to avoid
spreading the idea and to help the planning phase proceed effectively. The actors,
however, needed to have an adequate offering for the planned digital services.
Therefore, the actors analyzed the offering of each actor against the defined vision and
objectives of Case SECO and recognized that one more actor may be needed to enable
a sufficient set of digital services. The actors decided together to contact one potential
new actor, which was then joined into the software ecosystem. This new actor
strengthened the service offering of Case SECO.
The actors agreed that all of them had a keystone player’s role and were in an equal
position with each other in decision-making during the planning phase. An advisory
board was set up consisting of all the actors of this planning phase. The advisory board
in the planning phase was the highest decision-making governance body, to enable the
78 K. Saarni and M. Kauppinen
planning of the ecosystem and steer the planning of the digital services. The roles and
responsibilities, limitations, cost-sharing principles, rules for co-operation and busi-
ness model were described in the rule book, which is the main guiding document for
the governance of Case SECO. The actors agreed that contracts for a Proof-of-Concept
and a development phase would be created later.
The actors highlighted during the workshops that the conceptualization of the
digital services should be based on a determined value proposal and well-recognized
and defined target groups and customer paths. In addition, it required understanding
of customer behavior, the current pain points customers are struggling with, and a
thoroughly done benchmarking of the existing digital services for new entrepreneurs.
The value proposal for end users was crystallized around the following terms: removal
of uncertainties, carefree, believable and the digital services consisted of the following
main customer paths: (1) recommendation of the appropriate company format
(2) setting up a company and (3) supporting the growth of the company by offering
tools, services and insurances for operating the company. The actors needed to rec-
ognize their interests in the customer paths of planned digital services. A Proof-of-
Concept was created during the planning phase. The Proof-of-Concept enabled a
concrete look-and-feel of the planned digital services e.g. page layouts, main func-
tionalities and interactions.
Based on the defined customer paths and the Proof-of-Concept, there was discus-
sion about the scope of a Minimum Viable Product (MVP) and its schedule for the
launch. The aim of the MVP was to cover the most valuable customer paths and
Activities and Challenges in the Planning Phase of a Software Ecosystem 79
functionalities for end users and launch it as soon as possible. The functionalities were
defined and prioritized to be included in the MVP, to be implemented in the next
versions or recognized as out of the scope of the digital services. After the MVP scope
was clarified, a development schedule with the main activities and an overall view of
the costs of the MVP were preliminarily determined.
The actors also defined a business model during the planning phase. It was defined
that a new company would be set up, which would operate the digital services, and the
advisory board would be responsible for steering the digital services development. The
actors also discovered that there might be regulatory restrictions on who could own the
digital services of the ecosystem and these regulatory restrictions needed to be
examined before establishing the new company. In addition, options for how to operate
the digital services were discussed. These operational practices included customer
service activities around the digital services and the technical maintenance of the digital
services. Three options were represented; (1) one single party is responsible for pro-
viding the customer service and maintenance of the digital services, (2) one party is
responsible for the customer service and another side maintains the digital services,
and (3) actors are investing in a new party, who will manage both the customer service
and the maintenance of the digital services. The actors agreed to examine options 1 and
2 further.
The actors defined four roles for operation: (1) a digital service partner, which has
a keystone role in Case SECO’s decision-making and is a member of the advisory
board, (2) a digital service operator: a new company will be set up to operate the
digital services, (3) a customer service provider will provide the customer service
together with each actor’s own customer services, (4) a digital service technical pro-
vider will be responsible for developing and maintaining the digital services.
At the end of the planning phase, the rule book and the Proof-of-Concept were
reviewed and accepted. The aim was that the rule book would be updated during Case
SECO’s life cycle and the Proof-of-Concept act as a starting point for the development
of the digital services.
communicate. Some participants changed during the planning phase, and this also
affected the trust-building. The trust-building was time-consuming, but the actors felt
that it was necessary to achieve enough trust between them.
The decision-making capabilities of the actors varied. Depending on the actor’s role
in their own company’s organization and the size of the company, certain decisions
needed to be taken away to their own organization’s decision-making process before it
could be done in Case SECO. This slowed the planning phase and decreased the
dynamics. The actors saw that participating actors need to have enough decision-
making authority in their own organization. It takes a lot of time if all, even small,
decisions have to be made first in the actors’ own organizations.
The actors had different velocities for making decisions and proceeding with tasks
during the planning phase. Consequently, it was sometimes difficult to proceed with the
topics of the workshops if not all the actors had time to prepare topics beforehand.
The actors did not exactly know what kind of substance knowledge they needed to
have during the planning phase. In some cases, they needed to find more knowledge
inside their own organization. They felt that there should have been more professionals
from business operations, who are responsible for customer segments and the business
itself. In addition, the actors considered how much innovation, service design and
marketing knowledge was needed.
Activities and Challenges in the Planning Phase of a Software Ecosystem 81
Most of the actors were participating in a software ecosystem for the first time.
They were not familiar with the software ecosystem concept beforehand and did not
know what the planning of a software ecosystem and digital services required. The
planning phase was a learning process for the actors at the same time as the actual
planning was being done. It took time for the actors to become familiar with the
software ecosystem concept and how this software ecosystem should be established in.
Definition of a governance model. The leader’s role was highlighted in the planning
phase. The facilitator enabled the execution of the planning phase, but the actors felt
that much stronger leadership was needed. The actors desired that the leader would
have defined clear steps and milestones, systemizing the way of working, making work
estimations and scheduling the work, and taking care that the needed decisions were
made on time and the quality of the digital services was in place. The actors saw that
roles in the planning phase, expectations and concrete activities for each role should
have been defined in the early phases. This would have given more concreteness on
how much and what kind of individual resources from each actor’s side were needed
and the estimated resource allocation.
Conceptualization of digital services. The actors saw challenging to know how deep
and detailed the conceptualization of the digital services needed to be in order to have a
sufficient determination of costs and a development schedule. The definition of the
MVP scope needed some compromises from the actors. This was seen challenging, but
the actors understood that the prioritization is done based on customer paths that had
been defined together. The actors knew their own offering well and how their offering
could be provided in the digital services in this software ecosystem, and they were
capable of defining functionalities based on their own offering. But it was seen chal-
lenging to define the common functionalities (e.g. registering, interactions, security and
layout) of the digital services. The actors hesitated, considering that they did not have
enough substance knowledge to define common functionalities.
Definition of a business model. The business model definition required some com-
promises and flexibility from the actors. It was understood that the business model must
be defined from the perspective of Case SECO and this differed from the business
models the actors were used to use in their own organizations. In addition, it was
challenging to examine and understand the regulation restrictions which affected the
business model definition.
5 Discussion
The results of the case study indicate that the definition of the vision and objectives
was one of the main activities that the actors in a software ecosystem must do at the
beginning of the planning phase. The importance of the definition of a vision has also
been highlighted in some studies of business ecosystems. For example, Moore [18]
emphasizes ecosystem visioning and that it is important to define a value proposition
and provide it more effectively than the status quo. Iansiti and Levien [9] also point out
that the vision needs to be first in place, and then it can be utilized to define the value
creation and sharing methods.
The results of the case study also point out the importance of the selection of actors.
It was essential for each actor to clarify their motivation and capabilities for joining the
software ecosystem. In addition, the actors needed to have an adequate offering for the
planned digital services. Moore [18] also emphasizes that the key to a successful
ecosystem is to provide real value to the end customers, which will be realized by the
combination of actors and contributions involved.
The results of the case study also indicate that the definition of a governance model
was important. The governance model steered the work during the planning phase of
the software ecosystem. It was especially important to define the roles and responsi-
bilities of the actors. Iansiti and Levien [9] also highlight a need to determine roles, and
the ecosystem leader role is suggested to be crucial in the planning phase [5].
This study shows that the vision and objectives provided information for the actors
to start conceptualizing the digital services and defining the business model. It was also
essential that the actors of the software ecosystem started conceptualizing the digital
services and defining the business model together during the planning phase.
This paper describes a considerable number of challenges that actors may
encounter during the planning activities of a software ecosystem. One of the main
challenges was that a clear strategy was missing at the beginning of the planning phase.
The actors saw a risk of a failure in building a successful software ecosystem, because a
clear strategy for achieving the vision and objectives of the software ecosystem was not
defined at the beginning of the planning phase. Pichlis et al. [20] have also reported that
strategies and roadmaps were not fully shared between the partners in a software
ecosystem. According to Mukhopadhyay and Bouwman [19], there needs to be a
strategy in place to ensure value distribution for the actors.
The results of this study also point out that trust-building between the actors, the
different decision-making capabilities and a lack of substance knowledge were chal-
lenges that slowed down the planning phase. The actors emphasized the importance of
trust-building because it enabled them to share thoughts and ideas openly. Das and
Teng [4] also emphasize the importance of creating trust in strategic alliances. We
consider strategic alliances as similar to ecosystems. Previous studies have also rec-
ognized that actors’ decision-making principles vary [13], and the actors may have
different substance knowledge [19].
The conflicting interests of multiple partners reported by Valkokari et al. [25] did
not arise as a challenge in this study. One reason for not having conflicting interests
might be that the existing services of the actors did not overlap.
In this case study, the actors felt that much stronger leadership was needed.
According to Pichlis et al. [20], there is a need for leadership in a software ecosystem.
The actors desired that the roles, expectations and concrete activities of each actor
Activities and Challenges in the Planning Phase of a Software Ecosystem 83
would have been defined at the beginning of the planning phase. Valenca et al. [24]
also report that clear responsibilities for each role in the software ecosystem need to be
defined.
The results of this study also point out the challenges related to the conceptual-
ization of digital services. For example, the actors found it challenging to understand
the needed definition level of the digital services in order to be able to define pre-
liminary costs and a schedule. In addition, the actors felt that they did not have enough
substance knowledge to define the common functionalities of the digital services. The
definition of the MVP scope needed some compromises from the actors. This was seen
challenging, but the actors understood that prioritization is done based on the customer
paths that have been defined together. Valenca et al. [24] also indicate the challenge of
prioritizing features in a software ecosystem.
In this study, the actors felt that the definition of the business model required some
compromises and flexibility from them and merging it with the actors’ own business
models was seen challenging. This same challenge has been reported in a multi-case
study [8].
6 Conclusions
The results of this study suggest that the definition of a vision and objectives, the
selection of actors, and the definition of a governance model are the main activities of
the planning phase that place the foundation for the software ecosystem and the co-
development of digital services. The results of the study also indicate that the planning
phase of the software ecosystem can be demanding, because actors can face many
challenges, such as a lack of a clear strategy, trust-building between actors, different
decision-making capabilities, the lack of substance knowledge, and weak leadership.
Our future research goal is to gain more detailed knowledge of how actors can
conceptualize and develop digital services together in a software ecosystem. We also
plan to conduct case studies and gather data from other software ecosystems in order to
validate the findings of this study.
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API Management Challenges
in Ecosystems
1 Introduction
Not a day goes by that a company, or a governmental organization argues for
or presents a plan to accelerate its digitalization and digital transformation. A
cornerstone of those transformations is to make the digital services available to
customers, and this is mostly realized using application programming interfaces
(APIs). The development of APIs is not new and has been widely used since
its inception in 1972 [1], but nowadays the monetization of API usage and the
requirement to deliver software continuously to customers puts additional pres-
sure on the development and the maintenance of APIs. As APIs are critical [2],
any organization has to find measures to mitigate the risks of failure.
An API presents two sides. The first is a technical side and as a first definition
we can use: an API is a technical answer to a business problem. The second is
a business side because an API is a business enabler. In the simplest terms,
we can define APIs as a set of requirements that govern how applications can
interact and exchange data and how we want to deliver value to the customers.
Because of the critical aspect of the APIs a form of management is required to
mitigate the risks of failure. In this paper we consider the term API management
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 86–93, 2019.
https://doi.org/10.1007/978-3-030-33742-1_8
API Management Challenges in Ecosystems 87
2 Research Methodology
This section describes the research settings of the three ISECOs we investigated
and outlines our research method.
The cases in this paper are based on the study of large ISECOs at Siemens.
All case study systems, ISECO-A ISECO-B, and ISECO-C present a similar
ecosystem structure, comprising a keystone which is a member of the software
ecosystem that owns, operates and evolves a platform and multiple clients that
build applications upon it. The ISECOs have established products in industrial
and healthcare domains. However the ISECOs present distinctions in term of age,
development size, technology and deployment, and finally in term of marketing:
the keystone name is the market identifier, or the apps on top of the keystone
are the identifiers. We summarized the characteristics in Table 1.
88 S. Andreo and J. Bosch
3 Challenges
In this section, we present our findings resulting from the study. We have chosen
to cluster them according to the Business, Architecture, Process, and Organi-
zation (BAPO) perspectives [5] to reflect the impact of API management often
considered as a technical challenge in all other product development concerns.
As described in BAPO, the ‘B’ stands for Business, how do we generate revenue
and profits.
API Management Challenges in Ecosystems 89
Finding the Optimal Innovation Speed for All Partners. In our internal
ecosystem cases, the platform is the principal provider of new technologies, and
consequently, one of the innovation enablers. Its role is to provide an optimum
speed to provide innovations to the partners without becoming a development
bottleneck. To innovate means add, evolve, and change existing functionalities to
create new customer added value. Unfortunately, each change has a cost: devel-
opment cost for the provider and potentially a migration cost for the consumer.
In the three cases we studied, we observed different strategies by the customers
regarding the integration of the new platform’s functionalities. From one side
the innovators, who move as fast as possible behind the platform’s intermediate
releases. At the other end, the laggards who would postpone the migration as
long as they can because they do not want it, do not have the resource to pay
the migration or have other priorities. This heterogeneity comes from a diver-
gence in the business model and the business goal as well as the staffing of the
partners even if the domains are identical. From a business unit point of view,
the platform can not favor one or the other partner type and has to compromise
to satisfy both of them. The consequences are a slowing down the innovator
partners and taking the risk they do not feel comfortable with “new” innovation
speed and increasing the cost of development of the platform.
As described in BAPO, the ‘A’ stands for Architecture and relates to technologies
and structure to build the system.
As described in BAPO, the ‘P’ stands for Process and relates to activities and
way of working.
Finally, the ‘O’ of BAPO, which stands for Organization, relates to teams and
responsibilities.
seniority has advantages, but we observed that a trivial aspect like controlling the
visibility of the API was often forgotten. Even if the developer is experienced,
the trap is laid, API design and evolution need another mindset and another
process.
Finding O: API design and evolution need a different mindset, awareness and
continuous education of development teams to achieve better API quality
In this section, we will present the relevance of the finding for each case. We
performed interviews with team architects and system architects for each project
(3 to 4 per case) to characterize the importance of the identified challenges. After
the presentation of a finding, the interviewees had to rank the relevance of the
finding for their own case between 1 not relevant and 10, highly relevant. The
average for each finding, and each case is presented in Table 2.
As depicted in Table 2, for the three ISECOs, the relevance of the challenges
are almost equivalent with a value around 8.0 of 10.0. The major difference
observed is related to Sect. 3.3, when ISECO-A and ISECO-B indicate high
relevance, ISECO-C tends to a medium relevance. ISECO-A and ISECO-B are
comparable in term of development size and also in term of API Surface. Both
have a wide API surface and different technology stacks to express APIs. Unlike
ISECO-C, which has a narrow API surface and a single technology as API. The
other explanation can be the age of the projects. ISECO-A and ISECO-B are
older than ISECO-C.
5 Discussion
In the following section, we discuss construct, internal, and external validity
threats.
92 S. Andreo and J. Bosch
6 Related Work
The problem of API management is not a new topic, but it has become more
prominent in recent years. Study has already been performed [9] to evaluate
the reaction of API evolution and to a deprecation. The need for continuous
API Management is generally described in [10]. The authors propose several
guidelines to balance the desire for agility and speed with the need for robust
and scalable operations. Specifically to software ecosystems, Hammouda et al.
[11] point out the necessity of a regular re-assessment of API architectural and
design decisions to be able to balance the tradeoff between offering a current
and modern API with offering a stable and backward compatible API.
Several tools and frameworks have also been developed to help the organi-
zations to check/design their APIs. Lindman et al. [12] proposed a framework
to help managers, designers, and developers to discuss API management. On a
source code point of view, Brito et al. [13] proposed an APIdiff tool to detect
syntactic breaking changes.
7 Conclusion
In this paper, we have given an empirical overview of the challenges, organiza-
tions implementing internal ecosystems are facing to realize effective API strate-
gies. The empirical study was performed on three Siemens internal ecosystems.
API Management Challenges in Ecosystems 93
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Management of Software Products
The Product Roadmap Maturity Model DEEP:
Validation of a Method for Assessing
the Product Roadmap Capabilities
of Organizations
1 Introduction
For each company it is essential to provide a strategic direction in which the product
offering will be developed over time in order to achieve the corporate vision. In
general, the purpose of a roadmap is to provide essential understanding, proximity,
direction and some degree of certainty regarding the planning of a course [1]. In
companies, roadmaps are strategic tools, which can take various forms such as product
roadmaps, technology roadmaps, industry roadmaps or science roadmaps [2]. From the
product management’s point of view, a good roadmap is a strategic communication
tool, a statement of intend and direction. It should focus on the value it aims to deliver
to its customers and the organization itself in order to rally support and coordinate
effort among stakeholders [3]. Currently, the product roadmaps of many companies
cover long time horizons and specific products, features or services together with
precise release dates [4]. This approach works well in market environments that are
predictable, stable and reliable. However, through increasing market dynamics, rapidly
evolving technologies and shifting user expectations coupled with the adoption of lean
and agile practices, it becomes almost impossible to predict which products, features or
services will satisfy the needs of the customers and the organization in the future [3, 5].
As a result, companies are facing the challenge of deciding between breaking promises
by constantly adjusting the roadmap or staying on course according to a plan made
months ago that seems increasingly outdated. By recognizing the mismatch between
traditional roadmaps and dynamic and uncertain market environments, most companies
have realized that new approaches and procedures regarding the development and
handling of product roadmaps are required. They need to identify and prioritize
opportunities to improve their roadmapping processes and capabilities [3, 6]. A typical
first step towards advancing the roadmapping abilities of an organization is to assess
the current situation. Therefore, the so-called maturity model DEEP version 1.0 for
assessing the product roadmapping capabilities of companies operating in dynamic and
uncertain environments has been developed by the authors. The model is called DEEP
as it comprises the principles “deliver value”, “embrace learning”, “evolve with
change”, and “prioritize ruthlessly”. The model is especially suited for companies that
operate in a dynamic and uncertain market environment. Practitioners can use the
model in order to assess their current situation and identify potentials for a sustainable
improvement of their product roadmapping practices. The model is designed in a way
that a high assessment score should indicate a higher probability of product success in
dynamic and uncertain environments than a low score. Product risks, for instance, are
systematically and considered at an early stage and planning and implementation waste
is avoided on higher maturity levels. However, having a high score does not guarantee
product success and vice versa. This maturity model predominantly aims at raising the
odds of product success. The DEEP V1.0 model has been previously published [7]. In
this article, we extend this published article [7] with the description of the initial
validation of the model. In addition, this article presents the new version DEEP V1.1 of
the model and justifies the evolution of the model. This article is organized as follows:
Sect. 2 sketches related work. Section 3 presents the initial model DEEP V1.0.
Section 4 presents the study approach including the research questions, the validation
The Product Roadmap Maturity Model DEEP 99
process and the execution of the study. The results of the study as well as limitations of
the findings are discussed in Sect. 5. This includes a description of how the model has
been changed based on the findings. Afterwards, a summary and an outlook on future
research is given. The new version 1.1 of the DEEP model can be found in the
Appendix.
2 Related Work
In the scientific literature some maturity and assessment models can be found with
respect to product roadmapping. Lombardo et al. [3] provide a so-called Roadmap
Health Assessment Checklist. By scoring 15 questions the user assesses the status of
his current product roadmapping practices. The calculated score indicates how the user
can evolve his roadmapping practices either through a course correction or through a
full relaunch. The questions are clustered around five dimensions that represent rec-
ommended product roadmapping practices (i.e., strategic context, focus on value,
embrace learning, rally the organization around priorities, get customers excited) and
two dimensions that represent bad product roadmapping practices (i.e., avoid over-
promising, avoid overdesigning and over planning). The health check can be seen as a
quick assessment that covers main issues. In contrast to the model presented in this
paper, the model by Lombardo et al. does not explicitly show different stages for each
dimension and does not consider specific organizational aspects (e.g., who is respon-
sible for the roadmap or who can place items on the roadmap). Due to the different
stages for each dimension of the model presented in this article, we expect to be able to
provide more specific recommendations for improvement, i.e., on how to move from
one stage to a higher one. Van de Weerd et al. [8] present a maturity matrix that helps
users to assess their current product management practices. In contrast to the model
presented in this article the approach of van de Weerd et al. is developed for traditional
product management. A similar model is the so-called Roadmapping Value Scorecard
published by Albright [9]. Although published in 2003, it already covers some key
aspects of agile product management such as continuous reviewing and updating of the
roadmap or linking the roadmap to value creation. A main difference of Albright’s
approach, compared to the approach presented in this article, is, that the scorecard aims
at tracking a roadmapping team’s progress as they first create a roadmap. Petrick [10]
has developed a roadmapping maturity model with six stages. A major difference to the
model presented in this article is, that it is described on a meta level (e.g.,
“[Roadmapping] balances market-pull and technology-push investments in new pro-
duct development.”) and that it lacks a clear guide on how to execute an assessment. In
order to identify the current state of the art in the field of product roadmapping in
dynamic and uncertain environments, Münch et al. consolidated the existent body of
knowledge related to product roadmapping with a systematic literature review [4]. The
authors identified 23 scientific papers that have a close relation to product roadmap-
ping. The literature review showed that there is very little knowledge available in the
scientific literature about how to address the challenges of product development in a
dynamic and uncertain market environment.
100 J. Münch et al.
In the following, we present the initial version DEEP V1.0 of the model based on
Münch et al. [7]. The maturity model was developed with the goal to be easy to use as a
tool for self-assessing the product roadmapping capabilities of organizations in
dynamic market environments with high uncertainties. In order to develop the model,
the authors identified important aspects (so-called dimensions) of product roadmapping
in which companies differ. The development of the model followed the principles of
design science research as this approach combines practical and scientific research. In
detail, 15 interviews were conducted with experts from 13 different German companies
which operate in the digital sector and face a dynamic and uncertain market envi-
ronment. The authors were able to obtain a deeper understanding of the usage of
product roadmapping in practice as well as the challenges and success factors asso-
ciated with product roadmapping. The analysis of the expert interviews showed, that
the status quo of product roadmapping practices is very heterogeneous with respect to
the dimensions. Therefore, it was decided to use five stages for each dimension that
represent some kind of increase of maturation. Based on this information the stages for
each dimension were defined.
D1: Items to be Found on the Roadmap. A suitable roadmap for product development
in dynamic environments contains items of varying granularity (from products to
themes to the vision). A product roadmap should not only describe what will be built
but also why it should be built. This requires that roadmap items are connected to
outcome-oriented goals, i.e., customer- or business-oriented goals. The product road-
map items should contribute to delivering value to customers and the business. The
roadmap also needs to be aligned with the product vision (Table 1).
D2: Adequacy of Item Detailing Based on Timeline. Items should be more detailed the
closer they are in time. For example, the roadmap should not contain a detailed long-
term planning. The reason is that features often need to be discovered and validated
first before they are planned in detail. Defining detailed features in the long-term
planning usually leads to unnecessary upfront efforts and might lead to promises that
engineering cannot deliver on (Table 2).
The Product Roadmap Maturity Model DEEP 101
Table 2. Dimension “Adequacy of item detailing based on the timeline” in DEEP V1.0
Dimension Stage of maturity
Adequacy 1 point 3 points 10 points 12 points 20 points
of item Next steps are All tasks are The detailing of There is a clear The detailing
detailing planned ad-hoc planned and the items is not correlation depends on the
based on and there is no worked out done between time timeframe.
the mid- to long- in detail for systematically and level of Short-term
timeline term planning. short-, mid- and does not detail. The items are
Only short-term and long- reflect the timelier items detailed,
planning exists term necessity for are more prioritized,
detailing detailed estimated and
validated. Mid-
term items are
under validation
or being
discovered. The
long-term
timeframe
contains themes
only
D3: Reliability. Reliability can be seen as the trustworthiness of a roadmap and its
ability to give orientation for an organization and its teams. This mainly depends on the
roadmap’s stability and how adjustments are done. A roadmap should be stable in a
way that changes are only done systematically and justifiably. There should be reasons
for changes of the roadmap and there should be a regular cadence for revisiting and
refreshing the roadmap. Ad-hoc and not sufficiently justified changes should be
avoided. This helps to get a better understanding of what should be delivered in the
next cycle and to avoid that uncertain features are perceived as a promise to deliver
(Table 3).
D4: Confidence. Confidence describes the trust in a roadmap item regarding its ability
to fulfill the respective goal/s at appropriate cost. It also illustrates the tentative nature
of roadmap items in the mid-term planning. The short-term planning should consider
only roadmap items with a high confidence in their contribution to the respective goals.
The mid-term planning should indicate the degree of confidence of potential roadmap
items with respect to contributing to goals (Table 4).
D5: Discovery. This dimension describes the ability of a company to identify and
validate the right items on the roadmap before implementation. The seamless inte-
gration of discovery activities in the product development process helps to avoid
building features that nobody wants or needs. Using product discovery techniques
(such as customer interviews, split testing, prototyping, or Wizard of Oz) before
deciding about features to implement can be seen as an indicator for high maturity in
product roadmapping in dynamic technological and market environments (Table 5).
D6: Responsible for Placing Items on the Roadmap. Responsibility refers to the
question “Who is responsible for the definition of the roadmap and the conduction of
the product roadmapping process?” A clear responsibility is necessary for pursuing the
product strategy and coordinating stakeholder needs at the same time. Product man-
agement or cross-functional product teams should be established in a way that they can
take over the responsibility of placing items on the roadmap (Table 6).
D7: Prioritization of Product Roadmap Items. This dimension describes how roadmap
items are prioritized and which factors are taken into consideration. The prioritization
should aim at finding the most efficient and effective way to deliver value to the
customer and the business. Having a clear prioritization process helps to integrate all
stakeholder needs early and to align these around the priorities. With an insufficient
prioritization the most important items might not be done first and chances of reaching
them later might be compromised (Table 7).
D8: Extent of Alignment. This dimension specifies the depth and width of the align-
ment of the roadmap, i.e., how many stakeholders are covered by the roadmap and how
good the alignment is. The product roadmap will not fulfill its purpose without
alignment and buy-in of the key stakeholders. All stakeholders need to have individ-
ualized but consistent representations of a common product roadmap that reflects their
104 J. Münch et al.
information needs. A process for achieving alignment and buy-in needs to be in place
(e.g., through regular cross-functional meetings and workshops) (Table 8).
D9: Ownership of the Product Roadmap. Ownership refers to the question “Who owns
the roadmap and is accountable, i.e., signs and approves the roadmap?” The owner of
the roadmap should not be separated from those who create the roadmap. Having no
ownership might lead to conflicts and inconsistencies (Table 9).
Based on the assessment of each dimension a total score is calculated that reflects
the overall maturity of the roadmapping practices (see [7] for details). The total score is
mapped to five maturity levels. If an organization is on level 1 or 2, the authors of the
DEEP model recommend conducting a complete reset of the roadmapping process. If
an organization is on level 3 or higher, we recommend improving the roadmapping
practices in small steps (see Table 10).
The Product Roadmap Maturity Model DEEP 105
As mentioned before, the DEEP maturity model was developed for assessing the
roadmapping capabilities of companies operating in dynamic and uncertain market
environments. Leaders as well as teams (e.g., product teams) can benefit from the
model. This DEEP model can be used by, but is not limited to, the following roles:
• Leaders and teams - to assess and reflect the current roadmapping activities.
• Leaders and teams - to see how product roadmapping practices could be improved.
• Leaders - to support and guide product teams in improving their roadmapping
capabilities.
• Leaders and teams - to decide about next steps for improvement.
• Teams - to evaluate the progress in improving roadmapping practices.
• Leaders - to harmonize and integrate roadmapping practices in an organization.
• Coaches and consultants - to accompany the organizational transformation towards
agile product management or a product-led organization.
The term “leaders” refers to roles such as management, head of product, head of
design, head of engineering, or project manager. Teams might include specific roles
such as product owner, scrum master, business analyst, developer, UX designer, sales
or marketing.
4 Research Approach
This section gives an overview of the validation study approach. The aim of the study
is to conduct an initial validation of the DEEP model in order to understand its
applicability better and to see if important concepts are missing. The aim of this study
is not to justify the design of the model itself. This has been the focus of a previous
study [7]. The section starts with presenting the research questions and continues with
the description of the validation process. Afterwards the details of the study’s execution
are presented, especially the data collection with practitioners who voluntarily partic-
ipated in the validation process.
This study addresses following research questions:
RQ1: Can practitioners easily and efficiently use the model provided in the form of
a questionnaire for self-assessing the product roadmap maturity of their organiza-
tion or organizational unit?
RQ1.1: Do practitioners understand the questions, dimensions and stages of the
self-assessment model?
106 J. Münch et al.
RQ1.2: Can practitioners easily map the dimensions and stages to their orga-
nizational context to conduct the self-assessment?
RQ2: Do practitioners miss important information (such as dimensions or stages) in
the product roadmap maturity model?
Table 11. Participating interviewees (size classification: small <50, large >250)
Interviewee Position Experience Company Size by no. of
employees
Interviewee 1 Product Manager 15 years Large
Interviewee 2 Product Manager 7 years Small
Interviewee 3 Head of Product 11 years Large
Management
Interviewee 4 Head of Product 6 years Large
Management
Interviewee 5 Head of Product 8 years Medium
Management
Interviewee 6 Product Manager 14 years Medium
Interviewee 7 Product Manager 4 years Large
(continued)
The Product Roadmap Maturity Model DEEP 107
Based on the findings from the interviews we made changes to the DEEP model.
Additionally, we discussed these changes with a practitioner of the Robert Bosch
GmbH with many years of experience in the field of product roadmapping in order to
obtain a subject-specific opinion.
5 Validation Results
This section outlines the feedback that was gathered during the interviews. First, we
present general feedback. Afterwards we structure the feedback according to those
model dimensions that generated feedback we considered valuable for modifications in
the model (or respectively the self-assessment questionnaire). In addition, we describe
how we changed the model based on the feedback.
Overall, the current version of our model was described as comprehensible and
applicable. For example, one participant stated: “It is obvious that the model is
designed to increase the customer value when developing products. From my per-
spective the model provides useful insights to improve the current product roadmap-
ping practice.” (product manager) Another participant mentioned: “I think the model
supports the identification of weaknesses regarding the current product roadmapping
process and gives good insights in order to improve it.” (head of product management)
Another participant reported: “What I find particularly pleasant about this model is the
possibility to review the current roadmapping practice as well as to learn which other
possibilities exist in order to create and handle a product roadmap. I think that the
model helps to identify relevant factors to improve the product roadmapping practice.”
(head of product management) The validation showed that all participants understood
that they had to select the stage that represents their current practices best for each
dimension. In addition, the participants had no ambiguities regarding our developed
scoring system. In detail, each participant understood that each dimension is assigned
to a certain score, so that the total score is calculated by summing up the points of each
selected stage (which determines the maturity level). Nevertheless, in order to further
increase the usability, we slightly improved the design of our model. In detail, we
108 J. Münch et al.
added a question for each dimension so that the different stages serve as the answers to
these questions. This provides a clearer instruction to the user that has to answer the
question by selecting one stage for each dimension. Besides the general feedback, the
interviews provided comments and recommendations for the improvement of specific
dimensions. These comments and recommendations as well as the changes we made to
the model will be discussed in the following.
Dimension: Items to be Found on the Product Roadmap
During the interviews five participants mentioned difficulties to match the roadmap
items they use in their current practice with a corresponding stage in the model. The
reason is that their companies are using several roadmap items such as features, goals,
topics or themes together in the roadmap. Since our model (in the version 1.0) asked
only for one type of item per stage (e.g., only products in the first stage), it was difficult
for the participants to identify the stage that matches best to their current roadmapping
practices. Consequently, they did not know, which stages to choose. However, after the
participants considered the second dimension “adequacy of item detailing based on the
timeline”, the answer got clearer. Therefore, we changed the sequence of the first two
dimensions. In addition, we modified the phrasing of the different stages in order to
emphasize those items that can mainly be found in a roadmap of a certain stage
(Table 12).
Table 12. Revised dimension “Roadmap items” in the new version DEEP V1.1
Dimension Stage of maturity
Roadmap 1 point 3 points 10 points 12 points 20 points
items - Which Mainly Mainly Mainly Mainly customer and Mainly product vision,
items are on products products, business business goals, customer and business
your product features goals, products, features and goals, products,
roadmap? products, for the long-term features and for the
features timeframe topics (e.g., long-term timeframe
smart home) themes (i.e., high-level
customer needs)
Dimension: Discovery
Regarding this dimension the expert interviews showed that the comprehensibility and
evaluation of the different stages provided several challenges. First, the participants did
not fully see the difference between the second and the third stage. For example, one
participant asked: “Does the stage ‘No discovery activities. Product roadmap items are
identified based on customer requests’ only refer to the identification of requirements
based on customer requests or does it also include expert knowledge?” (head of pro-
duct management) In order to make it clear that each stage is considered separately
from each other, we introduced the word “mainly” in the second stage (i.e., “Product
roadmaps items are mainly defined based on expert knowledge.”). This ensures that
only those organizations select the second stage that mainly use the knowledge of
experts in order to define their product roadmap items. Similarly, in the third stage we
The Product Roadmap Maturity Model DEEP 109
introduced the word “mainly” (i.e., “Product roadmap items are mainly defined based
on customer requests”). We chose the word “mainly”, because it provides more flex-
ibility. As a result, our model covers situations where the organization concerned
identifies not only its roadmap items through customer requests but also uses the
knowledge of experts.
Another challenge for the participants posed the term “professional” regarding the
wording of the fourth stage “Professional discovery activities but no or only lose
integration with delivery activities”. It was not completely clear to the participants
which requirements had to be fulfilled in order to characterize their discovery activities
as “professional discovery activities”. To counter the confusion regarding the word
“professional” within the third stage we replaced “professional discovery activities but
no or only lose integration with delivery activities” with “Several discovery activities
are conducted (e.g., user research) but they are not or only loosely integrated with
delivery activities”. This ensures that each user obtains a better understanding of what
is required for the fourth stage (Table 13).
Table 13. Revised dimension “Discovery” in the new version DEEP V1.1
Dimension Stage of maturity
Discovery 1 point 2 points 4 points 8 points 10 points
– How do No discovery Product Product Several discovery Close
you activities. roadmap items roadmap items activities are integration
conduct Typically, a are mainly are mainly conducted (e.g., of
product manager is defined based defined based user research) but discovery
discovery? defining the on expert on customer they are not or only and
roadmap items knowledge requests loosely integrated delivery
with delivery activities
activities
Table 14. Revised dimension “Responsibility” in the new version DEEP V1.1
Dimension Stage of maturity
Responsibility 1 point 2 points 2 points 3 points 6 points
– Who is Tools are Management Specific Product Product
responsible for used to roles Management Management
placing items decide if (e.g., with cross-
on the items are portfolio functional
roadmap? placed on manager) product teams
the roadmap in liaison with
(e.g., key
decision stakeholders
matrix)
Overall, the validation revealed that some of the stages of the model need to be
rearranged as well as minor usability issues. Anyhow, the overall structure of the model
was well received. The results from applying the assessment model (i.e., the maturity
levels) were widely in agreement with the own perceptions of the study participants.
The new version of the model can be found in the Appendix of this article.
Considering the validity of the results, it should be mentioned that the study scope
was limited to a set of German companies that are developing software-intensive pro-
ducts in dynamic and technical market environments with high uncertainties. The
results cannot be directly transferred to other contexts, although an analytical gener-
alization may be possible for similar contexts. Moreover, the reported results are based
on the personal perceptions of each participant. Interviewees may have given answers
which do not fully reflect the reality of their companies. This threat to validity is
mitigated by the fact that the interviewees had no apparent incentive to polish the truth.
Since contact with the participants was brief, misunderstandings on the researcher’s
side cannot be excluded. In order to mitigate this threat to validity, email clarifications
were requested from the interviewees when in doubt.
The Product Roadmap Maturity Model DEEP 111
In summary, the article presents an initial validation of the DEEP V1.0 product
roadmap maturity model and shows how the model evolved based on the findings from
the validation. Overall, the model was well received by practitioners. The validation led
to the rearrangement of some stages of the model. In addition, changes with the aim to
improve the usability of the model were done. The practitioners participating in the
validation did not identify major incompleteness or inaccuracies of the model. In future
research we plan to conduct further validation of the model (e.g., with more practi-
tioners and in specific industry sectors). Moreover, we plan to develop an industry
benchmark with the model that reflects the current state of product roadmapping in
practice. We also intend to empirically develop an instrument that guides companies
through the improvement process. In order to do that we plan to carry out an analysis of
how to transition from one stage to the next and to analyze transition costs and
organizational implications in our future research. This should lead to more detailed
recommendations of the model based on the assessment score. It might also include a
cost-benefit analysis of some sort with respect to improving the maturity. Most prac-
titioners that participated in the study clearly see the current assessment model DEEP as
a good starting point for companies to advance their product roadmapping capabilities.
The avenues for future research can be based on a variety of empirical data and can
therefore be considered as highly promising.
Acknowledgements. We wish to thank the participants in the study for their time and con-
tributions. All feedback collected from the interviews gave us great insights and motivates us to
continue our research and to refine the model.
112 J. Münch et al.
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Towards a SaaS Pricing Cookbook:
A Multi-vocal Literature Review
1 Introduction
2 Background
2.1 SaaS Definition
The most common definition of SaaS is the one presented in 2011 by the United
States National Institute of Standards and Technology (NIST) [35]. NIST defines
the Cloud computing in general as: “a model for enabling ubiquitous, convenient,
on-demand network access to a shared pool of configurable computing resources
(e.g., networks, servers, storage, applications, and services) that can be rapidly
provisioned and released with minimal management effort or service provider
interaction”. Further, SaaS itself is defined as one of three service models cloud
computing could be deployed along with Platform-, and Infrastructure-as-a-
Service. Specifically, Software as a Service (SaaS) is “the capability provided to
the consumer is to use the provider’s applications running on a cloud infras-
tructure”. The applications are accessible from various devices through a thin
client interface or an application. The consumer does not manage or control
the underlying cloud infrastructure, with the possible exception of limited user-
specific application configuration settings.
Being widely accepted by practitioners in the software industry, quite often
we can see that researchers in academia use interchangeable notions depending
on their research domain instead of SaaS. Depending on the research context,
terms “cloud services” [31], “online services” [40] and “information services” [6]
among others are widely used as synonyms to SaaS.
3 Research Approach
The theory and practice of SaaS pricing have advanced over the last fifteen
years since first SaaS solutions have been introduced. However, SaaS pricing has
not arisen from scratch. Existing SaaS pricing practices are largely grounded
in earlier pricing practices in software, internet, and service-oriented industries.
Exploring and alignment existing pricing frameworks and approaches proposed
118 A. Saltan and K. Smolander
RQ: What pricing frameworks have been proposed and how they can support
pricing-related decision-making?
To address RQ and to promote further studies on SaaS pricing, we conducted
a multi-vocal literature review across various research areas and sources of lit-
erature (“white” or “grey”). To answer these questions, we classified the existing
literature across various dimensions. Cross-domain and cross-sourced analysis
of the research trends, contribution, and challenges allowed us to compare and
match them. Both similarities and differences can indicate the potential for fur-
ther studies, as well as highlight promising research avenues in SaaS pricing.
The multi-vocal literature review was conducted following the research protocol
outlined from the guidelines [21].
The literature review consisted of two stages of searching for literature. In the
first stage, we collected “white” literature using multiple scientific databases and
digital libraries. We defined the list of the primary search terms that could form
the basis of search queries for major scientific databases and libraries as well as
set search limitations regarding time, publication type, and research area.
In the search query we dealt with the difference in terminology regarding
the notion of SaaS by creating a list of possible synonyms, which were linked
during the search procedure using the operator OR: “SaaS”, “software as a ser-
vice”, “software service”, “cloud service”, “information service”, “digital service”
and “internet service”. The second part of the search query consisted of words
“price” and “pricing” linked with the operator OR. Both parts of the search
query were linked with the operator AND. The search procedure was applied
to three fields (title, abstract, and keywords) that contain the most accessible
information about the paper.
Once the search terms were settled, we defined a list of sources of relevant
scientific literature. We selected the following scientific databases and libraries
that cover the most significant journals and conference proceedings: ScienceDi-
rect, SpringerLink, Scopus, JSTOR, IEEE Xplore, and ACM Digital Library.
The search procedure was conducted in June 2019. To ensure the exhaustive-
ness of the collected body of literature, we complemented automated search with
backward and forward chaining manual search using the Google Scholar search
engine.
“White” literature search produced 99 studies without duplicates. All papers
were stored for further revision of Inclusion/Exclusion criteria. The Inclusion
Criteria (IC) was applied for screening titles, keywords, and abstracts. The IC
helped to identify papers that meet research scope and implicitly investigate any
aspects of SaaS pricing. The Exclusion Criteria (EC) allowed us to exclude papers
Towards a SaaS Pricing Cookbook: A Multi-vocal Literature Review 119
from those that have already been included based on the full-text analysis. We
excluded papers where SaaS and its pricing were the context of the study rather
than the topic and papers that did not provide any documented evidence to
support research findings. As a result, the “white” literature for further analysis
consisted of 76 items that meet the following requirements:
1
https://1drv.ms/x/s!AplKvkJggBgQuABgBypTTEs0STz4.
120 A. Saltan and K. Smolander
The most widely accepted definition of the term “framework” states that a frame-
work is “the system of concepts, assumptions, expectations, beliefs, and theories
that supports and informs research” [34,48]. Besides, a framework is a visual or
written product explains, either graphically or in narrative form, main issues
behind certain phenomena, key factors, concepts, or variable, and the presumed
relationships among them. Within our study, we tried to keep our comparison
analysis as full as possible and will include in the scope all pieces of research
that intend to provide any systematization or decision-making support for any
SaaS pricing aspects. However, the total number of publications that we were
able to classify as providing SaaS pricing frameworks was not high.
Quite a lot of publications written by practitioners list possible pricing strate-
gies, mechanisms, options with hints on their applicability in different contexts
(i.e., [1,58]) or provide an extensive range of guidelines in narrative form and
not being adequately systemized (i.e., [12,50]). While all these resources provide
a wide range of recommendations that altogether cover all SaaS pricing aspects
and consider all factors that could influence pricing decision, however, we did
not treat them as frameworks and did not include them in our comparison. Sim-
ilarly, many papers in academic literature provide frameworks where pricing is
the context or an integral part, still not the objective (i.e., licensing frameworks
[49,57]) or propose models designed to highlight specific SaaS pricing issues (i.e.,
[32,37,56]). We were not able to include them in our comparison. In total we
identified and selected thirteen SaaS pricing frameworks, seven of which (F1–F7)
were proposed in “white” literature and the rest (F8–F13)—in “grey”.
Pricing frameworks are difficult to compare due to their comprehensiveness,
variability in basic assumptions, and even confusing terminology. We compared
frameworks within a defining list of five characteristics. The following charac-
teristics were considered: Perspective, Scientific Origins, Framework Structure,
Pricing Aspects Covered, and Pricing Factors Considered.
The Perspective of the framework specifies whether the framework employs
a prescriptive or descriptive perspective. Prescriptive or action-oriented frame-
works provide guidelines on how pricing should be done. In contrast, descrip-
tive or analysis-oriented frameworks do not assign specific actions to be taken.
Instead, they conceptualize certain pricing aspects and systematically classify
various pricing-related options. The Framework Structure describes the struc-
ture and the logic of the framework. The Scientific Origins means the back-
ground on which the framework is based and approaches used to design. Some
of the frameworks originated from purely philosophical principles or mathemati-
cal/statistical rules, while others are grounded into extensive literature overview,
previous frameworks, or even based on personal experience.
Pricing Aspects Covered and Pricing Factors Considered respectively specify
SaaS pricing areas addressed in these frameworks and factors influencing pricing-
related decision-making processes. Both characteristics were grounded in the
typologies provided in [51]. Pricing Aspects Covered were classified across three
groups: Pricing strategy, Pricing tactics, and Pricing operations. Pricing Factors
Towards a SaaS Pricing Cookbook: A Multi-vocal Literature Review 121
4 Research Findings
Several publications authored by practitioners aim to deliver the desired SaaS
pricing «Cookbook» or even more comprehensive body of knowledge (i.e., [12,43,
45]). Being systematically combined in a single book the myriad of blogposts by
L. Murphy2 and C. Mele3 could serve the same purpose. These publications could
provide valuable support for SaaS companies in designing and implementing
their pricing. However, their crucial limitation is the lack of systematic approach
and frameworks that structure the content, insights, and ideas provided. In this
study, we were able to identify SaaS pricing frameworks that addressed various
pricing aspects and employed different pricing methods. All thirteen frameworks
for SaaS pricing vary significantly in their theoretical content, their purpose, and
the way they conceptualize pricing. This variety reflects the diversity of research
questions and purposes addressed by these different frameworks. One framework
cannot serve all purposes of research and be applicable for all kinds of cases.
Seven out of thirteen frameworks (F1–F7) were introduced in academic liter-
ature, and six by practitioners (F8–F13). We classified six as Analysis-oriented
(developed mostly by researchers) and seven—as Action-oriented. In compari-
son to practical frameworks, academic ones include better documentation of their
logic, goals, and principles as well as traces of their groundings in previous stud-
ies. However, these academic frameworks do not do much to describe their actual
implementations in practice, and they are not referred to extensively in grey lit-
erature [51]. On the other hand, frameworks provided by practitioners are not so
well-documented. With some of them, we had to extract information from only
very brief presentations. It is possible that many of these frameworks provided
by practitioners are made for consulting business. They do not provide reliable
evidence of their implementations in practice. Often their relevancy comes from
the reputation of the companies (i.e., PWC [47] or Product Focus [45]) or the
expert (i.e., K. Poyar [43]) behind them.
2
https://sixteenventures.com.
3
https://softwarepricing.com.
124 A. Saltan and K. Smolander
collecting data to assess these factors (i.e., measuring network effects strength
that this particular SaaS solution creates, or consumers’ willingness-to-pay).
Additionally, the pricing frameworks do not incorporate engineering aspects of
SaaS factors related to the market, consumers, and company itself. While some
frameworks consider Scalability potential and Lifecycle stage, none connects pric-
ing decisions with Quality attributes and Functional requirements and features
sets.
Pricing is often a difficult and uncertain process. SaaS providers vary widely
in how they organize, execute, and evaluate pricing decisions. The implemen-
tation of proper SaaS pricing is one of the most complex activities that any
company can attempt. It impacts many processes inside the company, affects
different business units, and requires sophisticated analysis. Many organizations,
while understanding the complexity of pricing and its strategic role in product
and company success, find themselves not capable of performing proper pricing.
More importantly, the academic community has failed to equip the industry with
trustworthy pricing approaches, frameworks, and guidelines.
To the best of our knowledge, this research is the first attempt to bridge aca-
demic research and practice employing a multi-vocal literature review to obtain
a better understanding of SaaS pricing in general and what frameworks now exist
to guide SaaS companies designing and implementing pricing strategies, policies,
and practices. We provided a comparison of thirteen frameworks found in aca-
demic and practitioner literature. Some of these have been developed for specific
aspects, whereas others have a broader purpose. This comparison goes beyond
identifying the benefits and limitations of provided frameworks. As stated below,
although the amount of literature on SaaS pricing is growing, the comprehen-
sive body of knowledge on SaaS pricing is missing. Following the approaches of
existing mature bodies of knowledge in other disciplines, an SaaS pricing body of
knowledge should promote a consistent view of SaaS pricing and clarify its place
with respect to other business functions by defining key terms and concepts,
knowledge areas, and SaaS pricing-related tasks and techniques. Grounded in
this body of knowledge, a cookbook-style guideline and a compendium of recom-
mendations could be introduced. They will equip product managers with verified
step-by-step pricing frameworks and easy-to-use approaches, addressing differ-
ent pricing aspects from different perspectives, supplemented with structured
decision-making systems.
Bringing together theoretical analysis and practical experience is an essen-
tial step toward developing a SaaS pricing “Cookbook”. However, much more
research is needed to achieve the goal of having the “Cookbook” mentioned above.
Academic research on SaaS pricing seems to somewhat lag behind in terms of
practical expertise, observations, and opinions. While existing academic liter-
ature on SaaS consists of relatively small and fragmented studies that belong
to different research domains, practitioners are active in publishing and sharing
126 A. Saltan and K. Smolander
SaaS pricing advice, observations, and even frameworks. Moreover, many non-
academic studies performed without scientific rigor provide more value for the
industry. Pricing contains many opportunities for research. Many of the studies
in this review identify relevant research topics. Furthermore, none of the sig-
nificant areas of pricing are “closed”. There are great opportunities to extend
the current state-of-the-art in pricing. We intend to provide some guidelines in
follow-up publications concerning this study.
Understanding how prices are set, communicated, and updated is a funda-
mental pre-condition for prescribing pricing approaches. The vast majority of
«grey» literature publications do not provide comprehensive pricing frameworks
nor report extensive reviews; instead, they offer bits of advice, guidelines, and
suggestions usually outside of the personal experience or non-systematic obser-
vations. The value of each recommendation can be modest; some of them can
even look trivial or unconvincing. Furthermore, these sources do not equip SaaS
companies with usable decision-making instruments instead of diverse ranges of
recommendations. However, they can bring about an understanding of real-world
pricing practices, reveal the pricing challenges that companies and product man-
agers face, and, if adequately synthesized, be useful in designing SaaS pricing
ready-to-use solutions and step-by-step guidelines.
Academic papers, especially those in the fields of economics and management
science, quite often aim at demonstrating the market consequences of implement-
ing certain SaaS pricing mechanisms at a model level. In explicit form, these
models can hardly be applied by real-world companies; still, insights grounded
in the analysis of these models could be of value. In order to attain this value,
these academic literature outcomes should be classified and matched with rec-
ommendations derived from «grey» literature. Doing so will not only allow the
verification of practical recommendations (often of an intuitive nature) but will
also allow the design of powerful decision-support instruments.
While within this paper, we provide a fundamental comparison of SaaS pric-
ing frameworks, many issues can only be explored through practical use and
further investigation. This includes, but is not limited to: frameworks’ effective-
ness, easy-to-use, and adaptability. As far as we are aware, there have been no
attempts to assess pricing frameworks from these perspectives or to validate the
total effects of using different SaaS pricing frameworks.
Acknowledgment. The paper was prepared within the framework of the HSE Univer-
sity Basic Research Program and funded by the Russian Academic Excellence Project
‘5–100’. The research was also supported by Liikesivistysrahasto (The Foundation for
Economic Education, Finland) under research grant number: 14-7518.
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Managing Commercial Conflicts
of Interest in Open Source Foundations
Friedrich-Alexander-Universität Erlangen-Nürnberg,
Martensstr. 3, 91058 Erlangen, Germany
florian@weikert.it, dirk@riehle.org, ann@barcomb.org
https://oss.cs.fau.de, https://dirkriehle.com/
Abstract. When companies opt to open source their software, they may
choose to offer the project to an open source foundation. Donating the
software to an open source foundation offers a number of advantages,
such as access to the foundation’s existing tools and project manage-
ment. However, in donating the software, the company relinquishes con-
trol of the software and grants other foundation members—including
competitors—the same rights to the software. Using a multiple-case
study research approach, this paper examines how foundations manage
conflicts of interest in the open sourcing donation scenario. We find that
foundations primarily use a set of well-defined mechanisms to prevent
such conflicts from arising, and that the use of these mechanisms can
depend on the foundation type.
1 Introduction
Open source software (OSS) is ubiquitous in today’s world. OSS is widely used
within companies, not only for tooling and infrastructure, but also as a critical
component of the supply chain [1,17,38]. Companies are not only using OSS,
but are also contributing to OSS projects [2,3] and open sourcing, or releasing
as OSS, millions of lines of source code [31]. Although many single vendor open
source companies opt to retain intellectual property rights to their software,
some companies donate their software to non-profit foundations [12,25,33,34,
36]. Becoming a donor can help companies create open standards, lower their
development costs, increase sales of complementary products or services, and
take advantage of faster innovation [35,39], but it comes at a price.
By transferring their intellectual property rights to a non-profit foundation,
these companies give up the control over their software [43] and have only the
same privileges as other members of the foundation. Foundation members may
even compete with each other, potentially introducing conflicts and tensions
because of differing interests [15,20].
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 130–144, 2019.
https://doi.org/10.1007/978-3-030-33742-1_11
Managing Commercial Conflicts in OS Foundations 131
2 Related Work
We identified three areas of research that were relevant to our topic: open source
foundations, the evolution of company-created projects into open source, and
conflicts in open source projects.
3 Research Process
Our research is an exploratory investigation of conflict in open source foun-
dations, and we wanted to consider different foundations in order to develop
a broader understanding of how conflict between donors and other foundation
members is handled. We chose an exploratory multiple-case case study research
approach combined with grounded-theory-based analysis [6,54].
on Section 501(c)(3) of the United States Internal Revenue Code, while foundations
for member benefit were incorporated as 501(c)(6) organizations (“trade associa-
tions”).
134 F. Weikert et al.
As is typical for grounded theory research, data collection and analysis hap-
pened simultaneously [5]. The whole process was iterative because we re-visited
previously collected data and findings after new insights had emerged.
First, we started with a preliminary analysis step by creating a chronology of
the most important events in the histories of the foundations and by identifying
governance structures as well as the most important entities within the founda-
tion. Moreover, we created an overview of participating companies and tracked
the affiliations of contributors and board members.
Next, we used a software for qualitative data analysis (MAXQDA) to ana-
lyze the documents, all interview transcripts and the partial transcripts of the
videos and podcasts while following the grounded theory approach of Corbin
and Strauss [6].
We labeled text fragments with codes that emerged from the data (open
coding). For example, when interview partners cited structures and rules that
were borrowed from existing foundations, we assigned the code learning from
existing foundations. Codes and text fragments were constantly compared to
Managing Commercial Conflicts in OS Foundations 135
each other. Furthermore, we revised the codings after each interview in order to
incorporate new insights.
The next step entailed combining codes into categories based on shared
concepts (axial coding). For instance, the category limited foundation power
included the codes no authority over volunteers and prioritizing project health
over vendor dominance.
Finally, we started selective coding in order to reduce our model to a core
category. Although conflict resolution appeared to be a suitable candidate, we
discovered that the category conflict prevention was central to our findings.
We focused on this category by further developing its subcategories such as
governance, strategies, culture, screening processes as well as values and common
motivation. Moreover, we identified the causal relation of bad behavior and the
influencing factor foundation type.
We wrote analytic memos throughout analysis [5] and compared the emerging
theory to existing literature. This paper uses a theory-building logic [54] where
individual case reports are omitted in favor of a comprehensive theory.
4 Results
Our research question concerned the mechanisms foundations use to handle con-
flicting interests between members, when one member is a donor. Our analysis
identified the main category of conflict prevention, as described in Sect. 4.2. We
also observed that the concrete strategies were influenced by the type of the
foundation as described in Sect. 4.3.
Case Quote
ACS “CloudStack is Citrix’s effort to take on VMware and enlist the rest of the
vendor community in doing so.”
EC “Having others joining was exactly what should have happened, right? I
mean you had in a way ‘One enemy’ and that one enemy was Microsoft.
Everybody else - whether they were a competitor or not for you - was not
really it. It was not really an issue. You wanted to get unified against
Microsoft.”
OSt “Rackspace knew that in order to compete with Amazon they needed to
have software that was like Amazon’s. And the only way to get software like
Amazon’s was to band together every competitor of Amazon and develop
that software.”
Bad
Behavior
Screening Processes. Potential new members and projects had to pass specific
screening processes before being accepted in a foundation (see Table 5). These
processes had two goals.
First, they tried to identify common interests and to assess the motivation
of potential members. Moreover, the technical, cultural and strategic fit of new
Managing Commercial Conflicts in OS Foundations 137
projects was determined. If a new project was proposed for donation, the foun-
dation also wanted to make sure that the donor was interested in its long-term
support while tolerating other participants.
Second, foundations—in particular the ASF—used an incubation process to
teach both their governance rules and culture and values to new projects.
Additionally, these processes were described as two way vetting processes
(ACS) since they did not only allowed the foundation to assess new members,
but also allowed the potential members to see whether the foundation suited
their needs.
Subject Example
Committers Committed enough for the task and matched the human attitudes
required to work well with others (ACS)
Companies They need to acknowledge that they have in mind the fact that the
success of the foundation is the success of their own business (OSt)
Projects The community has learned and demonstrated that it understands
the principles and processes laid by the Apache Software
Foundation and that it can now operate more autonomously. (ACS)
success did not depend on just a few companies by recruiting independent staff
and by monitoring the behavior of corporate members.
Rule Example
Transparent I will promptly update any change in my Affiliate status as
Affiliations defined in the Bylaws. (OSt)
Distributed The decisions are made by the vote, as required in our
Decision-Making by-laws. (ACS)
Meritocracy It is [a] meritocracy and he did a good job that is why he
is in the position he is. (ACS)
Decoupling You cannot just, you know, shower the foundation in
Funding From money and then you get all of the power. It is not going to
Control happen. (EC)
Separation of There is also very strong separation between the technical
Powers decisions and the other things like the management in
general, the general management of the foundation. (OSt)
Tiered Tiered structure is exactly to give representation to big
Membership companies and to smaller companies and to individuals
who are part of a larger free software and open source
community who want to care about this project. (OSt)
Representation No more than two directors shall be Affiliated (the
Limits ‘Director Diversity Requirement’). (OSt)
Independent The Executive Director may not be an employee, officer,
Entities director or consultant of any Member of the Eclipse
Foundation. (EC)
Common Interests. Even if members were competing with each other, they
shared some common interests. For example, their contributors were described
Managing Commercial Conflicts in OS Foundations 139
as engineers by heart (EC) who valued merit and the technical value of solutions
more than corporate agendas and employment relations.
Common interests were also observed on the business side. Companies par-
ticipated for pragmatic business reasons as they had commercial dependencies
on the foundations’ projects. Some of them saw foundations as a possibility to
create a common platform against a dominant competitor (see Table 4).
Consequently, these companies were interested in growing their former
projects by attracting new allies who had the same enemy. However, this could
only work if they behaved in a collaborative way. Moreover, bad behavior was
limited by the costs it would incur: the money you spend and the outcome you
get out of this is the big equalizer in this game. (EC)
Culture and Values. Interview partners cited the existence of a good culture
and shared values as essential for project success. While they helped to prevent
bad behavior, the absence of such values could even destroy a project.
Openness describes not only open access to the source code, but also to
decision processes, committees and documents. Interview partners pointed out
that too much openness slowed down decision processes and could scare away
potential commercial members. Transparency was as important as openness.
Consequently, foundations tried to restrict the use of non-public communication
like private mailing lists. If a foundation allowed corporate members, equality of
opportunity was important to attract smaller companies and individual mem-
bers: The main role of the foundation is to make sure there is a level playing field
where everybody feels safe (OSt). The foundations also valued merit by acknowl-
edging the amount of work contributors spent on the projects. Neutrality was
named the single most important thing of all (EC). Consequently, foundations
should not prefer single members. Instead, a truly vendor-neutral foundation
would create a safe place where even competitors could collaborate. Similar to
equality, a lack of neutrality would scare away contributors. Having competing
members inside a foundation was seen as a sign of its independence. Moreover,
foundations did not want to depend on specific members. Finally, they valued
diversity of their members to benefit from different experiences and backgrounds.
Strategy Example
Monitor Behavior The mission of the foundation is to make sure that all the
companies and all the groups that are involved into
development of the project actually behave. (OSt)
Allow Bylaws and legal documents for community review. (OSt)
Community
Participation
Enforce Public The Apache mantra is, if it doesn’t happen on the list it
Communication didn’t happen kind of thing. (ACS)
Project-Specific So at this very moment we sent in a few committers to also
Strategies have the other implementation in that project. (EC)
Guba [21] proposed that the quality of qualitative work should be evaluated by its
credibility, transferability, dependability, and confirmability, in place of measures
which are appropriate for quantitative studies. For instance, a qualitative case
study cannot claim statistical generalizability to a population, but this does not
mean that it cannot offer theoretical generalizability, for instance through careful
selection of polar cases [4,6,54].
Credibility can be established through triangulation. Case studies are a form
of research which naturally incorporate data triangulation. We examined four
cases, with three of them being backed by our interviews. However, we compen-
sated for this fact by analyzing more than 200 other documents. While we cannot
claim to have reached theoretical saturation, several researchers have noted that
four cases might be reasonable due to pragmatic reasons [8].
Transferability concerns claims of theoretical generalizability [4], as described
above. Our four cases were selected to vary by age of the foundation, acceptance
of corporate members, public versus member benefit, and whether the founda-
tion existed before the software donation. The differences between the ASF and
the other foundations studied suggests that the dimension of membership was
especially relevant.
Confirmability describes the extent to which researcher bias is mitigated. Any
grounded theory analysis might be subject to coding errors or misinterpretations,
and could have been influenced by previous knowledge of the researchers [11].
However, one way of reducing bias is through venting, which entails sharing the
Managing Commercial Conflicts in OS Foundations 141
results with professional colleagues to ensure that the findings are consistent with
their experiences [18]. Moreover, our consideration of extant literature enhanced
the objectivity of our study [8].
Dependability is increased through maintaining a record of the research pro-
cess. We maintained both a case study protocol and a case study database to
improve reliability [54]. Furthermore, we applied constant comparison and mem-
oing during grounded theory analysis to increase theoretical sensitivity [22].
Role of Trust. Since individual members were volunteers, the foundations did
not have formal authority over them, thus having to trust them and their moti-
vations. Trust was also cited by one foundation member as important for con-
flict resolution. However, existing literature makes opposing claims. For example,
Gallivan [14] regards control as far more important while other researchers stress
the importance of trust in open source projects [26,44].
6 Conclusions
In this paper, we examined four non-profit open source foundations that man-
aged projects originally created by companies. More specifically, we investigated
how these foundations handled potential conflicts of interests of their corporate
members.
By conducting a multiple-case study combined with grounded theory analy-
sis, we established a theory of conflict prevention. We identified a combination
of screening processes, governance rules, prevention strategies, culture, values
and common interests to discourage bad behavior of foundation members. This
is of practical value to new foundations, as well as to companies which are con-
sidering donating to a foundation. For researchers, our work contributes to the
understanding of cooperation between competitors in open source foundations
by explaining how conflict is prevented.
Finally, we highlighted potential future work when we discussed the role of
trust and non-affiliation. The limitations of our process and a theory-testing
approach might also warrant future research on this topic.
142 F. Weikert et al.
Acknowledgments. We would like to thank our interview partners for sharing their
time and expertise with us: Mark Hinkle, Stefano Maffulli and the anonymous member
of the Eclipse Foundation.
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Dynamic Data Management for Machine
Learning in Embedded Systems: A Case Study
Abstract. Dynamic data and continuously evolving sets of records are essential
for a wide variety of today’s data management applications. Such applications
range from large, social, content-driven Internet applications, to highly focused
data processing verticals like data intensive science, telecommunications and
intelligence applications. However, the dynamic and multimodal nature of data
makes it challenging to transform it into machine-readable and machine-
interpretable forms. In this paper, we report on an action research study that we
conducted in collaboration with a multinational company in the embedded
systems domain. In our study, and in the context of a real-world industrial
application of dynamic data management, we provide insights to data science
community and research to guide discussions and future research into dynamic
data management in embedded systems. Our study identifies the key challenges
in the phases of data collection, data storage and data cleaning that can sig-
nificantly impact the overall performance of the system.
1 Introduction
generic tools and techniques that can support practitioners and businesses in managing
and ensuring high-quality data. In this paper, we discuss a real-world industrial
application of dynamic data management -Data Factory (DF): a data pipeline that
process dynamic data and make it ready to training and various types of analytics- in a
company with high experience in developing embedded systems, highlighting the key
challenges in the phases of data collection, storage and cleaning that can significantly
impact the overall performance of ML system. We analyze how the company is shifting
from opinions to data-driven development [4]. We conduct this research within the
company through a direct collaboration with the development team and we were
involved in the development process. The contribution of this paper is the identification
of the main challenges encountered during the development of the Data Factory system
in the case company. These challenges are of high priority because they influence the
business outcomes significantly.
The rest of this paper is organized into six sections. In Sect. 2, we describe the
background and we review related work. In Sect. 3, we present the research method-
ology adopted for conducting this research and we describe the case company. In
Sect. 4, we present the findings of our study and we identify the challenges encoun-
tered at each stage of the dynamic data management process. In Sect. 5, we discuss the
threats to validity of our study. Finally, in Sect. 6, we conclude the paper and we
outline future research opportunities.
Building on the Big Data era, AI and specifically ML and DL is increasingly widely
adopted in industry. As these technologies rely on large amounts of data, the data
management, both on the device and accumulated in the cloud, is challenging and some
researchers have described general data management challenges in ML and DL [15],
[7–9]. The DIVS (Dynamic Intelligent Virtual Sensors) concept was introduced in
previous work [5] to extend and generalize the notion of a virtual sensor to a dynamic
setting with heterogenous sensors.
This often requires the mapping of alphanumeric data to numeric values, or categories,
such as one-hot encoding [7]. When there are thousands or millions of categories, the
complexity of the data management problem increases significantly.
3 Research Method
This paper reports on an action research study with the main goal of identifying
dynamic data management challenges in building a Data Factory system in an indus-
trial case-company context. For this purpose, we conducted an action design research
study in collaboration with a multinational engineering and technology company in the
embedded systems domain. Action Design Research (ADR) is a research method for
generating prescriptive design knowledge through building and evaluating ensemble IT
artifacts in an organizational setting [18]. The method conceptualizes the research
process as containing the inseparable and inherently interwoven activities of building
the IT artifact, intervening in the organization, and evaluating it concurrently.
Table 1. List of practitioners’ roles and number of times they reached out in the standup
meetings, and number of times they were interviewed.
ID Role Standup Duration Individual Duration
meetings minutes interviews minutes
P1 Data engineer 7 20 to 40 4 30 to 60
P2 Algorithm 8 20 to 40 1 20
analyst
P3 Mobile 8 20 to 40 1 14
developer
P4 Mobile 8 20 to 40 1 12
developer
P5 Test engineer 8 20 to 40 1 35
P6 Product owner 8 20 to 40 1 10
150 H. Ouhaichi et al.
4 Findings
Collecting, processing, storing and analyzing data is different and more complex in an
embedded systems context as compared to SaaS deployments [20]. By engaging in an
action research study, and based on interventions such as interviews, workshops and
active participation in the development team at the case company, we identified
challenges encountered when developing the Data Factory system. Below, we present
our findings and we discuss each challenge in detail.
the algorithms to apply on the data. In [6], an initial ontology based on the semantic
sensor network for dynamic IoT sensor data was firstly built. Then, historical sensor
data are used to extract knowledge. They adopted the K-means clustering method to
obtain and group the data set. The concept of virtual sensors provides a step towards
making sense of the sensor data in an efficient and effective manner to provide users
with relevant services. However virtual sensors are often used to denote homogeneous
types of data, generally retrieved from a predetermined group of sensors.
5 Threats to Validity
Our research was conducted in close collaboration with the case company and it is
dependent on the context of the company. However, in the findings section we present
challenges that were experienced and observed in this study that might be valid also in
broader contexts. Specifically, we believe that the findings we present are applicable to
software development units inside an organization that aims to apply advanced data
analytics and machine learning (ML) to improve their business and decision-making
processes (Table 2).
Table 2. Challenges faced by the company during the development of the data factory system.
Challenge Description
Expensive and error-prone collection of Lack of automated techniques for collecting
labeled sensor data sequences labeled sensor data sequences
Difficulties maintaining semantics of Multisensory data stored under the same table.
dynamically evolving, heterogenous data This data is continuously updated overtime and
used concurrently in multiple applications by
different teams
Unclean and noisy data Inconsistent data generation practices and manual
data collection causes noisy and unclean data, and
data dynamicity causes data holes or empty fields
Restrictive Security constraints Overly restrictive security constraints reduce
business value because it obstructs the data
management process
(continued)
Dynamic Data Management for Machine Learning in Embedded Systems 153
Table 2. (continued)
Challenge Description
Difficulty of heterogeneous and dynamic The dynamic and multimodal nature of data makes
data interpretation it challenging to transform them into machine-
readable and machine-interpretable forms
Lack of well-defined goals Lack of alignment concerning overall goals for
data collection, causes conflicting initiatives
6 Conclusion
Business infrastructures are progressively built with data as key for business operations
and decisions [4]. Constantly updated datasets are fundamental for a broad range of
nowadays data management applications. However, the dynamic and multimodal
nature of data makes it challenging to transform it into machine-readable and machine-
interpretable forms. In this paper, we report on an action research study conducted
within a multinational company with high experience in developing embedded sys-
tems. Our study identifies the main challenges that the company encountered in the
phases of data collection, data storage and data cleaning. We provided insights to
highlight the challenges involved for companies aiming to implement data-driven
development approaches and offer a guide for future research in dynamic data man-
agement in embedded systems. Based on the experiences gained in this study, we plan
to continue research and collaboration with the case company to better understand how
data management impact the organization and the business outcomes. Moreover, we
plan to develop solutions that address the identified challenges and further explore the
benefits of investing in data management processes and data-driven development.
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Continual Improvement and Product
Development
Fostering Continuous Innovation
with Engaging IT-Assisted Transparent
Information Sharing: A Case Study
1 Introduction
2 Background
2.3 Transparency
In the context of continuous innovation, transparency concerns in particular visibility of
relevant information and knowledge of innovation targets, ideas, and the innovation
activities. When product ideas, features, and their related information are visible in real
time, including links between the different items, generated ideas may trigger new ideas
[5]. Moreover, transparent idea feedback channels and traceability facilitate idea
maturation. In addition, visibility of innovation metrics provides transparency to the
internal workings of the organization’s innovation process [13].
Transparent sharing and communication of internal information and knowledge,
such as open dialogue of company’s vision, strategy and innovation targets and re-
exploring of existing ideas and concepts, may improve innovation performance [18,
20]. Potential measures of innovation capability thus include communication channels
[19].
3 Research Design
innovation performance in the company and lead to achieving of more radical business
innovations. The concrete targets of the improvements are shown in Table 1.
Several actions were conducted to improve the innovation practices in the company
[21]. Figure 1 illustrates the timeline of the observation period during which the
improvement actions were conducted.
The first step in the journey of improving continuous innovation was the deploy-
ment of an innovation management information system tool for collecting all ideas and
Fostering Continuous Innovation 163
covering the innovation process from idea harvesting until the business validation. The
tool system makes the ideas, their current status, and related information continuously
transparent to stakeholders. The tool provides important support for the process
implementation. The KPI data collection and follow-up is automated in the tool system.
In this paper we call it as the Ideas Tool (idea collection, ideation, idea management
tool [21]).
Another significant change in the innovation approach was that the continuous
innovation process was copied to various places across the organization to support idea
creation on a local level. The company began to call this approach as a ubiquitous
ideation approach. This meant that ideas could also be submitted directly to a product
program where they were handled first, e.g., in epic evaluation before moving to
relevant development backlog.
In summary, the new continuous innovation process of the case company included
three main phases: idea harvesting, focusing, and validation phase (Fig. 2). This pro-
cess also illustrates the maturity of individual ideas.
3.2 Methodology
The main approach for the research is an exploratory single-case study [22, 23]. The
research is longitudinal, spanning Q2/2014 to Q4/2017. The case company provided a
possibility to investigate the continuous innovation phenomenon deeply and measure it
throughout the process. This made it possible to discover different performance
influencing factors in practice and to evaluate the performance effects during the long
observation period. Intensive long-term collaboration together with the case company
representatives and researchers increased the in-depth understanding of how the
innovation process evolved in the company, and what impacts and experiences were
gained, as well as provided multiple sources for rich data collection and triangulation.
Data Collection. For empirical data gathering, several sources and techniques were
used to collect evidence for the case study as presented in Table 3 (c.f., Fig. 1).
Frequent meetings with the company representatives (Head of Quality and the Inno-
vation Management (IM) consultant) were conducted to verify the researchers’ inter-
pretations and emerging conclusions. The representatives continuously followed the
company internal data, including the KPI measurements.
164 P. Kettunen et al.
The role of the IM consultant was central in the development of the company
innovation process as a participative insider expert. Thus, s(he) was a key informant
both as a data source and for the validation of the research conclusions.
Fostering Continuous Innovation 165
Data Analysis. The principal method of the empirical data analysis was the constant
comparison method [24]. The collected, mostly qualitative data was explored and
grouped with respect to our research themes (RQ1–3) to form a set of statements. They
were then examined to discover the underlying themes and potential explanations of
the underlying phenomenon to build more theoretical propositions. The complementary
data in Table 3 related to continuous planning practices in business processes and
continuous engineering in R&D processes. It helped framing and comprehending the
innovation process in the case company business and R&D operations context.
4 Results
4.1 Measurements
During the longitudinal case study observation period the company Ideas Tool recor-
ded the quantitative KPI measures defined in Table 2. Figure 3 shows the trends of the
harvested ideas (KPI1) and the validated business ideas (KPI3). The trend charts are
mapped here to the timeline of the company innovation process improvement activities
and the research events (c.f., Fig. 1). Table 4 presents numerically how the different
KPI values changed over the observation period. Note Table 1 for the target state.
Fig. 3. Cumulative trends of the submitted ideas and the business ideas in validation during the
observation period.
Table 5. (continued)
LABEL Statements
<S5> The process pushing the fast incremental growth of ideas with frequent screenings
and collection of versatile feedback and early feedback ensures that ideas will
reach the maturity level needed for business decisions in proper time
<S6> The use of a frequent and systematic screening process, which was a practice in the
old stage-gate model, ensures that idea growth is systematic and validated, but at
the same time is flexible enough to handle rapid experimentation as well
<S7> Synchronization between business planning, budgeting and operative work
enables the flow in the innovation process
<S8> It is important to enable opportunities for creative people, share relevant
information (e.g., strategic needs, customer and technology demands, ideas,
feedback), organize events and actions so that the innovation process stays
continuous and focused, but give flexibility for ideas to grow and connect together
<S9> The process and the flow how an idea grows to an innovation, or ends up being
canceled or put on hold, is all the time visible in the Ideas Tool, making sure that
all the steps and the overall progress of the idea is known by all stakeholders
<S10> Transparent idea feedback is a way for any stakeholder to see what is discussed
and decided regarding an idea. This also enables extremely busy specialists to
participate in the idea growth
<S11> The main triggers for more efficient idea focusing is that the Ideas Tool is
integrated to existing tool chains in the company ensuring that ideas are connected
to dependent items and business cases from the beginning
The statement items were then mapped to the continuous innovation process phases
of idea harvesting, focusing, and validation illustrated in Fig. 2. In the following,
Tables 6 and 7 present the mappings of the items in Table 5. In the data analysis we
compiled a full mapping of all the 52 items of which these tables are thus subsets.
In these tables each row represents individual items shown in Table 5. The column
shadings indicate the ideation life-cycle spans that the items concern primarily.
168 P. Kettunen et al.
In Table 6 the rows are clustered according to the performance targets defined in
Table 1. In addition they are partially ordered following the flow of ideas from idea
generation to business decision.
Table 7 categorizes what particular visibility and information sharing impacted the
continuous innovation performance (positively). Like in Table 6, the rows are partially
ordered following the flow of ideas from idea generation to business decision. Notably,
contrasting, we were also interested in finding out whether the lack of certain trans-
parency has restrained innovation performance. Our empirical evidence suggests that
the open sharing of idea information was perceived to improve idea development and
progress compared to the former, limited-access IPR-focused innovation process. In
addition there was some evidence indicating that initially the lack of linking ideas to
product program roadmaps made it complicated to achieve a comprehensive overview.
Considering the role of IT tools (RQ3), in our case company the Ideas Tool was the
main innovation (idea) management and information sharing IT tool (see Sect. 3.1). In
Tables 6 and 7 it is explicitly noted in <S9>, <S4> and <S11>.
Table 8. Innovation capability associations from the key empirical observations and findings.
Statements Innovation capability elements
(see Table 5) People, Data, information, Process Tools Products, Organization,
interactions knowledge business culture
<S8> X x x x
<S1> X x x
<S2> X x x x x
<S9> X x x x
<S10> X x x x
<S3> X x
<S4> x X x x x
<S5> X x
<S6> X x
<S7> X x
<S11> x x X x
Table 9. (continued)
Publications Related focal points Our
research
[20] • transparent idea screening criteria <S3>
[19] • Potential measures in different business performance <S4>
perspectives: flexibility of decision-making with effective
information flows, effectiveness of problem-solving with
history information
[18] • Individual employees have open possibilities to access and <S8>
acquire relevant information and competence to generate ideas.
Innovation Management and Information/Knowledge Management IT Tools (RQ3)
[17] • IT tools enabling systematic and efficient handling of ideas <S9>
[20] • IT platform contributions to the innovation process by <S10>
involving different stakeholders for idea generation and
decision-making (cross-functional, cross-department
innovation)
[5] • ubiquitous idea management systems accessible anywhere at <S2>
any time and through different media channels, allowing
distributed staff to participate in the ideation
[18] • data utilization with accessible and integrated IT systems <S11>
By and large our empirical case study results tend to correspond with the related
research. However, our contribution is to frame the individual items with respect to the
whole innovation process (from ideation to R&D and business) and the organizational
continuous innovation capability as portrayed by our research questions (RQ1–3).
Our research contributes to the knowledge gaps and research needs identified in the
prior works (Sect. 2). With this industrial in-depth case study we have portrayed how a
continuously innovating company looks like and in what ways the company has been
developing its innovativeness. We have compiled a set of statements and propositions
for explaining mechanisms affecting innovation performance. Furthermore, we have
examined how certain performance metrics (KPIs) manifest themselves in practical
innovation activities. We have already analyzed them in our previous works [12].
5.3 Implications
Managerial Implications. In general, all the items in Tables 6, 7 and 8 have some
managerial impacts and concerns. Consequently, companies should contemplate them
from their points of view. However, in our view – informed by the case company
insights – particular managerial emphasis should be put on the people-related and
organization culture items like suggested in Table 10.
Efficient information systems (IT tools) can be developed and utilized to support to
implement the suggestions in Table 10 in practice. That is particularly central in order
to achieve the benefits of transparency across the entire organization and in real time.
Moreover, the information systems facilitate building and cultivating versatile and
Fostering Continuous Innovation 171
Table 10. Primary managerial implications stemming from the empirical observations and
findings.
Statements Implications
(not shown in Trigger increasing the amount of harvested ideas is by collecting ideas
Table 5) systematically, sharing them among stakeholders and learning from
them throughout the life-cycle
<S1> Encourage employees to participate more actively in the innovation
process by keeping threshold to submit ideas low and by incorporating
the ideation process into the operative contexts
<S2> Raise employee confidence in regard to submitting ideas by using
ubiquitous ideation practice
(not shown in Create pull toward the overall innovation process by continuous
Table 5) transparency of harvested ideas, continuous communication of
innovation targets and strategic business needs, and through
constructive feedback by managers and experts
(not shown in Foster and steer people to contribute with relevant business ideas by
Table 5) transparent and integrated idea-related information
<S10> Engage relevant stakeholders and critical specialists to participate in the
idea development by transparent feedback
integrated organizational memory over time. They furthermore support engaging intra-
organizational networking of people and knowledge.
With respect to transparency, it is important to consider both the ideas-related
information transparency (e.g., business cases) and the innovation process transparency
(e.g., screening). Considering the former type of transparency, not only the visible
information in information systems but also tacit knowledge and informal (even face-
to-face) communications are relevant. One of our findings was for instance that some
ideas submitted to the Ideas Tool were seen to be already in the first stage thought-out
and mature suggesting that the ideators may have discussed intensively with their
colleagues and interacted with the business owners and domain experts already before
submitting their ideas formally.
In the innovation process transparent idea handling may increase awareness and
accountability between management and employees. In our case company in the
ideation campaigns (c.f., Fig. 3) business owners and technology experts communi-
cated needs and targets in pitches. It was possible to submit ideas face-to-face and to
get immediate feedback from the business owners. The frequent screening and idea
reviews were perceived to be (interview quote) “the engine of the innovation process”.
Every new idea was assigned to relevant specialists to foster discussion for the idea to
grow further and to find relevant owners.
In all, it is important to realize that continuously high innovation performance
requires that the entire value network of idea generation, idea development, R&D, and
commercialization works successfully. Inefficiencies or obstacles in any of the above
elements may lower the total innovation system performance. The grand challenge for
each organization is to realize their full innovation potential and to be able to fully
utilize it.
172 P. Kettunen et al.
to the external validity the intention of the presented propositions is to enable analytical
generalization for extending to cases in other companies with similar characteristics.
Finally, the data collection interviews (see Table 3) were mostly conducted by the same
one researcher. They were semi-structured, some of them with partially informal
interview protocols and only manual note-taking. Those may be concerns for the
reliability.
6 Conclusions
In this empirical study we have investigated how one established industrial high-
technology B2B company has fostered continuous innovation with people-engaging,
transparent IT tool-supported information sharing. A longitudinal, single case study
was performed in the case company which was conducting significant changes in
innovation practices at the time.
Grounded on the collected empirical data in the single-case company context we
compiled a set of statements and propositions of the continuous innovation process and
its performance factors. By and large our results and findings align with the previous
related research. However, we emphasize the subtle, agile and lean organizational
factors of orienting and encouraging employees for creative but fitting idea generation,
and engaging key experts and business stakeholders to idea development at right times
in a transparent manner. These work in conjunction to transparent innovation process
practices (e.g., screening) and information sharing IT tools. Potential performance
measurements (KPIs) for continuous innovation process improvement have been
evaluated in this case.
We suggest further research for comparable analysis and business performance
measures, in particular with respect to knowledge creation and utilization to harness the
full innovation capability and its business performance effects. Our future research
plans are to expand the case with additional industrial cases of innovation capability
development. Cross-case analysis would make it possible to compare and contrast our
statements (Table 5) in more general and test the propositions (Sect. 5.3).
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Change Management Practices
for Continuous Delivery - A Systematic
Literature Mapping
1 Introduction
There is a general pressure in the software industry for ever shorter development
cycles, and this is particularly pronounced in highly competitive, market-driven
sectors [16].
In this context of agility, software engineering approaches, such as Continuous
Delivery (CDE) and Continuous Deployment (CD), have evolved in the recent
years to support agile software development practices. Environments where soft-
ware changes are continuously delivered to users, might be challenging from a
Change Management perspective. The goal of this study is to perform a litera-
ture systematic mapping [10], in order to understand which practices of change
management are used by companies who adopted Continuous Delivery and Con-
tinuous Deployment practices on their software development processes.
2 Background
In this section we present the main concepts regarding Continuous Delivery, Con-
tinuous Deployment and Change Management, and define a problem statement.
3 Research Method
In order to understand the impacts of CDE and CD on application support
teams, we applied a literature systematic mapping [10,13] to the Software Engi-
neering area. In order to drive our research, the following research questions were
defined:
RQ1: How the adoption of Agile Software Development, Continuous Delivery
or Continuous Deployment practices impact Application Support Teams?
RQ2: Which Change Management practices are used by software develop-
ment teams that adopted Agile Software Development, Continuous Delivery
or Continuous Deployment?
The search terms were defined based on the main terms related to the subject
of this research and structured in terms of population, intervention, comparison,
and outcome [12]. Based on these terms, the final search string used in this study
is presented in Table 1.
Table 1. Search string
Type String
Population (software engineering OR software development) AND
Intervention (continuous deployment OR continuous delivery OR
agile methods OR agile development OR
agile software development) AND
Outcome Change management
178 T. E. Cardoso et al.
Type Description
Exclusion Event keynotes, summaries, extended abstracts
Exclusion Papers with less than 4 pages
Exclusion Year lower than 2010
Exclusion Language different than English
Exclusion Bibliometrics and Courses
4 Results
Our systematic mapping process resulted in nine studies, which could provide
insights to answer the questions RQ1 and RQ2, formulated in the beginning
of this research (Sect. 3). Table 3 shows the nine studies selected as part of the
systematic mapping process.
In the following section we provide details about the nine studies evaluated.
Change Mgmt. Practices for Cont. Delivery - A Systematic Lit. Mapping 179
5 Discussion
In order to answer RQ1 we will describe some of the agile influcences on CD
as part of this section. According to Alawairdhi [11], in agile environments, it
is vital to make sure that quick knowledge sharing is ensured between various
stakeholders, which was something extremely difficult in face of strict and quick
deadlines. Furthermore, according to the author, communication between end-
users, project managers and team members had a profound impact in the project
progress.
According to Indumini et al. [1] knowledge transfer in Agile Software Devel-
opment (ASD) is a recent research and knowledge types which are used in ASD
are not identified correctly in the organizations. The author highlighted the main
benefits of Knowledge Management in Agile Software Development, such as the
increase of effectiveness, competitive advantages, cost reduction and productivity
increase.
In the study conducted by Bhalerao et al. [3] the author concludes that email
provides the most convenient and cost effective mode of communication in Agile
Software Development (ASD) projects and as well in global and distributed
software teams.
180 T. E. Cardoso et al.
According to the study conducted by Rubin et al. [5], the pressure to deliver
new products and functionalities to the market imposes several challenges related
to documentation and communication to the development teams. Furthermore,
according to the challenges, based on the survey results of this study, the author
mentions the vast majority of participants mentioned issues related to the col-
laborative nature of the work: availability and discoverability of documented
knowledge, communication within and between teams, coordination and inte-
gration with work produced by others.
Farroha et al. [6] emphasizes the importance of having development and
operations teams working closer in order to support the business competitiveness
and velocity, presenting a DevOps (Development and Operations) framework.
According to the authors, the implementation of a DevOps framework brings
several benefits, being one of them the collaboration and communication between
Development and Operations teams, which at the end, implies in more reliable
releases to the end-users.
According to Karvonen et al. [7], in Agile Release Engineering (ARE),
changes do not break the user experience, therefore, the user can fluently adopt
the changes and continue using the product/service normally, otherwise, proper
notifications and training should be given to the user. Such statement suggests
that just some product changes may require formal user notification and train-
ing. However, in some cases, even minor changes, may have impact on knowledge
management practices, such as end-user documentation, which is also used by
application support teams and has to reflect exactly what is available to the end
users.
Gandomani et al. [4], evaluated the challenges of adopting agile software
development and emphasized the importance of documentation and the chal-
lenges of documentation and knowledge management in ASD. According to the
author, in ASD documentation is limited and knowledge is mostly tacit and
reside in the head of the development team members. This challenge could be
decreased by defining appropriate knowledge management strategy and distri-
bution of knowledge in different level of organization. In the study conducted by
Hannay et al. [8], a large agile project has been used to evaluate productivity
aspects. The author explores some productivity threads faced by a large agile
project, emphasizing the importance of communication in such environments.
According to Fitriani et al. [2], the key barriers to adopt agile are usually
associated with culture, including company culture, change management, resis-
tance to change, and management support. Moreover, according to the author,
documentation, customer, training and communication are some of the agile
software development challenges. Table 4 summarizes the insights provided by
the articles analyzed.
In this sense, based on the analysis of the selected studies in order to answer
RQ2 we have build a list of Change Management practices available at Table 4.
Change Mgmt. Practices for Cont. Delivery - A Systematic Lit. Mapping 181
ID Insight Author
1 Distributed environments may represent a Bhalerao et al. [3],
challenge for face-to-face communication Gandomani et al. [4]
2 Email as a common and cost effective Bhalerao et al. [3]
communication channel
3 Artifacts such as user-stories and use cases could Bhalerao et al. [3]
be used to communicate changes to Application
Support Teams
4 Development and Application Support teams Farroha et al. [6]
working closer through DevOps practices
5 Changes that don’t break the user experience may Karvonen et al. [7]
not require notifications and training
6 Conclusions
Challenges of agile software development, such as communication, change man-
agement and knowledge management were commonly cited in the articles ana-
lyzed. However, even providing relevant insights, none of the studies answered
the main questions we had, which suggests this is an area which still requires
further research. Most of the studies analyzed by this research, focused on soft-
ware development teams and end-users as being the key stakeholders in the soft-
ware development life-cycle. However, other stakeholders are part of this process.
Therefore, the impact of CDE and CD practices adoption on other stakeholders
could be further explored by future research.
Change Management challenges, more specifically documentation and knowl-
edge sharing, in ASD, CDE and CD environments, could be further explored by
additional researches, once, based on this study, the practices adopted by the
market remain unclear.
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Leveraging Business Transformation
with Machine Learning Experiments
1 Introduction
3 Research Method
we describe the context, the problem, the results and decision points throughout this
research process aiming at making it recoverable to interested outsiders [8].
In this section, we discuss the identified challenges, tactics and opportunities identified
from the collected data. The challenges were grouped in four themes: data, integration,
assessment and model development challenges. Figure 1 summarizes the identified
challenges and correspondent tactics.
1 - Model Development Challenges
The Trade-off Balance Between Model Accuracy and Explainability
Recent success stories in ML often present complex deep-learning and ensemble (ag-
gregation of multiple models into a single one) models capable of making precise
predictions and classifications based on several input sources and in highly unstructured
data formats. However, we observed that in phases 2 and 3 of the AR, that the delivery
speed and the explainability of the solution were more relevant than the accuracy of the
model in the initial stages of the project. This creates a challenge to balance on how to
balance the accuracy with explainability and development speed of the model.
Tactic: An initial and early prototype with a minimum viable model allowed the case
company to understand what kind of data can be relevant and how they want to
approach the integration with their existing systems and practices. We borrowed the
term minimum viable model from CE literature to represent the simplest model capable
of delivering value in the early prototype. Explainability helps to generate insights in
the data for further refinement of the model and the process, as well as increasing trust
in the solution and the application of an ML process in a traditional business area. If the
solution is validated in terms of the delivered value, with the minimum viable model,
the new insights into the data and the process can drive the refinement of the system
Fig. 1. Summary of the identified challenges and the correspondent tactics. The groups of
challenges are represented by the different colors in the circle while the specific challenges are
represented by boxes. A summary of the tactics is represented by the black lines. Open
challenges are represented by the dotted line.
Leveraging Business Transformation with Machine Learning Experiments 187
towards a more complex and accurate prediction model that has less explainability, e.g.
deep-learning models. During this project, we utilized a minimum viable and
explainable model based on the time series model ARMA-X (autoregressive moving
average with exogenous variables).
Fragmented Toolchain Hinder ML Prototyping Activities
The business unit of the company utilizes an integrated business intelligence solution
for their internal analysis, pricing strategies among others. However, the tool currently
does not support the dynamic and custom analysis required by machine learning. This
led to a very fragmented pipeline, from accessing market data, processing it and
outputting the final result to the e-commerce platform. This fragmented toolchain
slowed down the process as several steps required manually importing, converting and
preparing data to be transferred between different software and increases cost in terms
of training and licensing. A combination of these factors among others hinders the
possibilities of business analysts to conduct ML experiments and test early prototype
ideas.
Open Challenge: Recently, companies started pushing machine learning features into
their business intelligence software. However, these tools often provide limited func-
tionality and flexibility to be integrated seamlessly with the company process. An
integrated toolchain of ML technologies with business tools would allow business
analysts to quickly generate prototypes ML ideas to be experimented with. It is worth
reinforcing that these solutions would not be integrated into a large-scale production
system, but they could be used to make the first evaluation and gap analysis of ML
ideas.
2 - Data Challenges
Lack of Data Variability
Training even the simplest models in ML requires some variability in the data for the
whole prediction range (both dependent and independent variables) [9]. However, often
issues with variability appear during the prototype development phase but can also
occur during deployment. In this project, the historical data did not have enough
variability for the full range of prices, therefore the prediction for some of these
extreme ranges (30–50% discount) was not as good in terms of accuracy as for the rest
of the range (0–30%). In this project for a few items in the beginning, we inserted
randomized discounts in the 30–50% range, to introduce some variability in the data.
Lack of data variability decreases the accuracy of the model, increases the development
time and can delay the deployment of the MVP.
Tactic: Based on this experience, companies would benefit to analyze first if they have
enough variability and run a simple randomization trial to generate variability on the
data. This randomization procedure could be enough to give new insights into the data
and better evaluate the gap and the potential benefits of the ML application. If com-
bined with an experimental design, it can infer causal effects, giving a first evaluation
of the hypothesis.
188 D. I. Mattos et al.
3 - Integration Challenges
High Cost in the Integration and Automation of the Solution
One of the challenges often seen in machine learning applications is the complexity in
integrating, deploying and scaling a solution [10, 11]. Integrating the different parts of
the pipeline can require significant development effort and creates cost barriers when
testing ideas and developing prototypes that depend on integration with larger external
systems such as business intelligence tools. For non-development organizations, this
software integration cost is often prohibitive in particular with prototyping solutions,
since they might require external collaborators and can take a significant amount of
time.
Tactic: Deploying manual solutions in the prototype stage (both input and output data
are handled manually), helps to validate the dataflow, the process and the value
delivered by an ML system with small cost compared to engineering effort of
automating and integrating a non-validated application with in-house and third-party
systems. As a tactic, we suggest that the tight integration and the automation of the
dataflow should occur only after the solution is validated with an MVP.
Verifiability for Trustable Business Integration
The development of ML solutions that can impact the decision-making process needs
to consider the verifiability of the solution. Verifiability refers to the fact that the whole
ML solution and specifically the ML model can be verified in terms of the correctness
of the dataflow, absence of data leakage [9], the accuracy of the prediction or classi-
fication accuracy and backtracking the decision to identify possible unintended feed-
back loops and data drifts. With respect to the ML models, some training algorithms
and models are less dependent on initialization factors, random seeds and hyperpa-
rameters, and produce more consistent and verifiable models [12]. In the context of this
project, verifiability was often discussed during phases 1–3 of the AR.
Leveraging Business Transformation with Machine Learning Experiments 189
Tactic: For the business perspective, it is important to be able to trace back the
decisions and verify the solution and models, especially if they do not deliver the
expected value. One of the first aspects to be questioned in case of an unexpected
output is the prediction model and the dataflow. If the root cause for the unexpected
behavior cannot be identified, the analysts have less trust in the ML solution and are
less likely to accept its output. Although verifiability depends on many different
aspects, we suggest the usage of a CE process along with a simplified ML pipeline
during the prototype. Combined with the other discussed tactics, the system is devel-
oped incrementally with continuous feedback from the business allowing faster
alignment and increased trust in the solution.
4 - Assessment Challenges
Accounting for the Value of Learning
At the end of this project (phases 4 and 5 of the AR), the company evaluated the impact
of the project and the experiment very positively. The developed system allowed the
company to optimize their profit and validate the idea of utilizing a dynamic pricing
solution in markdown sales. However, the case company decided not to use the
solution. The ML dynamic pricing solution sparked a discussion into the analysis of
how pricing determination was being made, which type of discounts should be applied
to which products, the frequency on how price updates should be made and especially
how customers behaved towards pricing. The challenge consists of how to evaluate the
impact of a project even if the prototype is not shipped.
Open Challenge: The decision of not continuing investing in an ML system, or even
if a prototype did not deliver the expected value, does not represent failure as the
company can generate learnings and further iterate on other ideas [3]. Since these
learnings can lead to deeper and more impactful business transformations beyond the
developed prototype, it is still an open challenge how to quantify and assess the value
of these learnings in the context of CE and ML.
Assessing the Long-Term Potential Value of the Prototype
CE can be used to assess the value of a prototype or changes in product in the short-
term. However, it is hard to understand the benefits and negative impacts of an ML
prototype for the long-term.
Open Challenge: The understanding and separation of short-term from long-term
effects it is still an open research challenge. ML prototypes results of short-term metrics
should be combined and triangulated with long-term observations from research from
other fields. For the retail industry, factors such as psychological anchoring prices,
perception in comparison with competition, brand image and effects on future mark-
downs can be impacted by such systems in the long-term [13]. For example, Levy et al.
[13] discuss different effects of pricing strategies, indicating that customers already
expect that products sold at fashion retailers will be priced lower than the suggested
manufacturer retail price, a different market perception than 30 years ago. In the long-
term, a dynamic pricing solution should account for this change, and the solution
should be re-evaluated.
190 D. I. Mattos et al.
5 Conclusion
Acknowledgments. This work was partially supported by the Wallenberg Artificial Intelli-
gence, Autonomous Systems and Software Program (WASP) funded by the Knut and Alice
Wallenberg Foundation and by the Software Center.
Online Appendix
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Intertwined Development of Business
Model and Product Functions for Mobile
Applications: A Twin Peak Feature
Modeling Approach
1 Introduction
Mobile app stores are highly competitive markets for third-party developers.
The analytics company AppAnnie [2] reports for 2018 that 194 billion apps are
This work was partially supported by the German Research Foundation (DFG) within
the Collaborative Research Center “On-The-Fly Computing” (CRC 901, Project Num-
ber: 160364472SFB901).
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 192–207, 2019.
https://doi.org/10.1007/978-3-030-33742-1_16
Intertwining Business Model and Product Functions 193
just downloaded from Apple’s AppStore and Google’s PlayStore which lead to
revenues of $101 billion for paid apps and in-app purchases. Over 70% of this
revenue is paid out to the third-party developers. With additional revenue from
transactions outside the store and advertisements, the monetarization poten-
tial becomes even larger. In contrast to that, there are over 2 million apps in
these stores and the average end-user uses less than 40 of them within a month.
Moreover, Gartner [6] has predicted that in 2018 less than 0.01% apps would
becoming financially successful, while 90% of the applications are downloaded
less than 500 times (study not validated until September 2019). In order to
develop a successful app, developers must consider both the business model and
product functions [3]. For this intertwined development, a common abstraction
layer is required, which is researched less due to the different application areas
of business and product modeling.
Fig. 1. Twin Peaks of BMDL-based business model and SPL-based product functions
2 Research Approach
In the paper, we show the development of the business model and product func-
tions based on feature models as an abstraction layer. For the feature models,
we need to perform a domain engineering to collect the main features of mobile
applications. This initial comprehensive set of features can be extended by the
third-party developer to customize the feature models for his applications.
For domain engineering, we are using a 3-step extraction method based on a
taxonomy development method by Nickerson et al. [20]. The method of Nicker-
son can be used to classify objects based on their common characteristics. We
model each business model decision and product function as a characteristic of
a mobile application. To use the method, we need to define meta-characteristics
and ending conditions together with empirical-to-conceptual and conceptional-
to-empirical iteration steps. The meta-characteristics are the most comprehen-
sive characteristics that can be used as the basis for the choices in the taxonomy.
Based on this meta-characteristics, we are running combinations of empirical-
to-conceptional and conceptual-to-empirical iterations. After each iteration, the
taxonomy is checked against objective and subjective ending conditions. While
this section just briefly introduces the research approach, the intermediate results
can be looked up in our technical report [9].
The creation process of the feature models consists of the initialization of the
process, followed by three execution steps and ends with deriving of the feature
models and the creation of the dependencies between them.
At the beginning of the process, we need to define the overall meta-cha-
racteristics together with the ending conditions. To model the business model
decisions we are using the nine building blocks of the Business Model Canvas
[22] as the most-comprehensive characteristics. We refine these blocks by the
categories of the book Business Model Generation [22] to support the informa-
tion extraction process. The objective ending conditions are the examination
of all selected applications and papers for the corresponding execution step. As
subjective conditions, we want to create an appropriate and cross-application
usable model that can be easily extended by the third-party developer.
Intertwining Business Model and Product Functions 195
At the end of the process, we derive the feature models of the business model
decisions and the product functions. Based on that, we create dependencies
between these models. The result of the process is the BMDL and the corre-
sponding SPL for the domain of mobile applications.
the Business Model Canvas. After describing the translation from the canvas
representation to a feature model, we describe important dependencies inside
the feature model.
perspective, only the development of the application and the publishing and, if
needed, the access to infrastructure, are mandatory. From a business perspec-
tive, there should be at least sales and marketing be considered. For sales, there
should be at least one Revenue Stream and, if needed, the corresponding Chan-
nel to Purchase used. For marketing, there should be strategies for Customer
Aquisition and Customer Retention chosen, which can lead to marketing costs.
The rest of the mandatory features, especially the Value Propositions, depend
highly on the specific application.
The mandatory dependencies are defined mostly on the third hierarchy level
of the BMDL. Here the child features of Key Activities, Key Partners and Key
Intertwining Business Model and Product Functions 199
Resources require specific child features in the Cost Structures. Moreover, the
child features of Channels, Customer Relationships, Value Propositions, and
Revenue Streams require specific Customer Segments. The optional dependen-
cies, which are flexible choices of the developers, are defined mostly on the fourth
and lower levels of the hierarchy.
An example of the dependency management can be seen in Fig. 4. Here, the
usage of Personalized Ads and a Membership are excluded from each other and
the Value Proposition to Cancel Anytime requires a Membership. Moreover, for
a Money-Back Guarantee, there has to be used at least one payment model (i.e.
Sale, Subscription).
The General Functions are the most common features, which are used within
an application. In our analyzed application these where a home screen with
some starting information and the settings for the application. If a customer can
register to the application and used an account, a User Management needs to be
implemented. In Single-Sided- and Multi-Sided-Markets there is often used some
kind of User Interaction. Here the different users can edit their profiles, establish
friendships with each other or send messages. In nearly every app there are some
items (e.g. Movies, Songs, Products, Weather Information) which are displayed
and processed. The Item List provides different parts to structure these items
(e.g. Categories, Search). Within the Item Comsumption it is possible to interact
with these items (e.g. Play, Comment, Rate). The last feature group is the Item
Provision where content can be provided (e.g. Create Content, Upload Videos).
For the BMDL, we focus in Table 2 on the Value Propositions (VP), Customer
Segments (CS), Channels (Ch) and Revenue Streams (RS) as the most customer-
related variability points. The instances of the Key Partners (KP), Key Activities
(KA), Key Resources (KS) and Costs Structures (Co), which contain business-
related variabilities, are described in our technical report [9]. The corresponding
instances of the SPL can be seen in Table 1.
1. Starting Step: In the first step, we are using the feature models of our
predefined BMDL and SPL as the initial layer of our mobile application.
2. Refinement Step(s): In every refinement step, we select the features in
the current layer of the mobile application and define a more detailed layer
of features and dependencies within and between the business model and
product functions.
Table 2. Describing the streaming apps based on the BMDL
3. Ending Step: In the last step, we select the features of the current layer
of the mobile application and determine the business model and product
functions.
6 Related Work
Integration of Business Aspects in SPL’s. McGregor [17] points out that changes
in the business case propagated directly the architecture and components of a
software product line which forces adjustments of the production and test plan.
His work is based on the idea of Svahnberg et al. [24] to integrate the business unit
into the requirements engineering process of an SPL. Ahmed et al. [1] perform an
empirical study to figure out the most important key business factors for SPLs.
Mannion and Savolainen [16] research on the aligning of business and technical
strategies by arguing of feature model granularity based on the business aspects
of Operational Excellence, Product Leadership and Customer Understanding.
Variability Modeling of Business Aspects. Hyrynsalmi et al. [11] analyze the vari-
ability of revenue streams for third-party developers. Jansen et al. [12] propose
different variation points for user-focused and developer-focused features based
on app store case studies which can be interpreted as alignment between value
propositions and product functions. Xu et al. [28] research on the relations of
different business aspects which lead to app recommendations. Wan et al. [25]
analyze the value propositions of mobile messengers with a study on WeChat
and WhatsApp. In [8], we introduce a Business Variability Model (BVM) to
model the business model decisions of software ecosystems but not focus on the
connection to the product functions.
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The Role of the Customer in an Agile
Project: A Multi-case Study
1 Introduction
Software engineering fundamentals are not very swift to change. For example, the
nowadays commonly used agile methods such as eXtreme Programming (XP)
and Scrum, are already more than twenty years old [15]. Even the agile manifesto
itself is turning twenty in two years [2], and it more or less codifies software
process expertise, which was already known fifty years ago [15]. Agile software
engineering methods have been studied from various perspectives; yet, the role
and especially the requirements set for the customer in an agile software project
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 208–222, 2019.
https://doi.org/10.1007/978-3-030-33742-1_17
The Role of the Customer in an Agile Project: A Multi-case Study 209
require deeper understanding since there seem to be only few works where this
issue is even mentioned [16,22].
The agile manifesto itself states how interaction and customer collaboration
are important parts of software development [2]. How the actual software design,
development and testing lifecycle is then carried out depends on the case and
the study. The reported issues are different whether the research concentrates on
customer side, developer side or both (e.g. [16,20]). To get more in-depth under-
standing of the customer problems and issues with the communication between
the customer and the vendor, in this study it was decided to get interview data
from both sides to see how the role of the customer is formed. On the software
process aspects, it was interesting to understand what the customers actually do
or understand, and how they relate themselves to the rest of the development
team. Based on earlier work, we had an understanding that the most common
ways of customer participation was on the first stages in definition phases, and
on the last stages in acceptance testing [12]. But was this still the case with
the agile development practices and if not, how had the adoption of the agile
methods in large scale affected this dynamic?
In this work we discuss and analyze this role of the customer with the fol-
lowing research questions:
2 Related Research
The agile world has embraced change happening in the software development
[13,30]. Yet, especially public organizations have preferred fixed pricing when
buying software [7]. This has created an equation, which has been described
problematic, but also manageable [1,4]. Agile software development has never-
theless become the new norm [9] in all but the most heavily regulated areas of
the industry.
When talking about agile software development one is describing an umbrella
term: the agile world consists of many different process models, frameworks and
development strategies which may vary to a large degree from each other [2]. In
the beginning of this millenia eXtreme programming (XP) was discussed a lot
in industry and also in academia, but the shift has then been towards scrum,
210 E. Vanhala and J. Kasurinen
albeit the continuous development models lean heavily on the principles first
introduced with the XP approaches [10].
In general, XP and the Continuous models are strongly related to the actual
software-in-development while SCRUM or Dynamic System Development Model
(DSDM) are more project management methods. Other methodologies, such as,
Feature Driven Development (FDD) or Kanban can be considered between those
two [18].
Agile methods have been studied from various point of views; Google scholar
return hundreds of results when searching for agile method in title. In their
systematic literature review Dybå and Dingsøyr identified 36 articles discussing
empirical studies of agile software development [3], but only a handful of those
focused on the participation of the customer and collaboration. There are studies
discussing agile methods and user centric design [24] and the role of user stories
[23]. And it has been discussed how daily communication with the customer and
the vendor reduces overruns [17,22]. Martin et al. [20] discuss how important
the role of the customer is in XP project. The role of the customer includes
not only to provide user stories and acceptance testing, but also communica-
tion to external stakeholders and keeping the trust between the vendor and the
funder; the customer is the glue keeping the project together. The overall com-
munication, collaboration and coordination is important and it has been even
discussed how these elements ensure quality and productivity in an agile project
[11,21]. Also Korkala et al. [14] present their findings on how lesser communica-
tion with customer reflects on the higher defect rates. They embrace face-to-face
communication but also accept online video collaboration when participants are
remote.
Sprint length in SCRUM development is usually 2–6 weeks [6,28] and conven-
tionally it has been preferred that the development teams are physically in the
same place [13]. However, this has changed with the improved Internet connec-
tions and online communication and collaboration tools [26], to the point where
it has been reported how distributed teams can be as productive as collocated
teams [27].
In a nutshell: agile methods, which are many, have been studied quite a lot,
yet the role of the customer has not been in the focus.
3 Research Process
This study is a multi-case study and it follows the frameworks and principles
presented by Gable [8] and Eisenhardt [5]. We followed seven steps: defining the
strategy, reviewing the literature, developing the case study protocol, conducting
a pilot case study, conducting a multiple case study, developing a conceptual
model and interpreting the findings.
The research questions, presented in section one, determine the overall strat-
egy. Section two illustrates the related literature. The case study was based on
two interview rounds where the first one was conducted with the customer rep-
resentatives and the second one with the vendor representatives. Data was col-
lected through interview rounds where the first author interviewed the customer
The Role of the Customer in an Agile Project: A Multi-case Study 211
and the vendor representatives and the second author validated the interview
questions and interview recordings. The case organizations were selected from
the pool of professional contacts, which were working with a software project
utilizing an agile method. The aim was to interview the project managers and
leaders – the persons who worked most for the project – from the customer side
and the main architect and/or project manager from the vendor side. Typically
one interview lasted for one hour, and included approximately ten semistruc-
tured questions, with subquestions, which allowed also open discussions. Key
information of the interviewees is presented in Table 1.
a larger framework utilizing for example Drupal and WordPress. There had been
some requirements for analysis and specification with consults before the vendors
were selected. The GDPR, data security and system validation requirements of
all the observed systems were similar, and generally comparable to each other.
4 Results
In this section the results are discussed. Overall, we observed seven main aspects
which greatly influenced the customer participation and client roles in the soft-
ware projects. This includes discussion of general frameworks utilized, what tools
and documents were used, how communication was carried out, what happened
to the budget and scheduling and how transparent the project work was. These
relations are illustrated in the Fig. 1.
Fig. 1. The most common observed related aspects on the topic “customer
participation”.
4.1 Framework
On the general topic of the first research question, the applied process models
were investigated to understand how the development work is done in general and
how much these approaches demand cooperation and customer participation.
The vendor of Cases A and B utilized a scrum framework customized for their
organization. The key points of this customization were: estimated 60% workload
214 E. Vanhala and J. Kasurinen
for a person from the customer organization and the utilization of sprint length
of one week instead of the de facto two week length.
Although the vendor required only 60% of time to be scheduled for the project
the reality was different. Almost double work was required from the product
owner.
“In fact I spent 120% of my time on the project.” - product owner of Case A.
“My workload was something between 60 and 100%.” - product owner of
Case B.
Besides the workload, also the meaningfulness of the one week sprint length
was questioned. Although it was also considered good when there were more
issues to be decided each week. The product owner was also expected to partic-
ipate dailies five times a week. In the beginning the customer’s role was just to
listen, but when everyone got to known each other the customer was also giving
feedback.
“The one week sprint length produced a huge load of overhead. It was meet-
ings and planning all the time.” - secondary product owner of Case A.
“I think it was a good balance of planning and developing” - product owner
of Case B.
The Vendor 1 argued how the one week sprint length had increased their
productivity. They had a two week sprint length, but the move to one week had
been considered as a good choice. Though it resulted in increased productivity,
they had also noted that it required a lot from both developers and customers.
It was considered a good choice if the developer could work in a maintenance
project for a while after scrum development project had ended. This is an oppo-
site finding when compared to, for example [17], where one month sprint length
was used. Still the Vendor 1 considered one week sprints most suitable.
“In one week period we can really be sure what we need to do.” - chief
architect of Vendor 1.
Vendor 2, which developed the Case C, utilized two weeks sprints and did
not require customers participation as much as Vendor 1. Dailies were held only
internally and no customer participation was required or even offered. Although
there was less participation, there was still much to do for the customer: sprint
meetings, testing, design decisions, to name a few.
Testing was very different between the two vendors. With Vendor 1 the cus-
tomer tested the new features each sprint week and had to do quite a lot of work
with testing. This was also noted in the interviews:
“It looks like I am working in Vendor 1. Sometimes it feels like I am doing
their jobs” - product owner of Case B.
It was criticised how the testing responsibility was on the customer side –
although this is in line with the findings in [11]. For example all the integrations
needed to be verified by the customer and in many cases it was reported how
one field here and another there was missing. It created a burden. Vendor 1 also
noted this.
The Role of the Customer in an Agile Project: A Multi-case Study 215
“The customer’s role in testing has been too big. It has to be also noted
how pedantic the customer has been. There has been very little bugs in the
production.” - chief architect of Vendor 1.
With Vendor 2 in Case C the testing workload was smaller and stressed the
project group merely in the end of the release cycle, not on a weekly basis. The
philosophies of Vendor 1 and Vendor 2 can be considered quite different, yet
they both worked.
4.3 Communication
Besides tools, the methods and volume of communication between the client
and the developer were assessed, since the communications and exchange of
information between organizations are considered one of the key values of agile
approaches. Both vendors used Slack online discussing tool as the main commu-
nication method. The Vendor 1 also used Zoom and Vendor 2 Google Meet. Also
Skype for Business was used, especially internally on the customer side. Both
vendors also arranged live meetings. Email was disfavoured although still used
occasionally. Especially with Vendor 1 there were several face to face design-
ing sessions before the implementation part that led to intensive work as part-
ners from the beginning. Although both Case A and Case B had disagreements
between the customer and the vendor no conflicts arose. The product owner of
Case B felt it good how the work was intensive between the vendor and the
customer:
“They have become like colleagues”, product owner of Case B.
216 E. Vanhala and J. Kasurinen
With one week sprints Vendor 1 was able to communicate the project progression
weekly and the customer was using Jira tool from day one, so that the project
was all the time under an expressive supervision of the product owners of Case A
and Case B. There was also a need for transparency the towards steering groups
and the end users, but the lack of time prevented that.
“There simply was not enough time to communicate all the things in the
project group not even mentioning the need to communicate with the end users.”
- product owner of Case A.
With Case C the customer was not that intensively included in the daily
work, but rather in testing features when they were announced. Sometimes some
features were presented even if they were not required and the customer was not
The Role of the Customer in an Agile Project: A Multi-case Study 217
sure if they were the ones they needed. Still the overall feeling within the vendor
was that everything went smoothly.
“It was nice to see how the customer liked to work in this project” - project
manager of Vendor 2 (Case C).
It seemed that the transparency required intensive collaboration that also
required resources from the customer side so that it cannot be described only
to have good parts. If resources are not a problem on the customer side, a deep
communication can improve the transparency.
Finally, all projects are subject to some restrictions and objectives, usually
defined by time, money, resources or quality to assess the success rate of the
project. Although the customer and the vendor were in intense communication
all the time, all the cases missed their budget and/or schedule in some way. This
was especially bad with the Case B as it meant that the content needed to be
updated simultaneously in old systems and in the production environment of
the new system where the new guidelines of content production were set. Finally
the product was released more than a month late and with beta-status. It was
already decided in the beginning of the project that the first release was nothing
but final, but the lack of features was still overwhelming.
There was also an enormous pressure to get the Case A done in time as the
deadline was strict and could not be missed. There had already been delays for
weeks in the previous beta and soft launches, which led to reducing features from
the release. These features were then implemented after the release and that was
also considered a burden as customer’s representatives were eager to move on
with other tasks in hand.
With Case C everything else went smoothly but the authentication with
the organization wide method was not easy to integrate to WordPress and that
lead to missing the final deadline. The project had also a problem with the key
developer’s sick leave as there was no replacement available.
“We had quite good resources for this project and could keep the deadlines.
Although the injured developer had negative effect to meet the final deadline.”
- project manager of Vendor 2 (Case C).
“I think the only problem with the schedule was the sick leave and a little
lightweight know-how, that caused delays” - product owner B of Case C.
The Case C utilized a fixed price model and managed to get all done within
the budget although they did not manage to do it in the time they had set
internally, thus they used their own resources to get everything done.
“Fixed price and agile project – is it even possible? I think it is” - project
manager of Vendor 2 (Case C).
With Case B there were negotiations after it was realized that the estimated
work amount would exceed and with Case A fixed pricing was not even tried.
This underlines how fixed price and agile project are challenging to combine.
218 E. Vanhala and J. Kasurinen
It was found how in these three cases agile software development required
resources from the customer more than they anticipated and the product own-
ers were overwhelmed by the workload the project gave them. The one week
sprint length in Cases A and B was considered exhausting; yet the vendor had
experienced its power.
From the actual tasks testing was considered the most burden. There was
much more to test than the traditional waterfall acceptance testing.
Cloud environments as the backend for document sharing and collaborative
editing were highly praised. As were also online communication tools that were
used.
All the projects missed their budget or schedule in some way and it was
noted how the customer had too little dedicated resources – i.e. manpower – that
was a bottle neck in various occasions and also produced the lack of necessary
communications.
5 Discussion
In the beginning we set three research questions: (1) How do the customers con-
sider working in an agile project? (2) What are the appropriate communications
mechanisms and how effective are they? and (3) What do the participants from
software organizations expect from the customers in an agile project?
Four key points arose from interview after interview:
– Agile sprints require a lot from the customer; the customer has to provide
information on a short notice and live with the schedules and workloads even
if they are incompatible with their own organization.
– Communication through modern asynchronous online tools works as well as
face to face; direct communications between the client and the developer are
not considered overtly intrusive.
– Close collaboration and trust between the partner organizations can alle-
viate most of the problems; most of the issues are based on the lack or
limited amount of communications between the client and the customer
organizations.
– Agile project with a fixed budget is still a tricky concept; the amount of
revisions and redesigns are difficult to estimate beforehand especially with a
new client.
Especially Vendor 1 required a lot from the customer. They had experienced
how one week sprint length is efficient and they put a heavy load of testing
responsible to the customer. On one hand this burdens the customer, but on
the other hand it guarantees that the customer gets what he wants and no
unnecessary work is done when the sprint length is kept short. The problem
is that the burden might be too much if the customer is not prepared for the
workload. Within this study the customer had experience of agile software work,
The Role of the Customer in an Agile Project: A Multi-case Study 219
but the workload was still considered too heavy on many times. If the vendor is
working with the customer with no prior knowledge of software projects there
could be a significant risk that the customer rejects the working method and
the project fails. We recommend that the agile software vendors communicate
the responsibilities beforehand and underline how the customer’s participation is
crucial for the success of the project.
XP has traditionally emphasized close physical proximity [13], yet these
projects embraced online communication tools. Discussions popping up all the
time in Slack – questions getting answered, bugs being fixed – illustrated that the
tools we have today are sufficient to diminish the need for continuously physi-
cally shared spaces. And when textual chatting was not enough Skype and Zoom
brought the customer and the developers to the same virtual room to discuss the
issues at hand. In the beginning of the project physical meetings were held, but
when approaching the release online communication had replaced the physical
meetings almost entirely. We recommend the customers and the vendors make a
point of creating digital work space for all participants, and apply modern online
communication tools whether they would be as sufficient as this study describes.
Although none of these projects were complete successes, there was never real
blaming from either side. The customer could always trust that the vendor gets
all done even if it would mean being late few months or requiring more work.
A deep collaboration and partnership helped all cases to overcome problems
that could lead to courthouse. We recommend to begin a software project with
partnership in mind so that the problems are tackled together and not by blaming
each other.
Monetary issues were not the main research theme, but they arose from the
interviews. With Case A it was decided that fixed pricing was not to be used,
with Case B target pricing was used, but budgeting was an issue and with Case C
fixed pricing was used and the customer was satisfied, but it resulted the vendor
doing some development without payment. This emphasises how agile software
development and fixed pricing is still a concept that needs a careful thinking
whether it is suitable for the project or should some other pricing model be
used. We recommend to avoid strict fixed pricing with an agile project method,
and to consider for example target price or similar more adjustable pricing.
To summarize the findings in a nutshell: agile project requires more expertise
from the customer and flexibility from the budget than traditional plan-driven
projects to succeed, and the current online communications and collaboration
tools enable agile development teams to locate physically all over the globe.
getting observations from several roles to establish several viewpoints into the
analyzed projects. In this sense, the integrity, authenticity and credibility of our
observations should establish a firm chain-of-evidence between our observations,
and the activities which have taken place in these development projects. As for
generalizability, the qualitative studies in general cannot be generalized into all-
encompassing theories such as in mathematics or physics but in transferability
[19], with the study results being treated as areas of interest, or enhancement
proposals, when transferred outside the original study ecosystem.
6 Conclusion
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Impacts of Digitalization
Cloud-Based Solution for Construction
Documentation and Quality Management –
Examination of the Value-in-Use
Taina Eriksson(&)
Abstract. This study examines the customers’ experience of value added they
gain from the use of a cloud-based solution for documentation and quality
management in construction industry. The industry is a laggard in the adoption
of digital solutions. Currently it struggles with very low productivity increases,
and the need to develop the operations to respond to new needs. Digitalizing
documentation and potentially also quality management is one possibility for the
industry towards better productivity. The empirical study was conducted
through qualitative interviews with industry experts and organizations that have
implemented a cloud-based solution for documentation and quality manage-
ment. The findings of the study show that using a cloud-based solution for
construction documentation generates numerous different kind of value in use
benefits. In addition to the time savings in employees’ daily job, the use of the
solution provides gains in documentation quality and contributes even to the
company image for both the (potential) employees and external stakeholders.
Most importantly, the use of the solution enhances keeping track of the big
picture as it adds to the accessibility and transparency of the data. The industry
experts envision that digitalized solutions can be used for developing completely
new business models in the industry.
1 Introduction
flows or processes has led to cost savings in construction [5, 6], the benefits are difficult
to achieve, because they necessitate thorough digital transformation.
In an established industry like construction, the transformation is all but easy.
Similar to any other context, it must be lead from the top. In addition, the transfor-
mation also necessitates a culture that supports it [7]. The transformation calls for
commitment from the top management [7]. Nonetheless, getting digitalization to the
boardroom agenda in the construction industry can be challenging, since the traditional
approaches to costs make investments in ICT unattractive to many construction
decision-makers [8].
Equally importantly, successful digital transformation is based on and driven by
strategy, not technology [7, 9]. It calls for an end-to-end approach (as opposed to
improving specific functions only) and a fundamental change in thinking, by empha-
sizing profitability rather than resource utilization and by being more selective on the
work they target [10].
Successful digital transformation enables the organization to generate value in the
use of digital tools. The value generated in the use of any digital solution cannot be
predefined by the provider but is created as a joint process between the provider and the
customer. The value depends on the provider’s resources and processes, the customer’s
resources and processes as well as the joint resource integration process [11]. This means
that the features of the solution and the provider’s ability to deliver are only part of the
realized value in use. Therefore, this study addresses the following research question:
What kind of value construction industry customers derive from the use of a software solution
for documentation and quality control?
3 Solution Value-in-Use
In academic examination of customer value, the focus has been mainly on quality as an
antecedent to customer value [18] even though presumably also other aspects besides
the quality have an impact on the value experienced by the customer. For instance,
Macdonald et al. [19] have identified that the benefits of solutions may relate to the
customer’s:
• improved operational performance
• innovativeness
• competitive advantage
• reduced financial risk (because the provider bears some of the risk)
• dependence avoidance (avoiding putting all the eggs in one basket)
• employees’ ability to do their job quicker, easier, or with less stress
228 T. Eriksson
4 Research Design
After reviewing earlier literature on value in use and charting the situation of digital-
ization in the construction industry. The empirical part of this study was conducted
with qualitative research methods. Two sets of qualitative research interviews were
conducted with altogether ten interviewees.
First, four industry experts were interviewed on the overall picture of digitalization
in the industry and in particular in the area of documentation, the generic potential
benefits, expected developments. Second, five different customer organizations using
the Congrid solution were interviewed to scrutinize the benefits the customers perceive
to derive from the use of the solution.
The experts interviewed were from Finland (two experts), Denmark and Norway.
All of them represent an organizations that operate for the benefit of the construction
industry (associations or public organizations). The Finnish experts were selected based
on their position in the Finnish ecosystem around construction industry. The Danish
and Norwegian experts were selected based on the recommendations of the Finnish
experts. Two of the expert interviews were conducted face to face and two over Skype.
Cloud-Based Solution for Construction Documentation and Quality Management 229
The five customer organizations were selected together with Congrid to include
different types of organizations to cover the full range of different customer groups.
Three of the customer interviews were conducted face to face and two over Skype.
In four of the interviews there was one interviewee and in the fifth one there were two
interviewees. The main user of the solution was interviewed from each company. They
were responsible for giving access to all new users and organizing training as well as
solving problems and communicating the company needs with the solution provider. In
addition to the responsibility as the main user, most of the interviewees also had first-
hand experience of using Congrid in the daily operations of the company.
All of the nine interviews were recorded to enable more detailed analyses. In
addition the interviewer made detailed notes during the interview to capture which
issues were emphasized. Details of the interviews are presented in Table 1.
The data from expert interviews was used to deepen the literature-based under-
standing of the state of digitalization and in particular the state of digitalization of
documentation and the foreseeable developments. Each interview was scrutinized and
the notes written during the interview were supplemented.
The data from the customer organizations was analyzed in relation to the different
value dimensions the interviewees brought up. The key value adding dimensions of the
solution use were extracted from the data [24]. The data was further reduced in the
analysis through categorization into different value classes [23]. Insights on the roles of
the solution provider and the customer were derived from the customers’ stories of their
experience of the solution use reflected against the experts’ views and earlier literature.
230 T. Eriksson
Second, all of the customers reported that using the solution for documentation
makes it easier for them to keep to the schedule. Once the observations are recorded
directly into the system at site, the time from the observation to the repair (if repair is
needed) shortens. In addition, the interviewees tell that they are able to produce higher
quality documentation with less time. This is particularly relevant to companies that
deliver reports to their customers, but plays a role also in the ones that produce reports
for internal use and the authorities. The ones that deliver reports to their customers, tell
that it is beneficial for their company that the reports are more consistent in terms of
content, quality and the visual representation.
Three out of the five interviewed companies also utilize the solution for quality
control. These companies report that defects are more consistently reported when the
system is used, because the observations are recorded directly into the system as
opposed to someone noticing a defect and trying to remember to tell that to someone
whom they might not see today, but only next week etc. Nonetheless, it must be noted
that only by changing the peoples’ behavior so that all of the observations truly are
recorded in the system when they are made, the system can yield these benefits. The
customers also told that it is good to be able to assign the responsibility for fixing the
defect in the system. Yet, at the same time, all of the interviewees emphasized that the
system does not replace human to human interaction. So, these two are both needed for
an effective end result.
Three of the examined customers also utilize the possibility of recording safety
observations in the system. These interviewees told that similar to the quality man-
agement, the use of the solution in safety management calls for a systematic approach,
where all observations are indeed recorded when they are made. Only then the com-
panies get the benefits of sharing the data within the company and with partners.
Having the process in the system, makes following progress from observation towards
fixing the issue visible and more reliable, since it is not dependent only on someone
remembering to do or say something.
In addition, once the observations are systematically recorded in the system, it
becomes possible to examine whether there can be seen some trends that call for action.
For instance multiple observations on serious safety issues concerning a particular sub-
contractor’s operations is an issue that needs to be handled. The interviewees
emphasized that the safety issues need to be dealt with in person, however the system is
a good aid in improving safety.
An additional and very interesting value factor that two of the customers brought up
spontaneously was the company image. Using this relatively new solution is seen to be
part of the company image. They want profile themselves as an employer that offers
modern tools for its employees and thus e.g. attract talent into the company, but also
improve the motivation and job satisfaction of current employees. Thus, it is part of
employer branding. On the other hand, the interviewees also told that they want to
profile the company as an operator that wants to introduce change and progress into the
industry. This kind of value factor was not anticipated based on earlier research, but
there could be found an analogy from the consumer context, where it has been rec-
ognized that the expected value in use may include also promotional goals such as
looking good to others [25].
Cloud-Based Solution for Construction Documentation and Quality Management 233
Digitalizing documentation may not seem very radical or innovative, but in the context
of construction industry it is an important and strengthening trend. Companies are not
yet very advanced in their digital transformation that aims at developing their systems.
THe goal in construction is to have detailed real-time data of the progress of each site.
In practice this means for instance data on the progress of and potential quality issues
encountered in installing door handles on-site. Currently, the construction companies
do not yet have this data and hence the management does not have a full picture of
what is going on in the construction sites. This leads to waste of resources in various
forms: time, quality and materials.
Even though the Finnish construction industry is quite advanced in global bench-
marking, only a hand full of companies engage in true digital transformation. It is only
the leading companies where a good digital strategy (or equivalent) meets a culture and
leadership that drive the digital transformation [7]. In these companies the top man-
agement has a vision of the digitalization goals of the company and the employees trust
the leaders and their vision [7].
234 T. Eriksson
even more importantly in building the business model around the solution. Offering
complementary services to support the customer may be a clever strategy. For example,
offering a person to be part of the implementation process (e.g. doing the user training)
can make it a lot easier for the customer to commit to the solution.
At its best, the relationship between the solution provider and the customer is
dialogical where both parties engage in constructive discussion around the customer’s
needs, the solution features and the envisioned development paths. All of the examined
customer companies testified to this.
Further Research and Limitations
The goal of the study has been to develop deeper understanding of the value factors for
a construction industry customer and the roles that the solution provider and the cus-
tomer play in generating the value. The study naturally has some limitations.
As it is based on review of literature and nine qualitative research interviews, the
findings are not generalizable to wider group of companies. However, analytical
generalizations to similar contexts may be fruitful. In addition, the study focuses on one
very specific industry that is clearly a laggards in digitalization. Hence the findings do
not necessarily apply in any other industry context.
Further research is certainly needed. One avenue for further research is deeper
examination of the roles of the solution provider and the customer and particularly the
potential benefits of collaborative relationship. In addition, the potential contributions
of utilizing novel solutions on the company image and on the job satisfaction among
the current employees warrant more attention. Moreover, it would be important to find
which ones of the value factors can be measured and with which indicators.
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ijproman.2013.05.007
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throughout a construction project life cycle – selected issues concerning digitization in
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Initial Coin Offering (ICO) as a Fundraising
Strategy: A Multiple Case Study
on Success Factors
Abstract. Cryptocurrencies and Initial Coin Offerings (ICO) are some of the
more prominent examples of currently used blockchain technology applications.
Especially software startups have leveraged ICOs to gain funding early on in
their lifecycles, going on to develop and create new blockchain based applica-
tions. Recently, larger companies such as Facebook have also begun to show
interest in cryptocurrency, although thus far not for funding purposes in the form
of ICOs. In this paper, we investigate factors that positively affect the abilities of
companies to meet their fundraising goals via ICOs. We first identify a set of
factors from extant literature and then seek to further confirm the effect of these
factors while uncovering new ones by means of a multiple case study of eight
firms that have carried out an ICO with varying success. Based on the data, we
highlight success factors for ICOs in funding use.
1 Introduction
Interest in blockchain technologies has grown rapidly in the recent years both among
the academia and out on the field, especially following the spike in the price of Bitcoin
in the autumn of 2017, which made the cryptocurrency a prominent topic of discussion
in mainstream media for months. Various blockchain applications have been explored
by banks, governments and private businesses alike [20]. The properties of blockchain
related to security and traceability are of particular interest to the various parties
exploring the possibilities of blockchain [20].
Initial Coin Offering is a method of financing projects through the Internet, in which
new ventures sell tokens to a crowd of investors [7]. They are usually, as Fenu et al. [6]
define them “public offers of new cryptocurrencies in exchange of existing ones, aimed
to finance projects in the blockchain development arena”. ICOs have been utilized as a
form of crowdfunding [18], particularly by software startups. This method of funding
can simplify the process of acquiring it compared to various traditional means. On the
other hand, various fraudulent funding ICOs have already been witnessed [14]. Only a
fraction of projects using ICOs as a source of funding were ultimately productive and
innovative, although this is consistent with the failure rates of software startups and
small companies in general. The way in which ICOs have sparked hype can at times
seem reminiscent of the Dot Com Bubble of the 1990s, although some of the hype has
since died down following the downward trend of Bitcoin after its Autumn 2017 spike.
Nonetheless, ICOs show promise as a novel way of acquiring funding for firms and
especially software startups. Software startups regularly struggle with funding as they
search for a scalable, or even sustainable, business model early on in their lifecycles.
While extant research has shown that the successful acquisition of funding has little
bearing on the success of software startups [16], and that it can even influence it
negatively [8], external funding is nonetheless a necessity for most software startups
should they wish to keep operating. With hundreds of projects raising billions of dollars
in total via ICOs in the United States alone, ICOs as a source of funding are becoming
increasingly noteworthy [9].
In this paper, we seek to better understand what makes an ICO succeed. Few extant
studies on the topic exist [1, 2, 6, 7] and all of these studies are quantitative in nature,
conducted by utilizing secondary sources (more specifically, public information
available on the Internet). To tackle this gap in the area, we conduct a qualitative study
on the topic using primary data gathered directly from firms. We first look at extant
literature in order to look at success factors already discovered, following which we
conduct eight case studies of companies that have carried out an ICO in search of
funding. Data from these cases is collected by means of semi-structured interviews.
Specifically, we tackle the following research question:
RQ: What are the most important factors positively affecting the ability of firms to
acquire funding by means of an ICO?
2 Background
In this section, we first discuss the general background of ICOs in terms of blockchain
and cryptocurrencies. Then, in the second subsection, we discuss ICOs in detail. In the
third and final subsection, we examine extant literature on ICO success factors. As
academic literature on the topic is still scare, some grey literature sources are cited,
although scientific ones are used where available.
The Ethereum project has been considered a turning point in blockchain, allowing
for the creation of a large variety of decentralized applications and digital tokens
created using blockchain and consequently making it possible to represent a wide range
of assets [3, 4]. In the wake of this development, the possibility of tokenizing entire
projects and using ICOs to fund them also dawned on developers [4].
In 2012, Willett [19] wrote about the possibility of using ICOs as a source of
funding. Since then, thousands of projects have utilized ICOs to raise funding [9]. ICOs
are an attractive way to raise funding primarily due to (1) the lack of regulation
surrounding them; (2) cost efficiency resulting from the absence of intermediary costs;
(3) a larger pool of potential investors resulting from there being no restrictions on
investment or marketing; and (4) rapid liquidity for investors upon successful listing, as
tokens can be sold almost immediately, at virtually no detriment to the project [2].
while one study found that same factor to have a positive effect, the effect is considered
nonetheless positive across those two studies. If one study found a positive effect and
one study found a negative one, the effect is considered mixed.
3 Research Methodology
This section is split into two subsections. First, we describe the eight case firms. We
then discuss our data collection and analysis methodologies in the second subsection.
3.1 Cases
The eight case companies all wished to remain anonymous upon data collection and
thus the case companies are presented as companies A to H. Table 2 presents the
general characteristics of the eight case companies.
Below, in Table 3, we list the characteristics of the ICO of each company. The data
we collected are based on the previous studies discussed in the preceding background
section. E.g. use of Telegram is included because an extant study [2] linked ICO
success with Telegram use. Jurisdiction refers to the jurisdiction of reference for the
token sale, which can be different from the physical location of the firm.
Finally, in Table 4 are the financial details of the ICOs of each case firm. Some of
these are details are discussed in relation to our findings later.
242 A. Panin et al.
their hard caps were asked why they thought this was the case, and what they would
have done differently in retrospect.
For the purpose of data analysis, the interview recordings were transcribed. From
the transcripts, factors affect ICO either positive, negatively, or ones that had had no
notable effect (neutral) were highlighted. The effect of each factor was also briefly
described in the transcripts. These edited transcripts were then sent back to the
respondents who corrected any inaccuracies before sending them back.
Ordinal scale measurement method was used to analyze which factors were the
most important ones from the point of view of the firms. This is again in line with the
work of Ojala and Tyrväinen [12] on success factors in another context.
Finally, to ascertain (some of) the claims made by the respondents in the interview
data and to collect additional data on the case companies, we consulted secondary
sources such as the websites of the companies, their (ICO) project whitepapers, and
from external sources such as Icobench and Icowatchlist.
4 Results
In Table 5, below, we present our analysis of the respondents’ five most important
success factors. The factors are scored based on the respondents’ factor rankings.
Table 5. (continued)
Factor A B C D E F G H Avg. Total
score
Video content/campaign 1 0.1 0.2
Token economics 1.5 0.2 0.2
Passion/trust in success 1 0.1 0.1
Technical preparation 0.5 0.1 0.1
YouTube influencers 1 0.1 0.1
Telegram use 0.5 0.1 0.1
The scores were distributed so that the top of choice of each respondent received
five points, the second choice received four points, and so on. Each firm thus allocated
15 points (5 + 4 + 3 + 2 + 1) to their top five choices. In cases where multiple
respondents were interviewed in one case company, the score values placed by each
respondent were divided by the number of the respondents for that case. I.e. each firm
could only assign the total of 15 points no matter how many respondents represented it.
All the recognized success factors are arranged in decreasing order of importance
based on their total score (total score = average * frequency, where aver-
age = sum/number of cases) in the table. In the subsections of this section, we then
discuss further the top five success factors arising from this data. We omitted frequency
from Table 5 as an explicit column, as it can be determined from the firm-specific
scores.
In the following subsections, we discuss the five most important factors that
emerged from this analysis in detail. The following five Subsects. 4.1–4.5 discuss one
factor each, elaborating on them based on the interview data. Subsection 4.6 then
presents our results in relation to the negative factors uncovered, and in Sect. 4.7 we
compare our results to extant literature. Finally, Subsect. 4.8 summarizes our results.
As the effect of Telegram use was studied in the past, we asked the respondents
how they felt their use of Telegram had affected their success. In response, all
respondents agreed that it had had a positive effect, with firm D noting that Telegram
was the preferred messenger application in cryptocurrency communities. However, the
firms noted that focusing on just one channel is not enough, as different channel are
useful for reaching different audiences.
the following reasons they felt had in part prevented them from reaching their hard
caps:
• Time pressure (finding and satisfying early investors)
• Being late to the market
• Hard cap too high
• Fraudulent activities by attackers (e.g. phishing sites)
• Ethereum price crash
• Legislative changes (ICO ban in China)
• Lack of knowledge about the target (customer) group in the crypto sphere
• Underestimating the needed marketing budget.
While the focus of this study is on success factors, we collected this data to
potentially provide better managerial implications in this study. We relate these find-
ings to extant research in the discussion.
5 Discussion
Our results present some novel findings in the context of ICO success in the academic
literature. Extant studies on the topic have been quantitative in nature, relying on
secondary data available online. While we looked at the factors studied in these extant
studies, we wished to uncover ones not present in them.
PEC1 (see PECs 1–4 in Sect. 4.8 above) summarizes the five most important
factors uncovered across the eight cases of this study. Out of these factors, two have
been studied in existing studies while others are new in the context of ICOs, although
not new in business studies in general. First, teams in relation to ICOs have only been
studied in terms of team size, number of advisors, and the LinkedIn network size of the
CEO. As the case firms of this study emphasized the importance of team member and
CEO experience and public image, we consider our findings to be in line with the idea
the networks of a CEO affecting ICO success. Secondly, the positive effect of Telegram
use found in existing literature [2] could be likened to effective marketing.
Otherwise, these five success factors have not been studied in the context of ICOs.
However, e.g. teams and marketing have been widely studied across disciplines. Our
findings thus point to the factors unique to ICOs not bearing a particularly notable
impact on ICO success. Companies seeking funds via ICOs seem to be similar to any
other mature firm or startup operating in another market. Indeed, we would highlight
Business Model Canvas (BMC) [13] in this context. All of these top five factors of
PEC1 can be allocated to some of the nine building blocks of the business model
canvas. E.g. “inspiring idea that will sell” and “the clarity of the problem and solution”
Initial Coin Offering (ICO) as a Fundraising Strategy 249
can be likened to the value proposition of the BMC, while investors at different ICO
stages are customer segments for such a firm. Following this line of thought, we would
urge firms seeking to carry out ICOs to utilize this tool, and to follow established good
business practices in general.
In this regard, we would also highlight the importance of the team as perceived by
the case firms. The team behind the project was considered important both in terms of
capabilities required to carry out the project, as well as in terms of public image so as to
be able to convince potential investors to invest. The importance of the team is also an
anecdotal wisdom among startup investors. This brings us to suggest that the BMC [13]
may in fact be lacking a team component, given the importance placed on the team by
the teams themselves as well as investors in various business contexts.
Out of the negative factors discussed in PEC2, only one has been studied thus far.
Amsden and Schweizer [2] found that higher Ethereum price decreased the likelihood
of participation in ICOs while a higher level of volatility increased it. The “Ethereum
price crash” in our data, on the other hand, referred to the particularly notable cryp-
tocurrency crash of early 2018 that (negatively) affected the value of most if not all
larger cryptocurrencies at the time, including Ethereum and Bitcoin. Thus this partic-
ularly noteworthy event can hardly be linked to the findings of Amsden and Schweizer
[2] either, leaving it a rather context-specific occurring.
Among the other factors of PEC2, most are not unique to ICOs. Lack of knowledge
about one’s target customer group or segment is a common business issue, as are a hard
cap too high (i.e. overestimated target goal in fundraising), time pressure, and under-
estimating the required marketing budget. These have been studied in other business-
related literature in various contexts and our findings offer little to these discussions
past the notion of them also being relevant in the context of ICOs.
On the other hand, PEC3 fully supports extant literature on ICOs. All firms agreed
that the use of utility tokens had a positive effect on their ICO success, in line with the
findings of Adhami et al. [1]. Utility tokens make legal compliance easier, and among
our case firms supported the use cases of some of the firms well. As for the use of
Telegram, all companies agreed that having a Telegram channel for a bi-directional
communication with a community positively affected ICO success, which is in line
with findings of Amsden and Schweizer [2]. However, the firms also agreed that the
social media use of a company preparing for an ICO should not be limited to just a
Telegram but include other channels as well.
Finally, the factors listed in PEC4 have been noted to have varying effects across
studies. Our findings in terms of these factors (Table 6) are largely in line with extant
literature. The one clear exception is the firms’ perception on the acceptance of FIAT.
However, only one of our eight case companies actually accepted FIAT while the other
firms could only speculate what effect it could have on an ICO. We thus do not
consider our findings to go against extant literature in this regard.
Finally, we would highlight PEC1 in relation to whitepapers (Table 6). As the
purpose of a whitepaper is to ultimately describe the idea of a firm, it is likely that the
idea described therein and how well it is described (marketing and clarity of problem
and solution in PEC1) are far more important than the mere existence of a whitepaper.
We thus consider PEC1 in relation to whitepapers to partially support the findings of
Amsden and Schweizer [2] who found the length of a whitepaper to have a positive
250 A. Panin et al.
effect on ICO success. Longer papers are likely to better describe ideas, although a
needlessly long one may also indicate a lack of clarity in describing one’s idea.
6 Conclusions
In this study, we have conducted a multiple case study on the success factors affecting
the success of an ICO. By conducting semi-structured interviews in eight case com-
panies that successfully carried out ICOs in the past, we have sought to understand
what factors the firms themselves considered to have been most important to the
success of their ICOs. This approach, we argue, filled a gap left by extant studies which
have been quantitative, focusing on secondary sources publicly available online.
To answer our research question, we argue that the five most important success
factors affecting ICO success are: (1) inspiring idea that will sell, (2) efficient building
of a community of supporters, (3) effective marketing, (4) professional team, and
(5) clarity of problem and solution. These findings point towards firms conducting
ICOs being similar to any other type of firm. We thus suggest that companies seeking
to carry out ICOs should apply existing good business practices. While we uncovered
some success factors specific to ICOs (such as the use of Ethereum platform), the case
firms did not rate these factors highly in discussing their importance.
Further research on the topic should seek to study these success factors in-depth.
This could be done by e.g. comparing different marketing strategies used prior to ICOs,
or by comparing the effect of different bonus techniques on overall ICO success. Our
findings point towards ICO companies not being unique on a higher level of
abstraction, but e.g. firms looking to conduct ICOs for crypto projects may find some
marketing strategies far more effective than other types of firms. Further research on the
topic could also take on the point of view of advisors. While a team may only have
experience with one ICO, advisors have often witnessed multiple ICOs, letting them
thus compare their experiences with different ICOs.
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Initial Coin Offering (ICO) as a Fundraising Strategy 251
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Enabling Circular Economy with Software:
A Multi-level Approach to Benefits,
Requirements and Barriers
1 Introduction
leverages the idea that waste for one actor is a resource for another [12], information is
required to match the resources that are considered of low value with the actors that
have higher value uses for the resource. Software solutions provide the means to
collect, disseminate, and analyze this information. While developing technologies thus
play a role of crucial enablers for circular economy, research on how to successfully
capture these opportunities is still scarce. To address this gap, we adopt the multilevel
approach [5], and address the implementation of software solutions on a micro-level,
i.e. applications that a single company implements to improve the circularity of their
operations, meso-level, i.e. systems that networks of companies collaboratively
leverage to improve circularity between them, and macro-level, i.e. infrastructural
digital technologies that improve systemic resource efficiency.
Our paper aims to answer four distinct research questions. To map out the
underlying technologies for software-intensive solutions in circular economy we seek
to answer: what are the technologies that enable circular economy? Acknowledging
that circular economy actions take place on multiple levels (micro, meso, and macro)
by different stakeholders [5], we answer: how the technologies affect different levels of
circular economy? To address the potential pre-requisites for successfully enabling CE
through software solutions, we answer: what are the requirements to implement the
solutions on the different levels of CE? Lastly, to identify existing barriers that can
undermine the potential of software-based business in CE, we answer what are the
barriers on each level? Through answering these questions, we create a comprehensive
framework for identifying and analyzing the feasibility of implementing a digital
solution to enable circular economy, suitable for use by practitioners and academics.
Circular economy challenges the old linear economy approach to production and
consumption, by implementing ways to reduce landfill and emissions, and instead
keeping materials and products in circulation [4]. Traditional linear economy focuses
on maximizing the results by maximizing production, whereas circular economy aims
to break the relation between economic growth and use of resources by redesigning
economic processes and maximizing the values of resource use [5]. The focus of the
reduction is both in the inputs and outputs of material flows and the aim is to keep the
materials in the cycle.
The level of impact or implementation of circular economy principles can be
divided into three categories: Micro-, Meso- and Macro-levels. The Micro-level refers
to actions and effects regarding products, applications, companies and consumers, the
Meso-level refers to Eco-industrial parks (EIP) formed together by organizations and
societies and the Macro-level covers the largest scale including cities, regions, nations
and even global actions [5]. Thus, on the Micro-level, software solutions enabling
circular economy to focus on singular applications, Meso-level implementations focus
on applications used within a network of actors, and Macro-level implementations
focus on digital infrastructure. The Meso-level differs from micro-level especially
through the inclusion of public authorities and the decision-making process of the
political system. Even though immediate circular decisions and effects can be hard to
254 J.-M. Väisänen et al.
3 Research
On the micro-level many technologies and benefits can be identified through the
innovative solutions provided by companies. Internet of things, cloud manufacturing,
cyber physical systems (CPS), and additive manufacturing can be used to develop the
design, production and logistic processes in a company to promote circular economy
[8]. On a company level, internet of things and RFID technologies help companies
gather information on product usage, CPS can be used to help with waste sorting and
production assembly [13] and also to avoid overproduction [7]. Cloud computing helps
companies to handle massive data amounts and reduces energy consumption and
additionally it can be used to help logistic processes in selective waste collection [13].
The bundling of IoT solutions with big data analytics, allow the large amount of data
gathered to be used in strategic analysis and support decision-making [3] The results
gained from big data analytics can be further developed with artificial intelligence
solutions which support the process and system optimization even further [15]. New
business models are also increasingly being taken into consideration and IoT related
emerging technologies seem to be the missing link to enable the use of service business
models [7].
On meso-level the digital technologies in circular economy are focusing around the
ways of cooperation in the networks. In network communication distributed ledger
technologies are being developed to allow safe sharing of information and databases
between the different operators [16]. By closing the loops with network cooperation,
product lifecycle management needs to be effective to keep track of the quality and
availability of products [21]. The RFID and IoT technologies are used to create so
called “product passports” to enable the possibilities of reusing products and collab-
orating in production processes [6]. On meso-level the technologies enable the trans-
formation towards a collaborative environment and the use of platform-type operating
[16]. In the available research and literature, the use of technologies on macro-level are
not addressed and have been researched only limitedly. Many of the technologies could
undoubtedly promote circularity on macro level, but clear examples of the technologies
being utilized in the macro level were not found in the context of circular economy
during the research.
circular solutions for example, in the form of favorable taxation and standardization [4].
Lastly, the general awareness of circular economy needs to improve among the con-
sumers and companies, to make the transformation intriguing for companies [4].
The distinction between the different levels can be seen clearly in Table 1, displaying
the results. Reported possibilities and examples of software supporting circular econ-
omy reside mostly in the micro level. On the meso-level, the findings are related to the
Enabling Circular Economy with Software 257
Based on the results, digital technologies can be seen to drive the circular trans-
formation from micro-level towards the meso- and macro-levels. The broader imple-
mentation of software-based business requires large grounds of digital infrastructure,
and from the perspective of circular economy, industrial companies are the key
operators in the infrastructural development due to their closeness to material and
energy flows. The solutions that are achieved on a micro-level can be further utilized on
the upper levels, when the digital infrastructure on public and national operators are
developed as well and the micro-level solutions can be generalized.
Meso-level requirements and barriers rely heavily on networking and collaboration,
which leads to focusing on data management. The rise of distributed ledger tech-
nologies like blockchain are key for enabling safe collaboration and data sharing.
Though the data technologies are developing fast the questions related to the ownership
of data still remain unsolved. The success of meso-level implementation is only
achieved if all the operators dedicate to operating towards a common goal, which might
be a challenge to organize and bring out new challenges related to operating methods
and general cooperation. The simultaneous competition and co-development might be
hard to fit into certain ecosystems, which is why meso-level implementations might not
work even though the software technologies could be utilized.
The slow development of the macro level infrastructure might be one of the key
reasons why software is not utilized more in the context of circular economy. On the
other hand, the development of circularity seems to need the development of the lower
levels, before macro-solutions and benefits might be achieved. Even though, the macro-
258 J.-M. Väisänen et al.
level benefits are yet unrealized, the actions towards circular economy on macro-level
are important, as support to the transition on lower levels. The support of the public
sector and government can tip the scales on whether new business models and other
new forms of operations are profitable and thus motivate organizations to pursue them.
The concluded study contributes to the prior research done on the areas of circular
economy, software-intensive solutions and their combined effects. The study develops
the understanding on the technologies, benefits, requirements and barriers among each
level on the perspective of software solutions supporting circular economy and pro-
vides information on the differences between the levels.
The results of the conducted study are conceptual and limit only to the available
literature and the findings that have been reported in previous research. The focus of the
findings is mainly on the theoretical side, which is supported by few concrete examples
on individual operators or cases. Thus, we suggest that further research should be made
with a case-based empirical focus on the software solutions and their effects on circular
economy on each levels of the multi-level approach. The use and effects of the tech-
nologies should be researched in an organizational environment that already focuses on
software solutions and have the infrastructure ready for circular development in order
to empirically test the findings and provide information for circular economy devel-
opment. We also suggest that the macro-level solutions need to be researched thor-
oughly as the current findings on this level are very limited.
Acknowledgments. This research was conducted within the projects CICAT2025, Circular
Economy Catalysts: From Innovation to Business Ecosystems funded by the Academy of Fin-
land, Strategic Research Council (decision no 320194, 26.11.2018, updated 10.01.2019) and
6Aika: CircVol funded by the European Regional Development Fund (decision no EURA
2014/6291/09 02 01 01/2018/UML).
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Implementing AI Ethics in Practice:
An Empirical Evaluation of the
RESOLVEDD Strategy
1 Introduction
1
https://www.bbc.com/news/technology-48276660.
2
https://www.reuters.com/article/us-amazon-com-jobs-automation-insight/
amazon-scraps-secret-ai-recruiting-tool-that-showed-bias-against-women-
idUSKCN1MK08G.
262 V. Vakkuri and K.-K. Kemell
2 Background
2.1 Ethically Aligned Design
In the field of IT and ICT, ethics has historically been discussed in different
contexts. It has been discussed in relation to (1) applying traditional ethical
theories in the context of ICT; (2) as a branch of professional ethics for ICT; and
(3) as a set of specific ethical issues such as internet privacy and security in ICT
[5]. For example, traditional ethical theories such as Kantian ethics and virtue
ethics have been applied in the context of ICT. Moreover, specific, practical
questions related to professional ethics have been addressed in the ACM Code
of Ethics [13]. In this paper, we define ethics from the point of view of ICT as
follows: “the analysis of the nature and social impact of computer technology
and the corresponding formulation and justification of policies for the ethical use
of such technology” [20]. Another central construct used in this paper, Ethically
Aligned Design [10], on the other hand refers to the involvement of decision-
making in practice and ethical consideration in a the practice and design AI and
autonomous systems and technologies.
The continuing progress in the field of AI calls for new and concrete methods
to manage the ethical issues arising from these new innovations [2,6]. Indeed,
Allen et al. [2] argue that AI and AI-based systems produce new kinds of needs to
consider. Specifically, they propose that designers implicitly embed values in the
technologies they produce [2]. AI and other complex systems force designers to
consider what kind of values are embedded in the technologies and also how the
practical implementation of these values could be done and how these systems
can be governed [6].
To better incorporate human values into the design process of AI systems,
some AI-specific values have been proposed. For example, the importance of
transparency in AI systems was emphasized by Bryson and Winfield [4]. Dignum
[7] presented two more values in addition to transparency by presenting the
ART principles (Accountability, Responsibility, Transparency) to guide ethical
development of AI systems [7]. Finally, fairness and freedom from machine bias
have also become important as core values expected from AI systems [12].
To direct the discussion on aligning ethics with system design, the IEEE
Global Initiative on Ethics of Autonomous and Intelligent Systems was launched.
The initiative was branded under a concept titled Ethically Aligned Design
(EAD), a construct we briefly discussed at the start of this section. The ini-
tiative aims to encourage practitioners to consider and prioritize ethics in the
development of AI. So far, the initiative has defined values and ethical principles
that prioritize human well-being in a given cultural context. These guidelines
have been published online (latest Edition1 2019) [10]. These guidelines revolve
Implementing AI Ethics in Practice 263
around presenting different AI ethics issues and then suggesting ways of tack-
ling each issue through extant literature, but ultimately offer very little in terms
of actionable practices or tools, with most of the focus being on discussing the
issues.
Arguably, the key audience of EAD are, or should be, the developers. AI
development, much like conventional software development, is a cognitive activ-
ity [14] where humans play a significant role in deciding how the system behaves.
Extant research has established that developers’ interests are driven by work
related concerns [1]. Concerns are the foundation of developer commitment
development in his/her work. Commitment is important as it directs attention
and helps in maintaining the chosen course of action [1]. Should EAD practices
become used by the developers, it should be meaningful to them, contributing
to their work related concerns and thus helping them accomplish their tasks.
Experiencing meaningfulness in the work place plays a significant role in
understanding the ethical aspects related to one’s work. Bowie [3] states that
an overall experience of meaningfulness while working supports the individual’s
moral development related to that activity. Understanding the ethical aspects
of one’s work stems from understanding the meanings of one’s own actions and
responsibility for the well-being of others [3]. In this regard, the challenge in
software and interactive systems development and design is that the developers
may not fully understand the consequences of their actions and how their deci-
sions eventually affect others once the system is operational. In other words, in
order for EAD to be possible, ethics needs to become meaningful for develop-
ers. For ethics to become meaningful for developers, it needs to help developers
accomplish work tasks, instead of being something extra they have to take into
consideration e.g. because the product manager tells them to.
In summary, there are multiple methods that could potentially be used to
implement AI ethics. However, we argue that AI calls for new, actionable meth-
ods to address the new ethical issues presented by these systems, specifically
tailored for the context of AI. In the next section, we further discuss an existing
tool for ethical decision-making that we focus on in this study, RESOLVEDD.
The RESOLVEDD strategy was first introduced by Pfeiffer and Forsberg [22]. It
is a step-by-step decision-making method, originally intended for teaching prac-
tical ethics to bachelor students. The method is aimed at those who do not have
prior knowledge of ethics or philosophy to evaluate ethical principles in prac-
tice. This aspect of the RESOLVEDD strategy makes it particularly appealing
in the field of Software Engineering (SE) where few curricula have traditionally
included studies in ethics or philosophy.
The RESOLVEDD strategy is based on professional ethics and approaches
ethics from the point of view of personal ethical problems in work contexts. It
is not connected to any specific ethics theory and does not enforce any set of
values on its would-be users. Instead, RESOLVEDD is intended to support its
264 V. Vakkuri and K.-K. Kemell
users in taking into account ethical issues and tackling them through their own
set of values or through an ethics theory of their choice [22].
The strategy is presented as a series of nine concrete steps (Fig. 1) portraying
the rational ethical decision-making process. By using the method, one is able to
justify and explain the decision-making process leading up to whatever actions
were ultimately taken. It is intended to help its users understand the ethical
issues present in their work and encourages them to address them in the way
they deem best, though nonetheless without compromising ethical principles.
Though it originates from the field of business ethics, the method can also be
utilized for tackling ethical issues outside the field of business [22].
In extant research, the RESOLVEDD strategy has been applied in the field
of biology where it was used to teach ethics [17]. Based on their study, Johansen
[17] note that the method introduces a capability to produce a description of
various solutions and viewpoints to a single problem. However, they also criticize
the method for being time-consuming, and for giving no feedback to its users on
whether they succeeded in implementing ethics. Indeed, as RESOLVEDD does
not directly offer any solutions to the ethical issues it may help discover, it is
up to its users how to address them, or whether to address them at all.
3 Research Model
developer act responsibly and take into account ethical issues? In order to under-
stand commitment, we should first seek to understand the concerns of the devel-
opers which lead to actions, and together, form commitment. A task that may
be perceived as time consuming, boring, or otherwise lacking in motivational
elements, will still be executed because it plays a role in the developer’s com-
mitment behavior.
4 Study Design
The RESOLVEDD strategy was empirically through a multiple case study. More
specifically, we studied five student projects in which the RESOLVEDD strategy
was utilized. Yin [27] explains that the use of multiple case study makes it
possible to have multiple data sources with rich in-depth investigations that
would not be possible with a survey. This approach also made it possible to
analyze each case separately and to then validate the observations by cross-
referencing.
Implementing AI Ethics in Practice 267
5 Findings
The findings from the analysis of the empirical data are reported here as topic-
related Primary Empirical Conclusions (PEC). In total 5 PECs were formulated
in the analysis. This section is structured into four sub-sections according to the
research framework discussed in the preceding section. We illustrate some of our
findings with relevant quotes from the respondents. However, our arguments are
not solely based on the quotes but on our data in general.
All five teams had rather critical sentiments towards dealing with ethical issues
or using ethical tool as a part of their product design. Using an ethical tool was
perceived as something completely novel to them, and they did not seemingly
place value on considering the ethical aspects on their project. This was despite
of the fact that the employed method is focused on helping its users detect ethical
issues. When considering commitment to EAD, it is important to understand
what the true concerns of the developers are. In this case, the teams were more
concerned about the usefulness and viability of their product than its ethical
aspects.
“We don’t want to do anything so absurd that it can’t be actualized and that was probably
our biggest motivator.” -team 2
Aside from the usefulness and viability of their planned product, complet-
ing the projects on time and competing with the other teams were higher on
teams’ lists on concerns than ethics. The teams had difficulties seeing the ethical
aspects as an activity that would help them to create better and more sustainable
designs.
“We spent time and effort on those tasks but it always felt very artificial because there was
nothing to gain from it.” -team 1
“RESOLVEDD was a nice addition, but not absolutely necessary in this project. In another
one it could be better.” -team 4
Implementing AI Ethics in Practice 269
The application of the RESOLVEDD strategy was part of the project require-
ments. Still, even after projects concluded, none of the teams thought that con-
sidering the ethical aspects of their product had been crucial to their success.
“It [RESOLVEDD] was a burden for us. It was just there in the background, and we only
remembered it was there when we had already designed something. We were not proactive
with it.” -team 2
Difficulties to develop concerns that would relate to ethics may also come
from the nature of ethics itself. For the teams, ethics was something completely
new. The educational system in IS studies directs the attention towards project
requirements and other matters, and ethics are seldom discussed in relation to
IS. Developing the ethical thinking of the students during the projects did not
have the same kind of clear goals as the operational aspects of the project (e.g.
were the requirements fulfilled). Similarly, some of the teams were frustrated
that there were no “right” answers to the ethical issues that they faced:
“At its best, an ethical tool would be tool that would inspire you to do good design. But
RESOLVEDD didn’t give us any answers to anything! If you put data into RESOLVEDD,
you would not get anything out of it.” -team 3
The teams also faced difficulties with RESOLVEDD. The teams were nor-
matively committed to using RESOLVEDD to address the ethical issues faced
in design. The normative commitment in this case was only externally enforced
and thus not very strong.
“Using RESOLVEDD felt forced since we didn’t have that many ethical issues” - team 1
“For us, the goal was not clear. We just needed to have some kind of product that supervisor
would be ok with.”- team 4
The teams did not consider RESOLVEDD helpful in reaching the project
goals. Therefore, it was not considered useful by the teams. On the contrary, the
teams considered it to be something that hindered their performance or drew
their attention away from what they considered to be more important work. The
teams did utilize it and reported their use of the tool, but only because it was
required (= normative, external force). Notably, the teams remarked that the
method needed to be adapted to better suit their context:
“It [RESOLVEDD] felt like it didn’t fit into our design process, so we had to adapt it, almost
forcing it to work. So as an instrument it was not working.” - team 3
“For us it [RESOLVEDD] didn’t work. We got much more out of having good conversations
about ethical issues among the team. After those discussions, we just had to select some
angle in order to force it into RESOLVEDD to get that requirement done.” - team 2
270 V. Vakkuri and K.-K. Kemell
The teams were, however, able to adapt successfully. They held group dis-
cussions where they discussed and addressed the ethical issues faced in their
design processes. Thus, in practice, the teams used different methods to actu-
ally manage their ethical thinking. The RESOLVEDD strategy was then used
to report their ethical thinking as a part of the course deliverables. None of
the teams developed affective reasons to continue using the method after the
projects concluded.
PEC1: While normative commitment to the use of Ethically Aligned Design
brings immediate results, it will seize to exist when the external pressure is taken
away. The RESOLVEDD strategy needs adaptation in application context. In
practice, group discussions were seen effective in addressing the ethical issues.
were simply unable to explain how it would be managed from the legal or social
viewpoints.
“If this was a real life application, we would have had to think that if somebody steals the
product and kills somebody with it, who would sue us? We didn’t actively concern ourselves
with studying any legal matters, we only considered those we realized by ourselves.” -team 3
This all implies that the RESOLVEDD strategy did not support the idea of
accountability or help the teams gather the needed knowledge for resolving the
accountability issues.
PEC3: The RESOLVEDD strategy does not deliver accountability.
“We considered the loss of jobs and entire professions [resulting from AI].” - team 5
6 Discussion
On a general level, this study begins to bridge a gap discussed in existing liter-
ature. The IEEE guidelines for Ethically Aligned Design discuss a gap between
research and practice in the area, underlining that work on the guidelines, as well
as implementing AI ethics overall, has not carried over onto the field. In a similar
vein, Morley et al. [21] note that the area is lacking in empirical studies actually
testing the methods and tools that do exist. In this paper, we have begun to
address these gaps by evaluating one ethical tool. Outside evaluating the spe-
cific tool, RESOLVEDD, our findings provide some insights into implementing
AI ethics using any method or tool.
Indeed, PEC1 gives us some insights into commitment in the context of
implementing ethics. By enforcing the use of an ethical tool top-down, it is
possible to create normative commitment to implementing ethics (PEC4). This
commitment, however, ceases to exist once the external pressure to utilize the
tool ceases to exist. While this does support the implementation of ethics by
making developers more responsible, if only while utilizing the tool, it does not
result in any intrinsic motivation to implement ethics (PEC5). This is interesting,
however, as responsibility is typically considered to be intrinsically motivated
and an attitude [10].
As for RESOLVEDD in particular [22], the tool supports one out of the
two ethical principles that are currently considered to be the most important
ones EAD: transparency and accountability. The use of RESOLVEDD produced
transparency in the design process (PEC2). In utilizing it, the developers pro-
duced documentation on their decision-making, including reasoning behind their
ethical choices as well as documenting alternate solution ideas that were ulti-
mately discarded. Though transparency is considered required for accountability
to be possible [10], RESOLVEDD did not produce accountability in the projects
studied in this paper (PEC3). However, RESOLVEDD is not an ethical tool
for AI ethics in particular, and thus does not account for the technical side
of the system but only its overall design. It produces transparency of systems
development (paper trail regarding decisions) but no transparency of data or
algorithms.
Top-down adoption of ethical methods in organisations would seem to pro-
duce the wanted results, at least to some extent, and depending on the tool
or method on question. Nonetheless, supporting the participatory adoption of
such methods, as Morley et al. [21] suggest, would likely result in more ethical
consideration from the developers. If they are intrinsically more motivated to
implement ethics, they are arguably more likely to do so more meticulously.
On the other hand, adopting methods top-down is not a new proposition,
especially in the context of SE. Many organisations made the move from water-
fall to Agile development top-down after the management became convinced
about the positive effects of Agile development, regardless of what the develop-
ers thought. While this induces change resistance, the developers will ultimately
have to comply. Moreover, it can be difficult for developers to convince man-
agement, or even other developers, about the importance of ethics. Thus, while
Implementing AI Ethics in Practice 273
ethical methods should be designed with developers in mind, the point of entry
into organisations for these methods may in fact be e.g. the product manager.
Finally, the research framework formed in this study also has practical impli-
cations by making the level of Ethically Aligned Design evaluable. We have
shown, initially, that while it is possible to introduce EAD by force, results will
not sustain over time. The RESOLVEDD strategy needs to be adjusted in prac-
tice. One important adjustment done by our case teams was the introduction of
group discussions as the primary means to do EAD in practice. Thus, a possible
avenue for tailoring is to identify what are the practices that actually lead to
favorable outcomes increasing transparency, responsibility and accountability.
The primary potential limitation of this study are its sample size and the use
of student projects. However, in relation to using students as subjects for data
collection, Höst et al. [16] argued that the differences between students and
professionals in SE is minor and not statistically significant. In fact, they recom-
mend the use of students in SE studies. Runeson [23] found similar improvement
trends between undergraduate, graduate and professional study groups. For a
novel topic in the field (such as EAD here), the students provide an excellent
platform for an empirical evaluation, method development and experimentation.
Additionally, in relation to our sample size, we acknowledge that five projects
is not a large sample. Nonetheless, Eisenhardt [9] note that 4 to 10 cases typically
work well in case study research, outside particularly in-depth case studies, which
may utilize fewer cases. They also highlight the suitability of case studies for
novel research areas [9]. While AI ethics is not a novel area as such, empirical
studies in the area are lacking, especially in relation to methods.
In this study, we have evaluated the RESOLVEDD strategy for ethical decision-
making through an exploratory, multiple case study of five student projects. The
main results of this study are as follows: (1) While normative commitment to the
use of Ethically Aligned Design brings immediate results, it will cease to exist
when the external pressure is taken away. (2) An ethical method (RESOLVEDD)
that necessitated tracking the decisions that were made produced transparency
in the design process. (3) The RESOLVEDD strategy does not deliver account-
ability. (4) Requiring Ethically Aligned Design from the developers also resulted
in responsibility in the developers. (5) The mere presence of an ethical tool
has an effect on the ethical consideration exerted by developers, creating more
responsibility even when the use of the method is not voluntary.
Thus, forcefully implementing an ethical tool or method can further the
implementation of ethics. A top-down approach to introducing a tool or method
for implementing ethics can serve as a starting point for ethical development
in an organization. However, normative commitment does not seem to result in
274 V. Vakkuri and K.-K. Kemell
any intrinsic motivation to implement ethics among developers. i.e. this does not
motivate the developers to implement ethics out of their own volition.
Based on these results, the following theoretical implications can be made.
The formed research framework where ethical principles are combined with con-
cept of commitment is a functional approach for evaluating the inclusion of
ethics in design. Understanding the mechanics related to the developers’ com-
mitment(s) has a crucial role in furthering the inclusion of ethics in design.
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Towards a Better Society
An Analysis of the Value Basis of the European
eGovernment and Data Economy
1 Introduction
Electronic government (eGovernment) has long been defined as digitalisation
of governmental services [2,24]. In the last decade, governments all over the
world have moved from offering information online to providing vast variety of
online services to their citizens that did not exist before. Services that offer citi-
zens constant possibilities to participate in democratic processes (eDemocracy)
have been taken into use in several countries [43,45]. However, development of
eGovernment is not stopping there. It still continues as development of new
innovations.
Latest phase of eGovernment exceeds the digitalisation of former services of
governments. New innovative technologies are used to offer more personalised
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 276–290, 2019.
https://doi.org/10.1007/978-3-030-33742-1_22
Towards a Better Society 277
and customised services to the public sector, citizens, organisations and non-
governmental stakeholders. This development, driven by the ideals of government
3.0, is characterised by openness and transparency of government and devel-
opment, sharing of data, increased communication and collaboration between
stakeholders, reorganisation of government through integration and interoper-
ability and use of new technologies [45]. Development of eGovernment is not no
longer the case of national initiatives, but a larger cooperation between different
nations. Innovative and more cooperative forms of eGovernment are promoted
for example by the European Union in a form of the Single Market - an Union
wide data economy ecosystem [1,38] Thus, we can no longer say that eGov-
ernment is just digitalisation of governmental services, because in reality we
are talking about developing data ecosystems instead of standalone information
systems.
Often mentioned potential benefits of eGovernment include but are not lim-
ited to greater efficacy and transparency government, and better inclusion of
citizens [2,24]. In general, it is stated, that the purpose of eGovernment is to
create value to the public and in the end as a mean to create public good and
better societies [31,35]. Despite the noble cause, potential benefits of eGovern-
ment seem hard to achieve, since many of eGovernment initiates fail [27,28].
One of the biggest issues is that adoption rates of the eGovernment services are
fairly low [2,43]. This poses a threat to also to the new eGovernment solutions
and innovations, but also to development of the Single Market. Thus, it is timely
to consider, the problem that stands in the way of good society that is pursued
through governmental data ecosystems.
One of the potential reasons for eGovernment project failures could be inabil-
ity to address the legitimate but diverse interests of many stakeholders involved
in the development of these information systems [27]. Understanding and ful-
filling the needs of the stakeholders has been acknowledged in several socio-
technical design methods such as participatory design [22]. However, in eGov-
ernment stakeholders are often large and heterogeneous group, which makes the
participatory development hard or even impossible. This, however, does not make
it any less important to acknowledge true needs of stakeholders when designing
and governing eGovernment ecosystems.
It has been suggested that values play an integral role in success of eGovern-
ment. Rose et al. [28] suggest that problems of eGovernment might stem from
different value traditions that do not meet and that might steer development
process to failure. From the perspective of use value conflicts can lead to mis-use
or non-use of an information system [17,46]. And since ecosystems are by peo-
ple they are never value free [18,23,36], careful consideration should be done in
selection of the values that drive the development [5].
Value-sensitive design (VSD) takes into account human values in the design
project and aims into implementing them in technology. As a methodology VSD
is a tripartite, integrative and iterative. VSD consists of conceptual, empirical
and technical investigations to study information systems and values with several
techniques [11,12]. The conceptual investigation is exploration of the concepts
278 M. M. Rantanen and J. Koskinen
globalisation one could also argue that we are affected by cultures instead of a
culture through out our lives.
Thus, in search for value basis of eGovernment ecosystems, we should find an
another approach to simplify the plurality of personal values. Schwartz [29,30]
has developed a theory of basic values (see Fig. 1) that can be found in all
cultures and that cover a large portion of personal values.
The basic values are likely universal, since they are grounded in one or more
universal requirements of human existence. These requirements are (1) needs of
individuals as biological organisms, (2) requisites of coordinated social interac-
tion, and (3) survival and welfare needs of groups [30]. Thus, Schwartz’s theory of
basic values offers a framework to make sense of value complexity of large groups
of people. It does not however help us resolve the question about the value basis
of eGovernment on its own. To answer that question we should study individu-
als values in this context and compare them to values behind the governance of
these ecosystems.
Similarly, as the individual’s values guide their actions core values of an organi-
sation can be seen as guiding principles that guide actions of people in an organi-
sational context. Collins and Porras [6] define organisational core values as “The
organisation’s essential and enduring tenets—a small set of general guiding prin-
ciples; not to be confused with specific cultural or operating practices; not to be
compromised for financial gain or short-term expediency”. Thus, organisational
core values are seen as relatively permanent features of an organisation similarly
as personal values to a person. However, it must be noted that organisational
values are selected set of values, thus not in similar sense learned and subjec-
tive as personal values. Also, organisational values are highly contextual, since
280 M. M. Rantanen and J. Koskinen
they are often effectual in only that organisation. Thus, organisational values
are more norms of a certain organisation than personal values, although it is
possible that employees share some of the organisational values.
Having organisational values that the employees can adapt to have been
prove to lead to many benefits such as distinctiveness to the organisation [7,20]
and better functioning organisation and greater job satisfaction [8]. It has been
indicated that companies that are explicitly value-led, outperform others and are
also perceived as better companies by potential employees that share those values
[34]. Thus, clear and meaningful organisational values can make an organisation
to flourish.
However, all of the companies do not have explicit core values, or these values
can be hollow which can do more harm to company than good. Lencioni [20]
states, that “Most values statements are bland, toothless, or just plain dishonest.
And far from being harmless, as some executives assume, they’re often highly
destructive. Empty values statements create cynical and dispirited employees,
alienate customers, and undermine managerial credibility.” He further argues
that building authentic organisational values takes a lot of work, but fixing the
problems created by poorly understood role and nature of organisational values
is even harder [20]. This demonstrates well the complexity of values and their
effects in an organisation.
A large portion of the research about organisational values has been done
in the private sector. However, there are differences between private and public
organisations, despite that it can be argued that also governments have adopted
more business-like management styles [28,42]. Difference between public and
private sectors have become apparent in the field of eGovernment, where IT
implementations have proven to be even more complex than in public sector
due to plurality of stakeholders, intricate decision-making and accountability of
systems. Complexity of a eGovernment ecosystems make it challenging to the
developers and managers to maintain a clear sense of purpose in ecosystems that
are characterised by an urge to get (new) technological solutions implemented to
solve complex challenges. Problems of eGovernment initiatives could be rooted in
value traditions of management in eGovernment development [28]. Thus, paying
attentions to values of individuals that are part of these ecosystems could lead
to more efficient development with clearer purpose.
The latest trend of eGovernment also opens the governmental ecosystems
to the private sector [45]. Thus, “organisation” around eGovernment is neither
public or private, but both. Nevertheless, organisational values of the organi-
sations play an integral role in the way that the future economy build around
eGovernment will work. Hence, it should also be crucial to consider what kind of
organisational values or guiding principles are suitable and justifiable for devel-
oping eGovernment. Based on the research done about organisational values,
it should be assured that values of eGovernment are clearly written and com-
municated by the organisation initiating change to people taking part in the
development of the system. To do this, the initiator should also be aware of
the values and value traditions of different stakeholders in this complex system,
Towards a Better Society 281
so that values can become shared, and divergence and negative consequences
can be avoided. However, assuring that this hybrid system of public and private
organisations shares values regarding eGovernment is not an easy task.
is more important than right to live without fear of death or violence? Thus,
we have different values that should be seen in the larger context where differ-
ent values exist and are conflicting other ones and yet, we should be able to
distinguish a hierarchy between them.
We argue, that due to ethics relation to moral and morals relation to values
ethics is a suitable tool “philosophically informed analyses” in conceptual phase
of the VSD. As ethics is brand of philosophy - based on rational and scientific
argumentation - that aims to find what is good and bad in normative sense,
it seems promising basis to find a way to analyse what values are worth of
cherishing and what should be altered or even rejected. One could say that
democracy is the way to achieve right values. However, democracy as a mean
has two critical problems – the authority of majority and the alienation. Majority
has in history suppressed the right and values of minorities. By alienation we
refer the complex situation, where individuals possibility to make a difference by
political system is actually lost. Other aspect of alienation is the focus of politics
that has shifted form real issues towards populism and it effects that complex
problems are bypassed or oversimplified. Thus, we need also ethical analysis to
deal with values in our societies to seek more good society.
There has been different attempts to seek more clear frameworks for ethicality
(proper and justified values) instead of creating an ethical theory. One promising
framework is Brey’s [5] framework for just society. Framework is analysing the
role of technology for good society and its main idea is to evaluate how technology
impacts and shapes society. Brey’s presents values that are either intrinsic and
instrumental for the desirable goal of good society that should be also embedded
in technology. Intrinsic values are values that are most fundamental ones and
valuable in themselves. Brey argues that intrinsic values for good society are well-
being and justice. Instrumental values are necessary values that are important
as they provide people possibility to seek other ends than those values itself.
Instrumental values in this context are freedom, democracy and sustainability [5].
Like Brey notes, there are probably more instrumental values but at least
those three should be taken account [5]. Indeed, if we compare these values to
the basic values (see Fig. 1) there are a lot of other values to consider, but In
comparison to Schwartz’s theory [29,30] these Brey’s values reflect similar basis:
survival, welfare and social nature of human species. Thus, to analyse what values
are more important and what are secondary values, the notions of intrinsic and
instrumental could be used to see in selection of values that the eGovernment
should be based on.
The European Union has had an action plan for eGovernment since 2006 [37].
The latest action plan was published in 2016. From the perspective of the Euro-
pean commission the eGovernment Action Plans have been political instruments
to advance the modernisation of public administrations across the European
Union supporting coordination and collaboration [38]. Successful eGovernment
in EU is also key element in the success of the digital Single Market that aims
to open up digital opportunities for people and enhance Europe’s position as a
world leader in the digital economy [38,41]. Thus, the success of eGovernments
around Europe could enable much more than just more efficient governance.
Previous action plans have had positive impact on the development of eGov-
ernment in Member States. Positive impacts have been coherence of national
eGovernment strategies, exchange of best practices, and interoperability of solu-
tions [38]. The action plan is developed in cooperation with stakeholders –
EU citizens, company representatives, public administrations and supply side
of eGovernment services. [40] and thus, it also should reflect the personal of the
individuals and organisational values of the represented companies.
The Action Plan 2016–2020 includes both motivation and the goal of eGov-
ernment development in the EU level. Action Plan 2016–2020 presents the vision
and underlying principles of eGovernment action plan as well as policy priorities
and actions that the European Commission will conduct between 2016 and 2020
[38]. The vision of the action plan, that guides the development is: “By 2020,
public administrations and public institutions in the European Union should be
open, efficient and inclusive, providing borderless, personalised, user-friendly,
end-to-end digital public services to all citizens and businesses in the EU. Inno-
vative approaches are used to design and deliver better services in line with the
needs and demands of citizens and businesses. Public administrations use the
opportunities offered by the new digital environment to facilitate their interac-
tions with stakeholders and with each other.” [38] As it can be noted, the vision
compresses a lot of values. Openness, efficiency, inclusiveness and benevolence
284 M. M. Rantanen and J. Koskinen
seem to be the main values that are expressed, although “innovation approaches”
also reflect openness to change.
In the Action plan [38] these values are further emphasised. Repeatedly eGov-
ernment is represented as a way to improve quality of services and increasing
efficiency. Quality of services is mentioned through the action plan and it is
described as a benefit for the stakeholders. Efficiency is almost as repeated theme
than quality and it is often paired with effectiveness, that could also be inter-
preted as expression of benevolence.
However, it is also stated that digital public services will “reduce administra-
tive burden on businesses and citizens by making their interactions with public
administrations faster and efficient, more convenient and transparent, and less
costly” and that eGovernment will result in “faster, cheaper, more user-oriented
digital public services” [38]. Speed or acceleration, lower costs and practicality
for users are as well mentioned throughout the action plan. From the value per-
spective these kind of statements do highlight moral values such benevolence
through transparency and user-orientation, but also achievement and authority
through economical values. Also openness translates in some cases to “growth
and competitiveness” since opening the public data and services to third parties
can contribute to them.
The action plan also includes policy principles that should be followed. The
policy principles were also approved by all the stakeholders [38]. These principles
resemble organisational values as defined by Collins and Porras [7], since they
can be interpreted as essential and enduring tenets of eGovernment that are
mean to guide Member States. The policy principles and their explanations are
presented in the Table 1.
The policy principles provide actual guidelines for what should be taken into
account in eGovernment. Principles highlight values such transparency, easiness,
inclusiveness, and accessibility, but also practicality. In some sense, they also
provide the “oughtess” and thus, set some moral ground to eGovernment and
the Single market.
In the European Commission’s eGovernment bench-marking from 2016 [39]
similar values recur, because the survey is based on the action plan’s [38] policy
priorities. However, there are small differences. The four top-level benchmarks in
the survey are: user-centricity, transparency of government, cross-border mobil-
ity. Special emphasis is given to the support of eGovernment in different life
events that vary between even and odd years. The 2016 bench-marking focused
on starting up a business (economic), losing and finding a job (employment),
studying (education) and family life. From these, family life was included in
2016, whereas others have been measured since 2012. In odd years life events
are regular business operations economic) and starting a small claims procedure
(justice), moving (general administration) and owning and driving a car (trans-
port). Life events are measured to cover as much as possible eGovernment ser-
vices and the customer journeys [39]. Thus, bench-marking covers more aspects
of eGovernment. It mainly focuses on practical issues and seems to emphasis the
eGovernment’s support to well-being.
Towards a Better Society 285
4 Discussion
Thus, based on these documents, the values of European eGovernment seem to be
various. When interpreted through Schwartz’s basic values [30] the values of the
European eGovernment and the Single market seem to be based on universalism,
benevolence, power, achievement, and well-being. It is interesting that values
of conservation are often seen only as enablers, such as security and trust as
enablers of use, but not valuable as in them self, whereas other values seem
to serve as intrinsic values. It is notable, that Brey’s [5] intrinsic values for a
good society – well-being and justice – are rather implicitly stated in the action
plan, but more strongly presented in the bench-marking survey. From Brey’s
advocates for instrumental values that are necessary for a good society (freedom,
democracy and sustainability) only democracy and sustainability are mentioned.
In the action plan [38] sustainability, however, does not refer to sustainability of
natural ecosystem, but to the sustainability of the digital ecosystem.
All the presented values seems as reasonable, but to justify the values of
eGovernment and forthcoming data economy the governance of the framework
should be grounded in ethics. It should at least cover the three big normative
ethical branches: Consequentialism, deontology, and virtue ethics as proposed
by Stahl et al. [33]. The first ethical approach is consequentialism where the
evaluation of ethicality of actions is based on the what kind of outcome of an
action will provide. Utilitarianism (the classical consequentialist theory) is sim-
plified evaluation of different possibilities of action by outcome utilities of those
alternatives. The term utility refers “the good” that is evaluated, and it can
be different in different context. Originally are utilities are described as hedonic
“goods” such as pleasure or satisfaction like philosophers Bentham [4] and Mill
[21] defined it in their ground works on Utilitarianism. However, from this per-
spective the goodness of is evaluated and action which produces it most is the
most ethical act.
Through consequentalism the values of a universalism, benevolence and
well-being are the most ethically justified values. Universalism can be justified
through “most good for most people” and benevolence through “do no harm”.
Well-being is a subjective matter, thus a rather hedonic value, but it should
undoubtedly be an outcome that should be valued. Power is not a value that
is easily justified, since the power in this context reflects more power over citi-
zens than citizens power over their issues (freedom, autonomy). If power would
be considered as latter, it could be more easily justified as ethical value from
consequentalist perspective because then it could be seen as instrumental value
for well-being if we assume that people know their needs and act to fulfil them.
Similarly achievement of a government can not be considered as justified value
unless it translates to well-being of the citizens.
The second approach is (Kantian) Deontology. It is branch of ethics where
ethicality of action is based on action itself not the consequences it produces [16].
This means that the focus is on intention of an action, not on the outcome of
an action. There are rules that must be followed to action to be good. From this
perspective universalism and benevolence are the values that can be justified,
Towards a Better Society 287
since other values are more outcomes than descriptors of actions. The values that
are based on deontology may even be conflicting with consequentialist values. As
example: Health information collected from individuals would help to create new
treatments and increase overall utility of population. However, the patient right
over information is seen as deontological value that protects the autonomy(that
is basis for freedom) of human beings and it cannot be thus overridden by mere
utility outcome [19,44].
The third approach is virtue ethics, that in Aristotelian tradition is ethical
view where focus is not it consequences nor rules but in goodness of character
of people [3]. Thus, in the context of eGovernment adopting a virtue ethics as
an approach means that we should focus on governing eGovernment ecosystem
that supports the fruition of good citizens that are e.g. empathic, just, and equal
by character. Again, universalism and benevolence are easily justified as values
of eGovernment, whereas power and achievement are not. Well-being certainly
supports fruition of good citizens, but it seems far fetched that people that are
not well have bad characters. In ecosystems the citizens should give more control
over their actions and let their choose to make their decisions and cultivate their
own character that is not done by mere force. As example, voting is something
that we could force by legislation but more likely we can get more devoted citizen
by education and transparency.
It seems that universalism and benevolence are values that are good from
all theories and thus, most likely is ethical values that should be incorporated
in to government governance. Values that fail to fulfil the demands of some
theories should be analysed in more detail to find the problem of those values.
Also universalism and benevolence should be analysed further to find a way to
incorporate them in practice to eGovernment governance However, we leave this
framework development for future research as even it is needed the aim of this
paper is to show the complexity of values and give visibility for underlying –
even hidden – level of values that are set in eGovernment and policies which
guide its development and governance.
5 Conclusions
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Software Business Education
Educational Innovations and Gamification
for Fostering Training and Testing in Software
Implementation Projects
Zornitsa Yordanova(&)
1 Introduction
Software implementation projects often struggle from high level of failure and user
rejection. Training of users and user testing are amongst the most crucial phases in
software implementation. This experimental study explores how educational innova-
tions may foster user training and how gamification may influence positively the user
testing process.
The educational innovation has always been from a great interest of researchers and
educational organizations. However, most of the research presenting either case studies
or researching the impact of applying innovative methods or technologies in different
educational use cases for the purpose of continuous quality improvement [1]. The case
of innovating for the purposes of problem solving [2, 3] and fundamental improvement
[4] of real educational challenges is missing [5]. In few cases where this is not true, the
research approach does not focus on the identified educational problems and challenges
but rather on the pressure for innovating [6]. Utilizing the idea of problem driven
innovation [7], the current research aims at extracting some commonly identified
problems and challenges in user training as part of a business software implementation
because of the understanding that these would be the directions for innovating this
process [8].
Gamification on the other hand, has recently gained much interest of both practi-
tioners and academics. Ordinary, gamification is used as a tool for better understanding
of a particular material or topic and also to illustrate a specific scenario or a case in
which demonstration and empathy are required [9]. It has been used for greater
commitment to a cause (representing the topic as a game, not an obligation or
responsibility). Other case studies show gamification utilization for increasing results
and bringing reality closer through role play (in which situations the user would be in
an artificial environment and would not be able to show his potential) [10]. Gamifi-
cation is used as well to accommodate intergenerational differences in the setting of
objectives and tasks (particularly between the different thinking of millenniums - born
around and after 2000 and their possible leaders from previous generations). Gamifi-
cation is applied for many other purposes, its main idea is the use of game elements in a
non-business context in order to achieve concrete and better results [11] Thus, the
generalized perceptions of gamification give reasons for the researchers to believe that
it would be a particularly useful and applicable tool for increasing the learning out-
comes and the business results as a whole [12]. Bearing in mind the scale of the
concept and the wide spectre and scope of its application, the proper usage and
application of gamification is a difficult task especially for achieving particular goals.
No matter of the large quantity of research during the latest years analysing and digging
the gamification, the topic is still not fully scoped. Even more, the concept is
increasingly attracting more interest from different industries for achieving different
purposes. On the other hand, the large number of discussions, research and case studies
give reasons for reckoning the topic as a hot one. The explanation of gamification of
Nicholson [13] showing gamification as the use of gameful and playful layers to help a
user find personal connections that motivate engagement with a specific context for
long-term change and it motivates the current research for testing it in an experiment
with user testers in software implementation.
2 Literature Background
Bearing in mind the complex and multidisciplinary nature of the current research, in
this section of the paper, different literature background objectives take place. These
are: educational innovation from the prism of its application for training in software
development and implementation of ERP systems, gamification as a tool for fostering
user testing in business system implementation and ERP implementation as an
objective of the both experiments in the research.
Educational Innovations and Gamification for Fostering Training and Testing 295
technologies are more and more utilized for collaboration and changing the classical
models of class-attendance. This reveals much more opportunity for interdisciplinary
learning activities and for students to approach complex problems [29] and to improve
their practical experience and knowledge.
2.2 Gamification
Play as a phenomenon is older than culture, economy, all socio-cultural and socio-
economic system as we know them today prior to human society and human civi-
lization [30]. The author makes an analogy with animal games that resemble and
etymologically represent the same process, which suggests that games as a phe-
nomenon may have existed even before the birth of mankind. Analysing the game as a
concept, Huizinga [30] concludes that it is more than just a physiological phenomenon
or a psychological reflex. It goes beyond purely physical or purely biological activity.
This is a significant feature – i.e. has some meaning and serves not only on its own,
isolated from side factors and purposes, it is a function of human being. The impor-
tance of games as a phenomenon is also confirmed by pedagogical research, which
determines games as an essential and critical element of the maturation process. After
the brief preface, which puts the games at the center of human development since its
inception, the concept of gamification is brand new, yet significant and promising for
its development.
Among the first to define the concept of gamification as a modern concept is Pelling
[31] who saw it back in 2002 as a process that makes the interface of different products,
in his case, electronic transactions, more fun, faster and more playful. The gamification
process defined by Deterding et al. [32] is the use of game elements in non-game
contexts. In depth, this definition is dealt with in another authors’ study [33], where
they explain that it is a matter of game elements, not a game in general. While games
are usually played, play itself is a different and broader category than the game itself.
Games, on the other hand, are characterized by rules and competition, or the struggle
with concrete and persistent results or goals on the part of those involved. The authors
in the literature make a clear distinction between the term “serious games” and
“gaming”. While serious games describe the use of incomplete games for non-
entertainment purposes, the use of games and the use of gaming elements is a way of
diversifying existing approaches for better performance. A link between the concept of
gaming and serious games, however, is that both concepts use games for purposes other
than their normal use for entertainment. In addition, gamification is also defined as a
process of using gaming mechanisms and game thinking to solve problems from
Deterding itself. In another study, [33] claim that gamification as a term derives from
the digital media industry. Lee and Hammer [34] believe that gamification is the use of
gaming mechanisms, dynamics, and frameworks to promote desired behavior. Kapp
[35] defines gamification as the use of game-based mechanics, aesthetics and playful
thoughts to make people loyal, to motivate action, to encourage learning, and to solve
problems. The key point of gamification is the inclusion of gaming tasks that players
have to perform [36]. McGonigal [37] summarizes in a study that, since the beginning
of the 21st century, a lot of research interest has been on games as a phenomenon
through which can be conveyed an element of joy and excitement in serious work
Educational Innovations and Gamification for Fostering Training and Testing 297
situations and their solution. Shpakova et al. [38] defines gamification as “the process
of doing activities in non-game contexts such as games”. Another definition in the
literature interprets gamification as an informal term for the use of video game elements
in non-gaming systems to improve user experience and user engagement [39]. Huotari
and Hamari [40] divide gamification into three parts: (1) implementing elements of the
game in non-gaming activities, (2) making psychological changes, and (3) visible
changes in user behavior.
As a summary of the analysed definitions, it can be concluded that gamification is a
concept for using game elements [32, 41, 42] in a different non-game context [32, 42]
for the purpose of increasing consumer engagement [40–42]. Again for the purpose of
systemizing and summarizing, Jakubowski [43] concludes that he considers the fol-
lowing two definitions to be the most focused: (1). Gaming is the use of game elements
in non-game contexts [32]; (2). Ignoring is the process of gaming and gaming
mechanics for consumer engagement and problem solving [41]. The table below
summarizes the definitions in the scientific literature (Table 1).
For the research purposes after the performed literature analysis on the concept of
gamification, the author uses the following definition:
“Gamification is using of game elements, techniques and mechanism in non-game context to
achieve specific goals”
The result of the analysis of all the definitions and understanding of gamification in
the literature provides a contribution with (1). Unifying all the mentions ingredients of
game within the concept, i.e. elements, technics and mechanism; and (2). Clarifying
that gamification concept aims at delivering results on particular topics and already set
goals. This second deliverable from the literature analysis motivates the experiment of
try using gamification to deliver particular results in the testing process in a software
implementation project.
3 Research Methodology
Designing the research methodology starts from the statement of Campbell and Stanley
[54] that by experiment we refer to that portion of research in which variables are
manipulated and their effects upon other variables are observed. In this context, the
author believes in the experimental approach in innovation research as well as in project
research. Reasons for this are the unique nature of the referred concepts: innovation and
project which both has a meaning of uniqueness, multi-factories, multi-disciplinary and
complex essence, changing in the diverse use cases of their application [55].
Educational Innovations and Gamification for Fostering Training and Testing 299
Two experiments took place in this research. They were performed during an ERP
implementation project by an IT company, developing an ERP product for a large
corporate. These two experiments were focused on the fourth project phase of the
implementation, i.e. training and testing phase. They are recognized as main challenges
in ERP implementation and crucial factors for success of these projects [56]. The
covered modules by the system were: ERP testing; Finance – general ledger; Finance –
fixed assets; Accountancy – customer payments; Accountancy – vendor payments;
Accountancy – bank management; supply chain management – vendor management;
supply chain management – purchase order management; supply chain management –
return management; Procurement – vendor offers; Procurement – master planning;
sales and marketing – customer management; sales and marketing – sales order
management; human resource management – employee management; human resource
management – payroll management; Inventory – product management (items, BOM,
services); Inventory – warehouse management; customer relationship management –
lead and prospect management; customer relationship management – offering process;
production – master planning; production – production management processes;
Reporting – standard ERP reports; Reporting – BI extended reports.
experiments, the groups were inverted this time. Now, the first group of testers was part
of the gamification experiment (the same one which had been trained with ordinary
approach in the training phase) and the second one was part of a standard testing
approach. The used gamification techniques were: virtual goods, cooperation in the
field of competition, achievements, levels, opportunities for rewarding, gifts, chal-
lenges. The purpose of the testing and its successful performing was assessed by
comparing the bugs found by the two groups. Both testing sessions were again parallel
and covered the same modules as the testers had been already trained in.
4 Results
The detailed results from the training experiment are presented in Table 2. They show
some of the tested metrics, relevant to the difference in the performance of both groups.
Table 2. Summarized results from experimenting with education innovations in ERP imple-
mentation project.
Performance metric Result
Test results for all trainees 72,53%
Test results of the first group (average) 69,14%
Test results of the second group (average) 75,50%
Max test result 91%
Min test result 49%
Standard deviation 0,1272198
The average results of the evaluation after the week of training were 72,53%.
Definitely higher performance has been achieved by the second group of trainees who
were trained with teaching and learning innovations. In Table 3 are shown all the
results as well as the role of the key user. No linkage between users’ role and the
achieved results has been observed.
Table 3. Detailed results from experimenting with education innovations in ERP implemen-
tation project.
Users Performance Position
User 1 (1st group) 89,00% Accountant
User 2 (1st group) 71,00% Process specialist (lean)
User 3 (1st group) 66,00% Administration
User 4 (1st group) 62,00% Supply chain
User 5 (1st group) 49,00% Logistics
User 6 (1st group) 91,00% Software department
(continued)
Educational Innovations and Gamification for Fostering Training and Testing 301
Table 3. (continued)
Users Performance Position
User 7 (1st group) 56,00% Marketing
User 8 (2nd group) 61,00% Supply chain
User 9 (2nd group) 91,00% Accountant
User 10 (2nd group) 78,00% Sales
User 11 (2nd group) 77,00% Logistics
User 12 (2nd group) 75,00% Process specialist (lean)
User 13 (2nd group) 68,00% Marketing
User 14 (2nd group) 66,00% Accountant
User 15 (2nd group) 88,00% Software department
Apart from the quantitative results of the final tests after the training, some informal
interviews with the users proved the reason for the better performance of the second
group. The interviews confirmed the increased engagement, interaction and commit-
ment of those students and made them more interested in the next phase of the project.
The second experiment in the testing phase of the ERP implementation showed the
following results presented in Table 4. In this second iteration of the experiment, the
first group was part of the gamification experiment and the second one received an
ordinary approach.
The results from the second experiment showed a big different of the results
between both groups involved in the testing. 73% of the found bugs within the testing
phase were discovered by the group in which the action research experimented with
some gamification elements and techniques. After the unconditional results, the soft-
ware implementation company shared that usually during testing in similar projects for
the same ERP project and same customer profile, no more than 50 bugs have been
discovered by the key users.
5 Conclusion
achieved results in other studies with different focus but again emphasizing on edu-
cational innovation and gamification application [57]. The research showed results
from two experiments which explicitly demonstrated the relevance of usage of both
techniques in software implementation. The obtained results in this action research
convinced both the customer (company employed the key users who had been trained
and used as testers in the project of implementation) and the ERP implementer itself,
that educational innovation and gamification would impact positively the effectiveness
in business software implementation projects. They are even much relevant when it
comes to project members with no IT background [58].
Acknowledgments. The paper is supported by the BG NSF Grant No M 15/4-2017 (DM 15/1),
KP-06 OPR01/3-2018, and NID NI 14/2018.
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Improving a Startup Learning Framework
Through an Expert Panel
1 Introduction
In the past few decades we have witnessed significant advances in terms of tech-
nology. Today, anyone with coding skills can develop an application that can
be reached by millions (or even billions) of people [10]. Most of the services
we use today, such as Netflix, Dropbox, Amazon, and Instagram, could only be
developed after the popularization and the evolution of the Internet.
These innovative technological endeavors, which aim at providing a new prod-
uct or service, or improve an existing one, are called startups [3]. Most startups
follow the lean startup methodology, proposed by Eric Ries [20]. The idea behind
this methodology is to maximize the learning process by constantly interacting
with users through a minimum viable product (MVP).
Unfortunately, most startups fail in the first years of their existence [10].
There are definitely many factors that may lead to this destiny. However, bad
use of software engineering practices is pointed out as one key reason [8,10,13].
This whole “startup movement” called the attention of the academic world.
Researchers from all around the globe have already published relevant papers
on how software development processes should be adapted to fit a startup con-
text [10–12,16,18]. When it comes to software startup education, there are sev-
eral studies in the literature reporting different approaches and best practices
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 306–320, 2019.
https://doi.org/10.1007/978-3-030-33742-1_24
Improving a Startup Learning Framework Through an Expert Panel 307
undertaken in the classroom, such as the one from Case et al. [4] and from
Porter et al. [19]. One of these studies, which was developed by the authors,
proposed a framework that combines Lean Startup and Challenge Based Learn-
ing (CBL) [17]. The authors called it the Challenge Based Startup Learning
(CBSL) [6].
In this paper, we intend to continue the work started by the authors [6]
by evaluating the CBSL framework through an expert panel [1]. The goal is
to collect feedback from experienced practitioners and researchers in order to
enhance the framework. In order to do so, we defined the following research
question: “How instructors can improve the software startup learning process
for their students using the CBSL framework?”.
The remainder of this document is organized as follows. Section 2 presents
the current version of the CBSL. In Sect. 3 we describe the methodology used to
evaluate the framework. Section 4 depicts the results obtained from the expert
panel. In Sect. 5 we present the evolution of the CBSL, which was based on the
information gathered from the panel. Finally, we draw our conclusions in Sect. 6.
moving forward into the process (see Fig. 1). The idea behind it is that as stu-
dents learn more through their investigation, they can start acting more (for
instance, developing features). On the other hand, if students fail in validating
their hypothesis, they can pivot and change their assumptions.
In the case presented in Chanin et al. [6], the following activities were per-
formed during the sprints (in this order):
1. Interview;
2. Value proposition testing;
3. Content creation;
4. Low-fidelity prototype;
5. High-fidelity prototype.
3 Methodology
In order to evaluate and analyze the framework proposed by Chanin et al. [6],
we decided to run an expert panel. According to Beecham et al. [1], an expert
panel is as exploratory study that focuses on analyzing a model, process, method,
practice or technique in order to look for strengths, weaknesses, and improvement
points. Experts’ knowledge and experience bring a lot of value since they can
come up with new ideas and thoughts, and they can help researchers avoiding
taking the wrong directions [1].
The selected experts should have previous knowledge of some of the top-
ics related to the research under evaluation. The information gathered from
these panels are useful to evolve and to validate models [21]. Shepperd and
Cartwright [21] also mention that an expert panel is a recognized way of per-
forming an initial evaluation of a model. In addition, expert panels are appro-
priate when evaluating complex or technical contexts that may require a very
specific knowledge [9].
The expert panel process was undertaking following the recommendations
given by Slocum [9]. We have set three main goals for this research:
– Gather the view of experts about the current Challenge Based Startup Learn-
ing framework [6];
– Collect suggestions and improvement points for the framework; and
– Propose an evolution of the framework, based on the experts
recommendations.
The idea behind asking for the expert’s knowledge on Challenge Based Learn-
ing and Lean Startup on a scale from 0 to 5 was to clearly differentiate experience
from knowledge. One may have studied Lean Startup for years, for instance, but
may have never applied the methodology in a real startup.
In addition, it is important to point out that all experts involved in this
process had at least one year of Challenge Based Learning experience. One might
wonder how someone who had never seen Challenge Based Learning before would
react to this framework. However, we decided that, for this study, we would only
take into consideration experts that have worked with Challenge based Learning.
There is a lot of diversity across all data presented in Table 1. The average
academic experience of the group is 7 years, although it varies from 1 to 17
years. When it comes to industry experience, the average is 10 years. Regarding
CBL experience, no expert knew CBL for more than 5 years, indicating that it
is fairly new concept to them. The same happened to Lean Startup experience,
although in this case three experts reported having no experience working with
this methodology.
Following the interview protocol described in Sect. 3.1 we gathered positive and
negative aspects related to the proposed framework, as well as improvement
opportunities and other suggestions by using an open coding strategy. The fol-
lowing sections depict the most relevant and important points related to each of
these information.
To begin with, seven experts mentioned that it is interesting to see how all
these processes and methodologies can fit well together. When it comes to the
development of innovative projects using CBL, they could see how Lean Startup
can really support the process. Since most of the time students do not have
experience working with startups, the framework can give them a real feeling of
what it takes to develop a startup. In sum, it is a good attempt to build bridges
across learning methods that have a lot in common.
Four experts focused their positive feedback on the interview process sug-
gested by the framework. They argued that this was a great idea, since soft-
ware engineering students, in general, do not have any experience interviewing
other people. One of the experts says “students go to the streets with no back-
ground about how to talk to people in order to pull, and not to push information”.
Another expert mentioned that “the framework reflects the natural way to make
validation. I liked the interviews”.
Regarding the build-measure-learn process, all experts emphasized that the
framework gives a lot of room for experimentation, failure and learning. Inter-
estingly, this is exactly what a startup is all about. In this sense, it seems the
framework can help students understand in practice the process a startup go
through. One expert mentioned that the framework “provides structure during
the investigation/act phase, which is often blurry because CBL is not explicitly
tuned to designing a specific product or service”.
Finally, one expert pointed out that this framework can help instructors into
motivating students to develop their own startups. Since it is easy to comprehend
and to replicate, the framework can also be used as a way to bring more students
into the entrepreneurship world.
312 R. Chanin et al.
One of the main issue that almost all experts pointed out as a negative aspect is
that, depending on the type of project students are working on, it may take time
to run experiments. In these situations, the framework should propose or suggest
a way to avoid this problem. In addition, if the course is too short (for instance,
two months or less), the framework might not work for the same reason: time
constraints.
Six experts mentioned that the framework focuses more on agile development
(scrum) rather than on Lean Startup. By looking at Fig. 1, aside from the pivots,
in fact there is not any other reference to the Lean Startup methodology.
Regarding the reflections, a few experts did not quite understand its role
throughout process. Moreover, it was also not clear to them how much guidance
is embedded in the framework in terms of basic questions anyone should make.
For instance, should students come up with guiding questions and activities or
this structure would be provided by the instructor?
Half of the experts believed that there could be a risk working with this frame-
work when students do not have prior CBL, Scrum and Lean Startup knowledge.
They argued that either students should know them, or these concepts need to
be presented and explored in advance.
An interesting point that one expert mentioned is that the framework is
limited to four sprints. Even though this is actually not true (instructors can
run as many sprints as needed), the framework - as presented today - might lead
to this conclusion.
Several experts mentioned that the framework should guide students into the
process. They agree that the proposed framework is a good start, but students
might feel lost when they actually need to work on the activities. Suggestions on
this issue were related to proposing at least a few guiding questions and activities
for each sprint, but students can and should come up with more questions and
activities. However, the main ones (such as “who is my customer?”) have to be
explicitly presented.
In regards to the Engage phase, some experts asked how students get to a
challenge. Even though this process is suppose to be similar to the “regular”
CBL methodology, experts suggested that tools and methods could be offered
to help students into this process. For instance, they could learn how to run
a brainstorming session in order to come up with as many ideas as possible,
combine them and later agree upon a single one.
When it comes to Lean Startup processes and tools, experts suggested to
explicitly present which tools or methods could be used in each part of the pro-
cess. For instance, if students are validating a value proposition, the framework
could suggest the use of a landing page.
One interesting point that was raised by most experts was related to content
creation. In the current framework, content creation is performed in one of the
Improving a Startup Learning Framework Through an Expert Panel 313
sprints. Experts believed that this activity should begin as soon as possible and
it should never stop. The sooner students begin to create a relationship with
an audience, the sooner they have a chance to test out a hypothesis with real
people.
Regarding pivoting, one expert observed that the framework does not allow
pivoting during the Engage phase. Students need to know that they can change
a challenge, an essential question, or even a big idea.
Even though the framework clearly shows that reflections happens through-
out the whole process, some experts pointed out that it would be better if there
was an explicit reflection moment after the end of each sprint. In this case, stu-
dents would know that before moving to the next sprint, they have to reflect on
the work performed in the previous sprint.
Finally, there was an interesting discussion on defining key achievements or
learning goals for each sprint. In other words, how students know they can move
to the next sprint? Is it a matter of hypothesis validation, achieving a set of
milestones, or both?
6. Reflections should happen at the end of each sprint. After running any exper-
iment, it is a good idea to make students reflect on their work. By providing
this opportunity at the end of each sprint, students can reflect more often on
their learning process.
7. Defined key achievements and/or goals for each sprint. It is important that
students know what is expected from them at the end of each sprint. By
having clear goals students can create a vision on the path they have to take.
5 Proposed Framework
The updated overview version of the Challenge Based Startup Learning frame-
work is presented in Fig. 2. We tried to translate most of the suggestions from
the experts directly into one image. However, we could find a way to include the
details regarding guiding questions, activities and resources, and sprint goals.
add their own ideas according to the context of the class and of the project being
developed.
The first layer, presented in Fig. 3, entailed the Engage phase. The goal is
to define a big idea, an essential question and a challenge. In order to do so, it
is crucial for students to discuss their passions and the problems they want to
solve.
Once students have the topic they will be working on as well as the challenge,
they can begin working on content creation (see Fig. 4). This is an ongoing
process (see Fig. 2), and students should be aware that the sooner they are able
to generate content and engage potential users/customers, the better the chances
of having real people interacting with them.
Figure 5 entails examples of guiding questions, activities, and resources for
the interview sprint. Students should reflect at least on who their customer is,
what problems do they have, how they are dealing with these problems today,
and where they can find these customers. This is an important step when devel-
oping a startup since one of the main reasons they fail, according to Steve Blank,
is because founders focus on product development rather than on customer
development [2].
When it comes to value proposition testing (see Fig. 6), students must focus
on the benefits they would like to deliver to their customers. Developing a landing
page can be an effective way to test it. In addition, students must be aware that
it is important to measure customers’ interest somehow. This measurement can
be performed by asking them to fill out a form or just by providing their emails.
In fact, any kind of currency a customer provides is a way to measure their
interest.
316 R. Chanin et al.
Fig. 7. Prototyping.
Fig. 8. Development.
solution. In other words, students (and entrepreneurs) should fall in love with
the problem, not the solution.
As a final remark, it is important to mention that all these phases (Engage,
Content Creation, Interview, Value Proposition Testing, Prototyping, and Devel-
opment) are flexible in terms of timeframe; they should all be adapted according
to the course context. For instance, if there is no pre-requisite for the course (for
instance, programming), maybe instructors should take away the development
sprints. In other words, the Challenge Based Startup Learning framework can
be seen as building blocks.
Another important point is related to the reflections. As students move for-
ward (or even backwards) into the framework, it is vital that they stop for a
moment to think through their learning process. This is a key component of
the CBL framework since it helps both students and instructors into adjusting
the process on the fly. Additionally, reflections deepen the relationship among
students as well as between students and instructors [17].
6 Conclusions
In this paper we presented an evaluation of the Challenge Based Startup Learn-
ing framework performed through an expert panel. The panel was formed by 14
people from different backgrounds and locations, and they all have previously
worked with the Challenge Based Learning methodology. The process was very
interesting since it resulted in great contribution for the future development of
the Challenge Based Startup Learning framework.
Once the information gathered from the experts were fully analyzed, it was
possible to identify improvement points on the framework. For instance, experts
Improving a Startup Learning Framework Through an Expert Panel 319
suggested that the framework should present a few pre-defined guiding questions,
guiding resources, activities and goals for each sprint (or phase). By doing so,
students can have a starting point on what is expected to be done, and it can also
inspire them into coming up with additional questions they might have. Even
though several teaching frameworks follow the same principles (specifying key
questions, activities and goals), this was not the case for the Challenge Based
Learning methodology.
It is worth mentioning that the framework should be adapted to the context of
the educational setting; instructors must be sensitive to the course objectives and
goals and use the framework accordingly. For instance, if the instructor would
like to use the framework in a software development course, it is important to
give students the opportunity to code their solution. On the other hand, if the
course has no pre-requisite, it might be a good idea to stop at the prototyping
phase (since students may not be coders).
Additionally, when it comes to startup development it is important to
embrace the culture of failure and the “love for the problem” mindset. We
believe that this framework can help students into understanding that a software
startup journey differs from other software development contexts. There are sev-
eral unknown variables that needed to be addressed along the way in order to
increase the chances of success.
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1 Introduction
“simply conveying technical facts” and mentions, as core elements, topics like
team participation, team processes, roles and responsibilities. Nevertheless, to
the best of our knowledge, no study has focused specifically on teaching software
startups team composition to technical students.
Regarding teaching techniques in software startups education, flipped class-
rooms are ideal and front lectures are used only for presenting basic concepts [6].
Generally, courses on the topic consist of simulations where students create a
team to emulate a startup with the objective of launching a product. Team
formation is often challenging in these courses due to the fact that they may
be targeted at a specific program where students will have the same type of
expertise, or even if in multi-disciplinary contexts, students may prefer to cre-
ate groups with friends from the same program instead of people from other
programs or disciplines. Therefore, knowledge on how to compose a promising
startup team is crucial for the learning experience of students.
An interesting approach to deliver active learning experience to students is
the use of educational games. Some results show that these games can lead to
effective learning, specially reinforcing previously presented content [20,33]. To
the best of our knowledge, up to now, educational games have not been reported
so far in software startup education.
In this paper, we aim at tackling both above mentioned under-explored top-
ics. To this end, we firstly discuss topics related to team composition on soft-
ware startups that a software startup course should cover, drawing upon a set of
reviewed literature. Then we present an educational game - a board game - we
designed as a teaching supporting tool to reinforce the concepts about software
startup team composition. We evaluated the game regarding motivation, user
experience, and perception of learning using MEEGA+ [21], a model to analyze
educational games for computer science education.
The remaining of this paper is organized as follows: Sect. 2 displays previous
work on entrepreneurship education and the use of games in software engineer-
ing and computer science education, Sect. 3 presents the learning goals about
software startups team composition, Sect. 4 describes the developed board game
and Sect. 5, its evaluation. Finally, Sect. 6 concludes the paper.
teaching startup topics, and few opinion or philosophical papers about the top-
ics that should be covered in this discipline. The authors concluded that there
were different topics discussed ranging from encouraging creativity to methods
and attention to detail. The main methods taught were business model can-
vas, customer development process, design thinking, and agile, and, regarding
techniques, most of the papers proposed project-based courses with student eval-
uation based on reports instead of exams. One challenge for this type of courses
is to provide a realistic setting for students.
A common practice used by the courses is to mix students from technical
programs such as computer science or software engineering with those from busi-
ness disciplines in teams with the goal to develop a new product. Ford et al. [12]
described a course where students from business and engineering programs had
to develop new small products. Similarly, Buffardi et al. [4] described how parallel
courses on software engineering and entrepreneurship had students collaborate
to create products for real customers. Vitolo et al. [32] told their experience on
developing a similar course and the difficulties found such as time constraints.
Fagerholm et al. [11] followed a design-based research approach and came up
with patterns and anti-patterns on software startup education. These guidelines
provide advice on how to run such courses regarding the learning environment,
course design and its role in the curriculum, learning materials, teacher guidance,
and educational interventions. None of the papers, though, discussed if they had
covered for students the importance of mixed teams to startup success.
teach SCRUM use in undergraduate programs. The authors evaluated the moti-
vation, user and the game contribution to learning based on students perception.
The results indicate that the game contributed positively to SCRUM learning
with a pleasant activity. As far as the authors are aware of, no game has been
developed for the purpose of software startup education on team related topics.
In the literature, the founding team importance has been studied for a long
time. For instance, Kisfalvi [14] claimed that “an entrepreneurial firm will con-
sistently pursue the strategic directions that most reflect the entrepreneur’s set
of life issues.” Kollmann [15] described building blocks to set up a company in
the net economy: one of them is the founders. According to the author, founders
must have know-how on computer science, information management and busi-
ness administration. It is also acknowledged that generally an e-venture is estab-
lished by a team of founders since it is difficult for someone to have all the
required capacities.
Correspondingly, in a software startup course or training, it is essential to
address team composition. Based on a review of entrepreneurship and software
startup literature, we identified three main topics related to team composition
that are important to teach to future software startup founders: importance of
a heterogeneous team, importance of growing the team according to the startup
expansion, and importance of specialized roles.
down the competencies needed when building a software startup into two cate-
gories: innovation-related and implementation-related. The first set of competen-
cies are more pertinent to the business value of the idea meanwhile the latter are
to building the product. They found that, in the studied startups, the founder
was the “sole owner of the innovation”, hiring development teams to bring the
idea to life, but some experts were needed in other areas such as process develop-
ment or specific technological areas besides software development. The authors
also acknowledged that in the studied companies, founders were “multi-talented
individuals”. The sample analyzed consisted of companies aged from one to six
years.
product management, and head hunter. Each specialist is also categorized by the
same professional card colors, as a developer, designer or business expert. The
winner is the player who makes her company have the biggest score calculated
based on the income at the end of the game and the team expertise equilibrium
represented by the number of the expertise least represented in that team.
On each month, each player in her turn plays the number of dice equals to the
number of developers the team has. The dice results are converted to drawbacks
or success according to the developer cards. The player can re-roll or manipulate
the dice based on the designers that the team has. Finally, business experts can
be used to convert success into profit, increasing the monthly income by moving
the pawn on the board. This flow mimics a startup since development work will
not necessarily be translated to income. Frequently, users do not appreciate the
result and do not buy the product. In this sense, a designer can help understand-
ing the user and making the product more user-friendly. Then, not necessarily
a popular product generates revenue for a company, for that reason, a business
expert can think of ways of generating revenue to the company.
After rolling the dice and activating their effects, the player has the option
to use part of the startup income to hire a new professional by getting another
card. To represent the cost of having this new employee, the pawn should come
back one position in the monthly income track. To promote a balanced team,
the board has another scale on the vertical axis representing the number of the
professional class less represented in that player’s team. The more balanced the
team is, the easier it is to go up in the monthly income scale.
On the beginning of each round, an event card is shown that contains a rule
that affects all players on that month. This represents events that could happen
in a startup life like a new technology that reaches market or a tech company
hiring in the area that removes professionals from their teams. The effects can
bring benefits or drawbacks to the players.
Specialist cards are special kinds of developers, designers or business experts
that have unique effects on the game. Their availability is limited since their
deck is shuffled and only three different specialists are available for hiring at each
moment. Balancing between basic professionals and specialists is important for
a good strategy on the game.
(c) An example
(b) Cards representing professionals, respectively, a business of designer spe-
expert, a designer and a developer. cialist.
Fig. 1. Some components of the Startups Assemble! game: the board with axis rep-
resenting income and team equilibrium, professionals cards from the three categories
and an example of a specialist card.
A Board Game to Teach Team Composition in Software Startups 329
5 Evaluation
5.1 Study Design
5.2 Execution
We performed game sessions in three Brazilian cities (São José dos Campos, Juiz
de Fora e Porto Alegre). Our sample consisted of vocational, undergraduate and
graduate students. They were invited to watch the video lesson, to play the game
and, later, to answer anonymously the questionnaire online. Figure 2 shows some
students playing the game. The total number of responses is 24 where 2 were
vocational students, 13 were undergraduate, and 9 were graduate students.
MEEGA+ proposes the use of descriptive statistics like frequency distri-
bution and central tendency (median) for each quality factor as data analysis
procedure [21]. Through a descriptive analysis, it is possible to identify the most
positive and negative aspects of the game [34]. To perform data analysis, we
used a spreadsheet that MEEGA+ authors made available.
330 J. Melegati et al.
The model divides the questions into player experience and usability. Figure 3
shows the results for the former and Fig. 4 for the latter.
For the player experience results, the first three sections (confidence, chal-
lenge, and satisfaction) are concerned with the player’s perception on her own
personal experience with the game. The results were good (one item with median
“totally agree” and others with “agree”). The next two sections deal with social
interaction and fun, and the results were extremely good with all medians being
the most positive answer. The good results from the following section, focused
attention, indicated that the game caught the students’ attention. The results
from the section relevance indicate that it was clear to the students that the
game was related to the lesson content, but they may still prefer another teach-
ing method in a first contact with a concept like a front class and perceives the
game as a reinforcement tool. An explanation could be that concepts are not
clear to someone not exposed previously to them before playing the game.
Regarding perceived learning, the results were extremely positive. For each
question related to each of the five learning goals, more than half of the respon-
dents answered “totally agree.” The other question in this component, if the
game contributed to the student learning in the lesson, the median answer was
“agree,” also a good result. These results provide an initial evidence that the
game helped the students to reinforce the knowledge they obtained from the
video lesson. The not-so-good result from the first question stresses the fact that
the game acts as a support to, rather than a substitute of, traditional learning.
The results for usability indicate that the respondents found the game of
good quality, specially regarding design qualities. The answers’ median was also
“agree” for the elements related to the ease to learn and to play the game.
In the answers for open questions, most comments concerned on game aspects
like giving suggestions to change the dynamics or appraising the experience.
A Board Game to Teach Team Composition in Software Startups 331
Fig. 3. Data analysis of player experience using the tool proposed by Petri et al. [21].
The median column is represented on a scale from −2 (“totally disagree”) to 2 (“totally
agree”).
332 J. Melegati et al.
Fig. 4. Data analysis of usability using the tool proposed by Petri et al. [21]. The
median column is represented on a scale from −2 (“totally disagree”) to 2 (“totally
agree”).
One answer, though, captured the goal of this experience: “I only had a notion
of what a startup would be, but this game opened my mind to understand that
it is not enough to have a great idea to be a successful startup, it needs a team
with varied abilities and capable of responding to market fluctuations in a quick
and efficient way, enjoying at maximum each opportunity.”
5.4 Limitations
6 Conclusions
Based on our study, the model can be used in training and corporate environ-
ments to test, for instance, games used by a company to train their employees.
The version used in the evaluation is close to the final one. We intend to
improve the graphic quality and evaluate the best way to publish it: either mak-
ing it available online using a print-and-play format or producing it through a
commercial publisher. Future work will focus on evaluating and, if needed, adapt-
ing the game to non-educational setups like accelerators or other initiatives to
improve entrepreneurship that would like to train people to create new software
startups. Another interesting follow-up would be to create a digital version of
the game. Besides that, future work could focus on other games to be used in
software startup education to reinforce topics on which hands-on experience is
hard to achieve, such as funding or customer acquisition.
Acknowledgments. The authors would like to thank all the students that partici-
pated in the study and to Eduardo Pompermayer for running some game sessions.
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Does Self-efficacy Matter? On the Correlation
of Self-efficacy and Creativity in IT Education
Abstract. Self-efficacy belief affects humans in life, action and work. Higher
self-efficacy enables stronger contribution in fulfilling tasks, helping others in a
team, and survive when facing obstacles and failures. Also creativity correlates
to higher self-efficacy. At the same time, design is a powerful skill in note-
making, improving the student’s understanding of the undergoing topic in a
class. Note-making, when consisting of recorded writings, self-drawn images
and other supportive subjects like structural analyses, charts, ad-hoc notes,
detailed features and verbal links to related themes, forms a fundamental skill
and ability in learning and applying new motifs and patterns. We executed
during a design class an experiment with 22 students from various faculties at
two universities by designing and creating visual notebooks. The students acted
as designers and visualizers communicating to themselves and their teams with
own creations. These notebooks were analyzed and reflected against the ques-
tionnaire results to evaluate the impact of the course in the progress in design
skills and creativity.
1 Introduction
Creativity, and more generally innovation potential, are skills that are almost univer-
sally useful. Creativity is not a skill only required by those working professions that are
conventionally considered creative ones, such as architecture. For example, creativity
and innovativeness have been extensively studied in relation to entrepreneurship, e.g.
[1, 2], where innovative ideas can shape and create markets. In the context of Infor-
mation Technology (IT), Graziotin et al. (2014) underlined the importance of creativity
in relation to problem solving among programmers [3], and Carberry et al. (2018) stress
the importance of innovativeness among engineering students [4].
In this study, we utilized the ISE Measure instrument by Carberry 2018 to measure
the innovation self-efficacy of students. This was done before and after a university
course intended to teach design and to support innovation self-efficacy. Additionally,
we evaluated, using a panel of judges, the creativity of the students based on materials
they produced during the course. Taking on an explorative approach, we then sought
correlations between creative output and innovation self-efficacy.
2 Theoretical Background
In this section, we discuss the theoretical background of the study. The first subsection
discusses self-efficacy in general, while the second one discusses creativity in general.
The third subsection then connects these two as we discuss creativity and its rela-
tionship with (different types of) self-efficacy.
2.1 Self-efficacy
Self-efficacy refers to the perception one has of their own abilities in the context of
some task (Carberry 2018). E.g., one’s own perception of whether their C ++ pro-
gramming skills are sufficient to carry out an assignment. Self-efficacy is considered
important in successfully performing various tasks. If one believes in their own abil-
ities, they are more likely to persevere in the face of challenges, more likely to pursue
the related tasks in the first place and more intrinsically motivated [5].
Bandura (1994) argues that self-efficacy is influenced by four factors: (1) mastery
experiences, (2) vicarious experiences, (3) social persuasion, and (4) physiological
states. Mastery experiences are past task completions (or failures) and hold a notable
impact on one’s self-efficacy. In the absence of, and in addition to, mastery experi-
ences, vicarious experiences can weigh on one’s self-efficacy. Vicarious experiences
are gained by observing others with similar ability perform tasks. Social persuasion,
then, refers to support from prestigious individuals or individuals we respect, and can
positively affect self-efficacy. Finally, our current physiological states, such as stress or
simply being tired, can influence our self-efficacy.
Self-efficacy is related to specific tasks (Carberry et al. 2018). Though we have our
perception of e.g. our own ability to program, it is typically considered in relation to a
specific task at hand. We may consider ourselves to be good at programming, and yet
know that developing an autonomous vehicle from scratch is well beyond our means.
While such a general definition for creativity can largely be agreed-upon, creativity
often has to be further defined when seeking to measure it for the purpose of a study.
Creativity is typically measured by examining outcomes of the process that leads to
the creation of creative results [7, 8]. In practice, this often means having participants
generate creative solutions for uncommon problems [9, 10]. The problems should be
uncommon to ensure that the participants are not familiar with the problem at hand,
which would enable them to use solutions they know are well suited for solving it in a
creative manner. These solutions are then scored by judges, e.g. (some of) the authors
of the study, in order to assess the creativity of the solutions and simultaneously the
individuals (Graziotin et al. 2014).
3 Research Methodology
were from the University of Jyväskylä and three from the Shanghai University. The
degree of the participants’ current studies divided as 10 bachelor’s, 11 master’s and one
doctoral student. The major subjects of the participants were Information Systems
Science (8), Information Technology (3), Business (2), Cognitive Sciences (2),
Accounting (1), Art Education (1), Art History (1), Communication Ethnology (1),
Digital Marketing (1), International Business (1), and Marketing (1).
4 Data Analysis
The data set included answers on 29 questions of 22 participants. The questions were
aimed at finding the respondents view (each graded 0–100) on his/her own self-
efficacy. Thus, in order to calculate the self-efficacy variable for each participant, the
average of all 29 responses has been calculated and used for checking the assumption
of its correlation with the evaluated creativity variable.
To evaluate creativity, we followed the model Graziotin et al. (2014) used to
measure creativity in their study. We utilized a panel of judges to evaluate the creative
outputs of the student participants in the form of a notebook, based on the judges’ own
definitions of creativity. Each judge individually rated the notebooks on a 7 point Likert
scale.
340 J. Risku et al.
The panel of judges consisted of three experienced designers, who were industrial
and service designers, architect, artist, art and design teacher and carpenter.
In this study measurements of quality were utilized for the assessment of creativity,
which is where we diverted from Graziotin et al. (2014), who in addition used mea-
surements of quantity. This diversion was due to our study only having one object to
evaluate the creativity on, whereas Graziotin et al. (2014) had several outputs from
each participant to measure. Graziotin et al. (2014) measured quality by two scores: the
average score based on all the outputs of a participant evaluated for creativity
(ACR) and the best score among the outputs of a participant (BCR). In our study only
one score for creativity was assigned (scale 1–7) due to the quantity of the outputs for
each participant being only one larger item that was evaluated.
5 Results
Both self-efficacy and evaluated creativity variables data has been found to be quite
normally distributed. Nevertheless, since there are outliers in the data, that can be
clearly noticed from the relationship between the two variables (Fig. 1), Pearson’s
correlation cannot be applied and the Spearman’s correlation coefficient was computed
instead to check the dependence between them. To do that, IBM SPSS software was
used. As shown in the Table 1, the correlation coefficient turned out to be −0.53, what
indicates the negative correlation between the variables (Freedman et al. 1978) [15].
However, since the significance is equal to 0.800, it is possible to conclude that there is
not enough evidence to say that the correlation exists, even though in the sample a
small negative correlation has been observed (Weinberg and Knapp 2002) [16].
Fig. 1. The scatter plot of self-efficacy and evaluated creativity variables, with marked age of the
respondents.
Does Self-efficacy Matter? 341
The was also no correlation of the age of the respondents with either self-efficacy or
evaluated creativity noticed, what can be observed from Fig. 1.
Another important finding was the existence of positive relationships between the
categories of self-efficacy (as defined by Carberry 2018) within respondents’ answers.
In his article, Carberry defined 29 questions to measure self-efficacy that have been
used in this study. The questions were based on 9 innovation-related clusters (8 were
used for forming the questionnaire): creativity (questions 6, 12, 26), exploration (1, 8,
18, 29), iteration (9, 22, 27), implementation (7, 13, 21, 24), communication (16, 17,
23), resourcefulness (3, 14, 15, 19, 20, 28), synthesis (2, 10, 25) and vision (4, 5, 11)
(Carberry 2018). The average score for each category of questions has been computed
and used for correlation measurement. The Spearman’s correlation coefficient was
computed between the categories, as well as each category has been correlated with the
evaluated creativity variable, to check if any specific dimension of self-efficacy cor-
relates with the researched creativity. The results showed the strong linear relationship
between all the categories (Fig. 2) and no any significant relationship between any
category and evaluated creativity.
From the table above it is possible to conclude that, for example, exploration cluster
has the most strong positive correlation with resourcefulness and communication
clusters [with Spearman’s correlation coefficient (rho) being 0.736 and 0.746 corre-
spondingly]. Synthesis is also strongly correlated with resourcefulness, as well as with
vision and implementation. The very high correlations can be also seen between
resourcefulness and vision, resourcefulness and communication, iteration and imple-
mentation, communication and vision. Overall, all the categories are strongly correlated
between each other. However, none of the categories have a significant correlation
(either positive or negative) with evaluated creativity variable.
342 J. Risku et al.
Fig. 2. Correlations between the categories of self-efficacy (Carberry 2018) and between each
category and evaluated creativity.
Universities have a significant role in finding and developing methods and curricula to
improve students’ self-efficacy. A thorough program of research and development of
design principles is needed, as well as design education according to traditional design
methods and newfound design methods from CS and SWD research. Also design
principles from CS and SWD can be transferred to traditional art and design to refresh
the cooperation between SW startups and design professionals. Researchers and
teaching staff with their upgraded and new design skills can create a new design culture
to the academia (Risku et al. 2015) [17].
Startups are in the center of high creativity and self-efficacy on account of note-
making and design, because practical skills in note-making is part of creation and
design, and success in executing own ideas to the markets relates to self-efficacy source
of mastery experiences. It means that the startupper performs the tasks in her own
control. A positive vicarious experience can be in startuppers’ context interpret to be as
working in and for the team (Bandura 1994).
7 Conclusions
This study indicates, that self-efficacy beliefs do not describe the creativity grades of
design class students. This leads to two conclusions: either run the research in a
designer student class and in a non-designer student class, and compare the results.
Does Self-efficacy Matter? 343
Then the wider experience of design students may show differences with the other
group. On the other hand, a comparative research made between specially design-
trained non-designers versus ordinary non-designers may lead to differences, after
which it is possible to know, if the training made the difference.
Future research on self-efficacy and its relation to creativity and innovation is
important for present day companies and universities. By the same time with a theo-
retical, practical and educational procedure, new ways of working motivates students to
meaningful studies and exploration.
Limitations were also found in this study. Self-efficacy and creativity was evaluated
within one week and a definite group, but still on a sharp testbed. Now when started, a
wider research and evaluation program at relevant academic course could be organized.
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https://doi.org/10.1007/978-3-319-26844-6_44
Hard Competencies Satisfaction Levels
for Software Engineers: A Unified Framework
Nana Assyne(&)
1 Introduction
Software are the principal driving force for hardware that currently run our daily lives.
As such software development is propelled by the competency of the software
developers. Competency is said to be the combination of abilities, knowledge, and
skills for performing an assigned task. Competency then includes both soft and hard
competencies [1]: a hard skill is or are the skill(s) one needs to be able to perform a job
or assignment. Hard skills are teachable and acquired mostly through formal training
and studies, and are sometimes referred to as technical skill. Often for example a trainee
is required to be smart or must possess a good IQ to acquire the required skill. Thus,
hard/technical skills are pre-requisite skills required by software engineers/developer in
software development process.
Where as both practical and empirical knowledge on technical competencies of
software developers is not lacking, competency study has become an important and
fundamental strategic area for academic research. Colomo-palacios et al. identify the
competency levels relevant to software engineering of professional profiles [2]. Turley
and Bieman in an attempt to identify non-exceptional and exceptional competencies of
software engineers, also provided the technical competencies of software engineers [3].
Yet – there is paucity of studies that examines the satisfaction levels derived for
possessing or using a competence.
Though the works of [2, 4] and [5] establish the essence of hard or technical
competence to software development, if we do not know the satisfaction level derived
as assurance for the possessor or the user, beneficiary cannot know which competency
will be demanded or be needed. Our initial study looked at [2] work, which examined
relevant levels of profile of software engineers and professional. Also the work of [6]
assesses base competencies necessary for software engineering students. We do agree
with the said work and argue further that it gives credence to the software engineering
competency. However, we are of the view that additional satisfaction levels of the
competency will provide assurance for both possessor and users in the software
engineering community. Thus, there is a need to provide strategic frameworks for the
various satisfaction levels of hard or technical competencies of software developers.
This paper forms part of broader research on software developer’s competency study.
The goal of this paper is to use existing models to create classification levels for the
benefit of the users and possessors of software engineering competency. We therefore
set our research question as: how do we determine the benefit or satisfaction of a
competency of technical or hard competencies for software developers, thus, the
research question for this paper is:
What are the different satisfaction levels derived from using a software technical or hard
competency?
2 Theoretical Foundations
product or service, since their presence are immutable to influence customer options and
opinion about the product. However, their absence may result in complaints from the
customer. By extension, performance requirements, are expected pre-requisites
knowledge factor vital in influencing customer decision-making options. These are
critical pre-requisite requirements when appropriately adopted yields high levels of
satisfaction. Meanwhile, at the delighter level, product and service developers are
required to include surprise elements often referred to as ‘wow’ factors to entice, attract
and influence customer choice options and preferences [16].
According to [18] framework as design science artifact requires some iteration in the
validation of the process in developing. Justification for the need of the artifact has
been presented through using literature, but it also requires stakeholder input, Thus, we
present the proposed model for validation in this conference.
Fig. 1. Unified framework of hard competency satisfaction levels for software engineers
The proposed framework UFHCSL uses the kano model and the CFSE framework to
create framework that can be use to identify hard competencies of software developers,
their satisfaction levels and the most valued competencies of the developers. This
framework add to the work of [23]. Thus, we have provided a framework that can be
beneficial to educators, competency users, and possessors of hard competencies. The
future work will be to use empirical data to evaluated the framework.
Hard Competencies Satisfaction Levels for Software Engineers 349
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350 N. Assyne
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for software engineers. In: 2010 23rd IEEE Conference on Software Engineering Education
and Training, pp. 33–40, 1 (2010)
Software Startups and Digital Business
How Software Startup Teams Reflect:
Approaches, Triggers and Challenges
1 Introduction
Software startups are new ventures that build an innovative software-intensive
product and aim at exponential growth. They operate under the conditions
of extreme uncertainty [1] and are confronted by various challenges related to
business, product, finance and team building [2]. To survive in such demanding
environments, the capability of a software startup team to collectively reflect
on their entrepreneurial journey and draw validated learning can be a decisive
factor for the startup to succeed or fail.
Reflection inside software startups is important as it leads to various positive
outcomes. First and foremost, it enhances learning from experience in startup
teams. It also creates better understanding and coordination in a team. Finally,
it influences directly on the behaviour of a startup team, since performing reflec-
tion on experience assists a startup team to refine their skills concerning finance
and marketing [3]. However, not many software startup teams have the habit to
reflect on their entrepreneurial experience, or they are not aware of the impor-
tance and value of performing reflection as a team.
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 353–368, 2019.
https://doi.org/10.1007/978-3-030-33742-1_28
354 D. Khanna and X. Wang
2 Background Literature
As far as the authors are aware of, there is no study examining the reflective
practice in the context of software startups. As the theoretical basis of the study,
we needed to draw upon the general literature on reflection.
How Software Startup Teams Reflect: Approaches, Triggers and Challenges 355
If any of the two elements are available in limited quality then learning will be
limited. Experiential learning, as a result, is dependent on the significant synergy
from both the elements [7]. Degeling and Prilla define a framework for the modes
of collaborative reflection and the means of support.
The framework presents three modes of reflection: scheduled, concurrent and
spontaneous reflection. To support these three elements, the framework further
provides three means to support: articulation, scaffolding and guidance, and
synergising [14,15].
There are also various reflective models; some are actively used in practice.
Below is a list of major ones:
– Terry Borton’s reflective model: Describes three questions which should be
asked during reflection “What?”, “So What?” and “Now What?” [18,19]
– David Allen Kolb and Ron Fry reflective model: States the four stages “Con-
crete Experience”, “Reflective Observation”, “Abstract Conceptualisation”
and “Active Experimentation” [6]
– Graham Gibbs reflective model: Defines the six step cycle “Description”,
“Feelings”, “Evaluation”, “Analysis”, “Conclusion” and “Action Plan”
[20,21]
– Roger Greenaway: Outlines the four stage sequence“Experience”, “Express”,
“Examine” and “Explore” [22]
– Daudelin Marilyn Wood: Specifies the four stages “Articulation of a problem”,
“Analysis of that problem”, “Formulation and Testing” and “Action” [10]
feeling about a certain task, to remain in the comfort zone, until the problem
occurs. The encounter of a problem triggers to step out the comfort zone and
reflect on task [24].
– Vulnerable in a team: Another challenge to reflect on the team depends upon
the involved members’ ethnicity. In some situations, team members belonging
to different cultural norms tend to preserve the reflection viewpoints if the
situation within the team is uncomfortable for them. They may not reflect
because by being open to reflect in a team, they are worried to make the
mistakes, which can make them being vulnerable in a team. To overcome the
feelings of embarrassment in a team as the reflected and shared viewpoint
are not so crucial, the individuals tend to keep with themselves. Sometimes
reflection can be too personal and interrogating on experience. Therefore,
team members could be reluctant to reflect [26].
– Time: The time constraints is another challenge which makes the team not
to reflect. The team members are so occupied by various tasks that reflection
cannot take place, as the energy of the group members already get void due to
the involvement with the daily working tasks. Sometimes this internal energy
could also become null due to personal or social problems [7].
In this section, we examine the concept of reflection in greater depth and build a
conceptual framework of reflection approach that serves as the theoretical basis
for the empirical investigation. Figure 2 shows the elements of reflection. Format,
type and technique are the elements which help the reflective session. Further,
these elements comprise sub-elements which are being taken from the literature
available on reflection and then grouped under each element.
4 Research Approach
The objective of this study is to explore how software startup teams perform
reflection. Since the study is exploratory in nature, a case study is considered by
the researchers to be a suitable research approach. For our study, we employed a
multiple qualitative case study approach [28]. The selected two cases are software
startups. Both are founded in Italy. Case 1 which initiated five years ago with the
idea of an online platform of selling and re-selling various things, did four pivots
till date. Currently, the startup is the software developer kit provider. Case 2
within the first year did one pivot till date. The startup is the manufacturers
for security and commercial devices. Table 1 provides the startup outline. The
number of team members for Case 1 varies from three to five, as they outsource
some work to other countries. For Case 2 startup, there are seven members
including the CEO and a marketing manager.
in your startup, that you remember and made you learn something? How did
it happen? Why did it happen? How did you come to know? What made it
reflect? How do you reflect? What did you do? Did you share it with other team
members? What trigger this reflection? What are the challenges you encounter?
As suggested by Yin [28], we followed the multiple-case analysis. First, each
case was analysed, and later cross-comparison was made. To code, the interview
data followed the guidelines of Saldaña [29]. The formats, triggers and challenges
involved were identified within each case and were compared and contrasted
across cases. The data analysis process was aided by Nvivo 12, a qualitative
data analysis software package.
5 Findings
We found out that scheduled reflection is common for both the startups. Case 2
performs scheduled reflection every week. Whereas Case 1 struggles to schedule a
dedicated time for a reflective session. But the CEO2 of Case 1 said that in future
they are planning to schedule reflection sessions as they realized the importance
of it. Currently, they perform scheduled reflection when a tremendous problem
exists in the startup and dedicating time to discuss it.
Commonly concurrent and spontaneous reflection is conducted by Case 1
because the team size is small, and they work in the same working space. Irre-
spective of the type of reflection, discussion as a format is found to be regularly
practised by both the startups. From interviews, we found out two new formats,
three triggers and three challenges. The two new formats are “speaking loudly”
and “mental archive notes”. Table 2 provides the outline of the reflection.
each other about their competencies and skills to know where they can together
lead the startup. For example, the CEO2 of Case 1 recalled: “We divided our
services, we sat down at the table and we decided, what is actually your field of
interest? Where are your skills placed? And my skill placed.”.
Whereas, Case 2 team perform scheduled reflection every week with the team.
The marketing manager mentioned: “We do every week a call in order to, how
did it happen? With our team, good? Bad? What happened? Yeah, we reflect.”.
The feedback helps them trigger the scheduled reflection: “We reflect about the
feedback and also we try as the CEO said before, psychology, so we try to under-
stand why our partner says one thing?”. The CEO of Case 2 added: “It is part I
will say part to adapt and part to correct.”. Then both, the marketing manager
and the CEO added the importance of discussion as a format of reflection. Also,
during the reflection session be direct to the point: “I think also importantly
to discuss with them, we have discussions also between us and also with our
partners essential parts, straight to the point, I think it is important.”.
Telling - Speak Loud. While telling is one of the ways to reflect where discus-
sions and presentations could be a few techniques that could be used to reflect
on a team. We found out that speaking loud could be another technique too. The
team using the same working space could reflect on there working shift while
applying this method. From Case 1 we found evidence to support this method,
for example as the CEO2 said: “Speak out loudly to your partners, what or you
are thinking? Don’t be kind, just speak out loudly what you are thinking? But it
is a general, live thing, in my opinion. Everybody should do it everybody. But
always be straight. Do what you think it is kind of right and explain that to your
partners. Why do you think it is right? Yeah to be honest or be open and straight
forward and honest like to the others”. Later in the interview the CEO 2 again
emphasized: “If you then speak out loudly to each other”. Speaking loudly helps
to narrow down the issues encounter by the startup as Case 1, CEO2 mentioned:
“You have to change something. You have to make a step, a cut and then speak
out together and think about it. What could we do different? What was the cause?
Because we don’t have this or. Was it because a client troubled you up? Then
actually only by telling out loudly you will hear it. Be open to each other. Really
the willing to speak out loudly”.
Mental Archived Notes. From Case 2, we found that team members after
reflecting stored their learning inside their mind. They use the brains as their
hard drive to keep the information. The CEO of Case 2 said: “I mean notes
are stored in the mental archive”. Also, the CEO commented that he shared
the learning with other team member but not so much in detail: “Perhaps not
enough” and as the other team was matured enough to get the information,
where the marketing manager added: “I think there is also a big difference with
this team and the her team”.
How Software Startup Teams Reflect: Approaches, Triggers and Challenges 363
From the two cases, we also identified the three major triggers that provoked
the two startups to reflect. The three categorized triggers are: “Work”, “Team”
and “Inner voice”. For “Work” we found out six causes, “Team” three causes
and one cause for “Inner Voice” that evoke reflection.
1. WORK
– Continuously decrease in revenue for three months - Another
insight what the CEO2 described: “First thing, which you are looking at
the revenues and this would like decreasing in the last 3 months. What?
Why? I mean, of course, one month, it could be. Two months could be.
Then third months you are, somehow, thinking about what is going wrong?
Revenue is first thing.”.
– Workflow getting blurry - The CEO2 from Case 1 highlighted that
when the usual workflow is getting fuzzy in the usual tasks it is time to
reflect: “When your workflow is kind of getting blurry. Not strong. Which
actually makes you working not that good as before.”.
– Dropping down the passion/energy/level of commitment/not
enjoying work - Also the CEO2 stated that when an entrepreneur pas-
sion or energy to work in startup environment is decreasing, the team
should think about performing reflection: “I will say you can see it from
the passion for the job. The passion is the main thing I would say and
if you see this passion likes smaller, smaller, smaller.”. Where he added:
“I would say in 4 years, it was one time said, also loud. Listen, we can’t
work anymore like this. I mean we get back our energy. As I know notice
by myself and also the other CEO was noticing it that we both lost our
energy.”. Similarly Case 2 CEO mentioned that the team has different
level of commitment to work: “The team does not, also different level of
commitment to work, you are not loving anymore what you are doing.”.
– Change in approach to work - In the Case 1, the CEO mentioned that
the entire teams got aware, when the usual working approach changes:
“The other team members noticed it, that there was a big change in the
approach. I mean if you don’t say it, people will notice it. Whats going on
with you? Then also, they noticed that we were kind of having a another
rhythm of work.”.
– Deadlines trouble at work - The CEO1 of Case 1 mentioned: “Even
deadlines and then your getting in troubles with deadlines. In my opinion,
you don’t want to do it anymore. Because if you want to do it, you will
do it in time and you will do it good. If you don’t want to do it, it is kind
of something troubling you off.”. Where the Case 2 mentioned “The team
doesn’t, respect the deadline”.
– Stop working for extra office hours - The CEO1 of Case1 mentioned:
“Because at the beginning you will, you have tasks. At the beginning always
open a new task even if it is 5 pm in the evening. You will, initialise
another task and you will sit down in the office till 7–8 clock. You finish
364 D. Khanna and X. Wang
the another task, after some period you notice. Myself and the other CEO
also noticed yeah we have liked. The task is finished at 5 pm, quarter past
5, no. I am not getting another into a task. We do it tomorrow.”.
2. TEAM
– Not discussing small personal issues with team members - Often
individuals tend to keep small personal issues within themselves. They
do not bring up or discuss with the team members they encounter the
issues with and which can breakdown the workflow momentum with other
team members: “There is kind of just mini things, which then they are
accumulated. Then, in the end, you are getting like really angry and you
will cry.”.
– Unpleasant exchange of messages/miscommunication in team -
Also CEO2 mentioned that team was exchanging unpleasant messages:
“I think where we got really, really two or three not so good messages.
But if it is three or four messages which are not so good coming to you
after continuously fighting for existence” for the startup “Then you should
ask yourself.”. In Case 2 both the CEO and marketing manager acknowl-
edged that miscommunication can create a sour environment in team:
“Miscommunication with the team.”.
– Not good previous experience with team - The Case 2 marketing
manager mentioned the need to reflect in there startup was because of the
work failure in the team. The team didn’t perform well, he mentioned:
“Why because our previous experience. Because of our team. Did not go
good.” and the CEO agreed to it: “Yes”.
3. INNER VOICE
– Inner voice or feeling, going on wrong track - The Case 2: “Now
that the reason is certain, an inner feeling. Every entrepreneur has this
inner feeling that is the same. I will say, interior compass, which other
times while confronting with bad news or I mean obstacles or problems. So,
the same inner voice. It was powerful warning, that we were on the wrong
track. Therefore, I mean definitely we needed to change something.” where
marketing manager added: “Stop please. Stop please.” and then CEO
said: “The other times. Go forward.” to which the marketing manager
agreed: “Yes”.
find other work to do. You can say, I can speak to you tomorrow. You could,
but you can also speak with me after 2 years. So for this reason you have to
sit down this time. To also do this thing too. To prevent the situation”.
2. Small team with collocated space - When the team is small and col-
located in the same working space they find it difficult to devote time for a
reflective session: “Since you are just two persons, sitting in room. It depends,
on and we don’t have fixed meetings for it. Because we are in two. We just
actually not that good at all. We already spoke about it, and we will do it in
future. Then of course every month. Every two months. Every three months.
Like we will fix meetings. So every two months will be two hours of meeting.
So we are kind of planning, it is necessary.”.
3. Team member with old age and ego, intend to dominate - From Case
2 we found out that when the team is comprised of the different age group
the reflection is little biased and team members are not completely open and
clear during the discussion session. Team members who are with elder age
tend to emphasise their stories on the younger ones. The Marketing manager
added, important is the experience, not the age: “I think that because there
are different egos and I think I am not having high ego. Here people you know,
are the 50 years old. They say yes, I am 50 years old. So, I know that this is
the story. Now the age is not important. Important is experience. You cannot
impose. You have to explain why it is correct? Why it is not correct? May be
the other two can accept. But if you say no, then this you need accept. After
all, there are no emperor, there are no king.”.
6 Discussion
Software startups do perform particular types of reflection depending on the
team size and working space. Commonly, if the team is comprised of three mem-
bers and share the same working space, concurrent and spontaneous reflection
occurs. The team reflect through speaking or thinking aloud during their working
shifts. Mutual decisions, quick feedback, answers and discussions trigger this type
of reflection. The dedicated scheduled reflection in a startup team comprised of
around three people does take place either to analyse the team members skills or
when they encounter big problems related to a workflow. Although the startup
team do believe and agree on the importance of scheduled reflection, due to
team size, same working space and trust, it is a challenge which postpones the
dedicated reflection period.
Mostly, if the team is comprised of more than three members and does not
share the same working space, scheduled reflection occurs. The team reflect every
week and discuss what happened, how did it happen, why did it happen, and
if it went good or bad? To trigger this type of refection, feedback and inner
voice play a key role. Some entrepreneurs do reflect individually, then store
experiential learning in mind as a mental archive and later discussed with the
team. To reflect often, a team should encourage to keep track of the mentioned
triggers that motivate the team to reflect.
366 D. Khanna and X. Wang
We found from both the cases that it is important to be open, honest, to raise
key affair and straight to the point in a reflection session. Sensitivity in a team
can have problems during reflection as there are tough moments, confrontations
during a reflective session and the ego should not be involved.
One cause from the “Team” trigger validates the trigger mentioned by liter-
ature that is “interpreting the old experience” [9]. Previous unsatisfactory expe-
rience with a team member leads to reflection. We found out from the literature
time as a challenge of reflection [7]. The findings from the case study authenti-
cate but time and trust together as a challenge. As the team members trust each
other; and are involved in the daily work routines which postpone the reflection
session. To overcome the challenge of unwillingness to reflect [7,24] according to
Mezirow [25] one should monitor a task if it becomes blurry, problematic or not
correct to trigger reflection. One of the CEOs mentioned the similar takeaway
that is, the team should reflect if the workflow or task is getting blurry or not
as good as before.
Regarding the threats to validity, we conducted just two software startup
cases, one with a team size of around three and another with a team size of seven.
The external validity of our findings is limited to similar case sizes and startup
teams with a comparable level of entrepreneurial experiences. To increase it, we
need to conduct more case studies with various levels of sizes and at different
stages of maturity. Finally, the insights cannot be generalised at this point due
to a few cases.
7 Conclusion
There has been less research done on the importance of reflection on experience
inside software startup teams. The reflection is the mechanism which trans-
fers the experience into experiential learning [5–10]. Various frameworks exist
in the literature for performing reflection, but they lack an in-depth analysis of
the reflection elements. We provided a framework with the elements inside the
reflection concept. The framework describes the format, type and technique for
reflection. We conducted a multiple case study and analyzed the data obtained
from two software startups. We found out two new reflection formats, three
triggers and three challenges of reflection. Apart from conducting more case
studies with diversified profiles to consolidate the findings, we will also extend
our research and investigate the other elements involved in entrepreneurial expe-
riential learning: a better understanding of types and sources of experiences, and
documentation and sharing of learning outcomes within team members.
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368 D. Khanna and X. Wang
Abstract. It is commonly claimed that the initial stages of any startup business
are dominated by continuous, extended uncertainty, in an environment that has
even been described as chaotic. Consequently, decisions are made in uncertain
circumstances, so making the right decision is crucial to successful business.
However, little currently exists in the way of empirical studies into this supposed
uncertainty. In this paper, we study decision-making in early-stage software
startups by means of a single, in-depth case study. Based on our data, we argue
that software startups do not work in a chaotic environment, nor are they
characterized by unique uncertainty unlike that experienced by other firms.
1 Introduction
Despite being extensively studied [10], startups still lack an accurate definition. Var-
ious characteristics have been attributed to startups to differentiate them from other
firms. Characteristics typically associated with startups include (1) highly reactive,
(2) innovation, (3) uncertainty, (4) rapidly evolving, (5) time-pressure, (6) third party
dependency, (7) small team, (9) one product), (10) low-experienced team, (11) new
company, (12) flat organization, (13) highly risky, (14) not self-sustained, (15) lack of
resources, and (16) little working history [8]. In software startups, the role of software
in the final offering may vary from being the core product to merely serving as an
enabler or support of the main business idea (e.g. Uber) [11].
Klotins [3] highlighted the (lack of) empirical evidence behind many of these
characteristics, questioning the uniqueness of software startups in relation to failure
rates, lack of software engineering (SE) experience, innovativeness, market-related time
pressure, and lack of resources. To this end, decision-making is another area where little
is known empirically about software startups [10]. Software startups are considered to
work amidst uncertainty that has even been described as a chaotic [2, 7, 8].
To provide empirical evidence into this on-going debate on software startup
characteristics, we study software startup decision-making in relation to the uncertainty
attributed to software startup in this paper. Wedo so by means of an in-depth case study
© Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 369–377, 2019.
https://doi.org/10.1007/978-3-030-33742-1_29
370 K.-K. Kemell et al.
2 Background
To analyze our data, we utilize an existing theory: the Cynefin framework. Cynefin
(Fig. 1) is a decision-making tool from the field of knowledge management and
complexity science [6]. It a sense-making tool intended to help its users understand the
current context they are in. It presents a typology for decision-making situations.
The Cynefin framework splits decisions into five domains. The domains are based
on the assumption of order, i.e., perceived causality of cause and effect. Each domain
contains characteristics describing decisions in that domain, recommended actions for
decision-making in that domain, and what type of practices should be used in it.
For example, the chaotic domain is characterized by a lack of perceivable cause and
effect relations, as well as time pressure. The recommended actions are act, sense, and
respond. I.e., one has to act quickly in order to establish some facts (sense) after which
one has to respond to the situation again. This continues iteratively until it is possible to
exit the chaotic domain. Crisis management situations are typical examples of chaos.
Amidst Uncertainty – or Not? 371
In addition to the four main domains, disorder refers to a situation where the domain is
unclear, necessitating further analysis of the situation.
This study was carried out as a single in-depth case study, in an ethnography-inspired
fashion. One of the authors worked as the founder of a software startup while collecting
data. The case startup (from here on out Startup A) was founded in early 2018 by an
inexperienced founder. Startup A produces a software service via a dedicated hardware
solution: a wristband that would act as a replacement for business cards. Initially, it was
unclear whether the company would develop only the software, or the hardware as
well. The case startup is a real-life startup not founded to carry out this study.
The data collection started when the founder was the sole member of the team and
the startup only had an idea to its name. Data from the case was collected from 30 April
to 30 October 2018, in the form of video diary entries. Each evening, the founder
produced a video recording detailing each decision they had made that day, or since the
previous entry, along with detailing the current situation of Startup A. Occasionally,
entries were produced less regularly, either because no decisions were made, or
because the founder was not working on the startup e.g. during a weekend.
The recordings were later transcribed for analysis. These transcripts included a full
transcript of each entry and a list of every decision discussed in each entry. From the
transcripts, all decisions (136 total) were extracted into a list, which was then analyzed
using the Cynefin framework (Sect. 3). Each decision was evaluated and placed into
the corresponding domain according to the criteria described in Table 1.
In order to increase the rigor of the analysis, we followed the protocol below:
1. Author A (founder) categorizes the data and provides reasoning for each choice.
2. Author B categorizes the data independently, without seeing A’s analysis.
3. Author B compares the results of their analysis with those of Author A.
4. Decisions classified into the same category by Authors A and B are included for
analysis (89 decisions, 65,4% of the total 136).
372 K.-K. Kemell et al.
Table 1. Criteria for assigning decisions into the Cynefin main domains.
Decision Effects Potential decisions Key action
speed observable
Simple Fast Immediately or Usually one correct one Categorize
quickly
Complicated Slow Quickly or Multiple potentially correct Analyze
slight delay ones
Complex (Very) Slowly Numerous, difficult to Experiment
slow choose good ones
Chaotic Fast Immediately or No correct option, Act
quickly minimize risks
5 Results
This section is split into five subsections according to the Cynefin domains. In our
analysis, we highlight key observations in the form of Primary Empirical Conclusions
(PEC), which we then discuss in the discussion section. Each subsection contains some
examples of decisions and the full list of decisions is on FigShare1.
1
https://doi.org/10.6084/m9.figshare.8298008.v1.
Amidst Uncertainty – or Not? 373
5.5 Disorder
Disorder is highly context-specific and difficult to identify retrospectively. Only some
personal time management decisions of the founder were classified under disorder (e.g.
whether to work weekends). Unforeseen events, fatigue, and one’s own mood can
affect such decisions, making it difficult to decide in advance what to do on such a high
level.
6 Discussion
We identified no chaos in the case startup (PEC6). This contradicts extant literature
that has suggested that software startups operate in a chaotic environment in the context
of Cynefin. One of the papers that originally suggested that startups operate in a chaotic
environment dates back to 1998 [2]. While this may have been the case in 1998, we
now understand startups better based on both practice and research. E.g., startups now
have good practices to utilize and startup entrepreneurship is taught in universities.
Amidst Uncertainty – or Not? 375
Indeed, software startups also do not seem to operate under as much uncertainty as is
typically attributed to them. Only 15,4% of the decisions of Startup A were considered
complex, and to thus involve notable levels of uncertainty, while the rest could be solved
with good or best practices (PEC3). However, not all decisions are equal. Some deci-
sions may have much larger impacts on the future of the firm than others. Moreover, the
case startup was a very early stage one still working on the first version of its service.
This may not be the case in more mature startups that have progressed further. Finally,
chaotic situations are arguably possible in software startups (e.g. if a startup that has
already been paying salaries runs out of funding), even if none were present in the case
startup. However, software startups hardly seem characterized by chaos.
In this study, most of the uncertainty experienced by Startup A stemmed from
(1) lack capabilities in the team, and (2) lack of funding. Extant research has studied
team present from the start if they are required [9]. Our findings support this notion.
However, problems related to securing technical know-how are not unique to startups2.
The missing hardware capabilities quickly began to cause issues for Startup A as
they struggled to validate their service idea, unable to develop an MVP. With no
funding, they also found it difficult to experiment with hardware solutions. All in all,
this resulted in an unreasonably long development cycle for an initial version of the
product, which has been considered a key anti-pattern in software startups [4].
As for the lack of resources also experienced by Startup A, Klotins [3] recently
argued that existing literature does not provide convincing arguments to support the
uniqueness of startups in this regard. Our data does point towards software startups being
unique in how they experience lack of resources (financial, person-hours). Lacking
funding, startup A had to devote notable amounts of resources towards securing some
(PEC4), which, due to their small team size, resulted in less resources being available for
productive activities, e.g. programming (PEC2). A mature business would not task its
developers with writing funding applications while lacking financial resources.
Finally, the inexperience of Startup A’s team contributed to their lack of resources
(PEC1). With no entrepreneurship experience, they were forced to devote resources
towards e.g. studying different legal company forms. An experienced founder and team
will arguably devote less time towards such menial activities, letting the team devote
more resources towards productive activities. This supports extant literature which has
linked business and technical experience with success in software startups [12]. Our
findings help us better understand why this is the case.
2
E.g., https://yle.fi/uutiset/3-10669492 (“More than 10 000 open programmer positions, but no one to
fill them”).
376 K.-K. Kemell et al.
7 Conclusions
In this paper, we have conducted a single, in-depth case study of a software startup in
an ethnography-inspired fashion. Based on our results, we argue that software startups
are not characterized by a unique uncertainty, or chaos. The sources of uncertainty
faced by the case startup (lack of financial resources and team capabilities, as well as
idea validation) are issues any new or even mature business can face. However, a
mature business might tackle these issues differently.
To summarize our findings into practical implications, we underline the importance
of: (i) understanding what capabilities are needed in the team, and aiming to secure
them early on; and (ii) inexperienced software startup founders understanding the need
to study various practical entrepreneurship skills (e.g. how to find a limited company).
Finally, we encourage further research into what makes startups unique. Aside from
uncertainty, various other characteristics have been attributed to software startups (see
Introduction). Out of these characteristics, the uniqueness of startups in relation to
failure rates, lack of (SE) experience, innovativeness, and (external/market) time
pressure lack empirical support [3]. E.g. most startups fail, but so do most new firms
[3].
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Customer Churn Prediction
in B2B Contexts
1 Introduction
losing one is much bigger [12]. This backs up the relevance of customer churn
prediction in B2B contexts. However, approaches developed for B2C systems
can often not be applied in B2B environments due to their complex setups. For
instance, the customer buying a product is not necessarily the actual user of the
product. While the customer makes the final decision of a purchase, the decision
is to some extent influenced by the end-users.
For this reason, we conducted an exploratory study to answer the following
research questions: (1) How can customer churn be predicted in B2B contexts
while taking B2B-specific characteristics into consideration?; and (2) How can
customer data as well as end-user data be combined in order to take all influ-
encing factors into consideration?
In order to address these questions, we implemented a customer churn pre-
diction model in a real-world product and derived the approach presented in
this paper from the instantiation of the respective solutions. Specifically, we
developed an approach that enables the mapping of end-user and usage data to
customer data based on so called customer phases resulting in a shared data set
that forms the basis of the prediction process. The shared data set is then used
as the input for the prediction model itself.
The contribution of this paper is two-fold: First, we provide an approach for
overcoming the challenge of combining and mapping data of different stakehold-
ers who, either directly or indirectly, influence a certain decision, such as the
purchasing behavior of a product’s customers. Second, we present a step-wise
process that enables the prediction of customer churn in a B2B context based
on customer- as well as end-user-data by using the previously mapped data as
input for the prediction model.
The remainder of this paper is structured as follows: Sect. 2 gives an overview
of related work in this area, before we elaborate the research method as well
as the research context in Sect. 3. In Sect. 4, we describe the implementational
details of our approach. The results of our study are presented in Sect. 5, followed
by a conclusion in Sect. 6 including a discussion on the generalizability of our
approach.
2 Related Work
Oftentimes, subscriber data required for churn prediction models changes
dynamically over time. This results in the need to retrain prediction models
on a regular basis in order to “overcome data staleness and inconsistency” [16].
Moreover, most data sets in this area of applications are highly imbalanced in
relation to class distribution. Precisely, the rate of accepting an offer is often
much lower than the rate of a declined offer [16]. Since we discovered the same
characteristics in our data set, we resampled it to overcome the imbalance as
proposed by [16] or [15]. Additionally to retrain the model iteratively, we pro-
pose an approach based on different customer phases that depict the commonly
changing behavior for each customer over time in the purchasing process.
Ullah et al. [13] propose an approach for customer churn prediction in the
telecom sector (B2C) that additionally provides the reason or factors behind the
380 I. Figalist et al.
The decision is, therefore, directly influenced by the customer and indirectly
influenced by the end-users of the product.
4 Implementation
In order to derive an approach for customer churn prediction in B2B contexts,
we implemented a churn prediction model for a real-world B2B software prod-
uct (see Sect. 3). We start by identifying questions and hypotheses related to
churn, before exploring the available data and generating a shared feature set
comprising both customer- and end-user data. Finally, we preprocess the data
set, train the prediction model and evaluate and interpret the results. All (case-
specific) implementation details of our approach will be provided in the following
subsections.
Customer Phases. In order to identify all relevant events that constitute the
frame for the phases, we interviewed three stakeholders of the platform who pro-
vided us insights on the important events and phases each customer goes through
from registration to the decision on whether to stick with a premium license or
not. As a result, the first phase “Onboarding” covers the interval between the
registration date of a customer and the effective date of that customer’s basic
license. At any later point in time, the customer can choose to enter a trial
period during which its users can experience the premium features of a product.
The second phase “Basic”, therefore, comprises the time between a customer’s
basic license effective date to the starting date of the trial period of that specific
customer. At the end of that trial period, the customer needs to decide whether
to keep the premium version of the product (non-churn) or whether to go back
to the basic license (churn). Additionally, one of the interviewees hypothesis was
that the last couple of days or week before the trial period expires have a greater
impact on the decision than the weeks before that. For this reason, we decided
to split up that time frame into two phases: “Trial” and “Pre-Decision”. The
pre-decision phase starts ten days before the trial period expires. In order to
382 I. Figalist et al.
validate the defined phases, we presented them to the interviewees once again
who approved the described customer phases.
Data Extraction. The product’s database stores four different types of data.
For one, each table is either related to the customer or the end-user of the prod-
uct. Second, the data can either be static (e.g. a customer’s registration date)
or dynamic (e.g. number of logins per day). Moreover, multiple measures (direct
metrics) can be combined to generate derived metrics that also hold valuable
information. Table 1 gives an overview of all extracted features organized by its
type.
In order to generate a mapped data set that constitutes the foundation of our
prediction approach, we define the time attribute as the main mapping criterion,
specifically the customer phases. In a first step, all static features identified
during the data selection and related to either the customer or the user of a
customer are extracted and linked to the respective customer ID. Following this,
the timeframes of each of the defined customer phases are extracted for each
customer individually to generate a customer-specific timeline. Based on this,
each of the dynamic features are extracted for each of the computed customer
phases, and are, again, linked to their respective customer ID.
In order to train our prediction model, we preprocessed the mapped data set into
a labeled input data set by removing rows with missing values, standardizing the
columns and adding a label for each customer on whether they downgraded to
the basic license or not (binary classification).
We apply a feature selection technique [2] to the data set in order to identify
the most relevant features for training the prediction model. As a result 25 out
of 50 features are selected for further processing. The input data set is split
Customer Churn Prediction in B2B Contexts 383
up into a training data set (80%) and a test data set (20%). Next, we build a
neural network using the 25 selected input features, one target variable and two
hidden layers with twelve nodes each. We set the number of epochs to 300 and
the batch size to ten before training the model. Finally, we evaluate our model
by predicting the output variable of the test data set, achieving an accuracy of
88% with a precision of 0.89 and recall of 0.91.
Step II: Data Selection. On an abstract level, each feature in the data set can
be characterized by three different attributes. For one, a data point can either
be related to the customer or the end-user. Furthermore, each data point can
either be characterized as static or dynamic. Static data holds information
that does not change over time. Dynamic data points, however, are dependent
on their either pre-defined or event-driven recorded point of time. Lastly, some
data points can be extracted as direct metrics, while other data points can be
combined and further processed into derived metrics.
Step III: Data Processing. Based on the preceding steps, the data is now
processed into a shared data model (see Fig. 1). We define the time attribute
as the main mapping criterion, specifically the customer phases. First, all static
features related to either the customer or the user of a customer are extracted
and linked to the respective customer ID (see yellow boxes at top & bottom in
Fig. 1). Derived metrics are computed by further processing one or more direct
metrics. Following this, the timeframes of each of the defined customer phases are
extracted for each customer individually to generate a customer-specific timeline
(see Customer Phases in Fig. 1). Based on this, each of the dynamic features are
extracted for each of the computed customer phases (see green boxes above and
below customer phases in Fig. 1). After a customer passes through all the phases,
it needs to decide for or against churning.
The previously generated mapped data set is crucial to the entire prediction pro-
cess since it serves as the input data of the procedure. Initially, the input data
set is turned into a labeled data set by (a) mapping previous decision outcomes
(churn or non-churn) to the respective customer ID; (b) cleaning, standardizing,
and resampling the data; and (c) applying appropriate feature selection tech-
niques [2] to identify the relevant feature set. Based on the labeled data set, a
classification technique can be applied in order to train a prediction model.
In order to enable customer churn prediction in B2B contexts, we combine
our data mapping approach with the described prediction procedure. Figure 2
shows the generic model we derived during our study. It consists of the follow-
ing steps (linked to numbers in model): S1–3: Relevant metrics are identified
and extracted by following the data mapping approach presented in Sect. 5.1.
All metrics based on static data are extracted once for each customer while
all metrics based on dynamic data are extracted for each phase and customer.
All extracted metrics are combined to a shared data set. S4–5: The previously
generated data set is then labeled (churn vs. non-churn) based on the previ-
ous decision of the customers. After preprocessing (standardizing, resampling,
Customer Churn Prediction in B2B Contexts 385
Fig. 1. Overview of the mapping approach based on customer phases (Color figure
online)
feature selection etc.) the data set, it can be used as the input to train a pre-
diction model. Ultimately, our model enables practitioners to predict customer
churn based on customer- as well as end-user-data, thereby taking all influencing
factors into consideration.
6 Conclusion
Single customers of B2B businesses are often of greater importance compared to
B2C businesses since their number is typically much lower [12] but their transac-
tional value is much higher [10]. Losing even one might have a significant impact
on the provider of B2B products [12]. While this reinforces the importance of
customer churn prediction in B2B contexts, there is a lack of research on how
to achieve this [7].
The goal of this exploratory study was to investigate how to perform cus-
tomer churn prediction in B2B contexts while taking B2B-specific characteristics
into consideration. We implemented this in a real-world product and derived a
two-stage process that consists of building a shared data model as well as the pre-
diction process itself. During the data mapping, a shared data set of customer-
as well as end-user-data is generated based on customer phases. This data set is
then used as input for the prediction model.
One of the limitations and threat to validity of this study is the number
of investigated cases. However, after working with multiple other B2B product
386 I. Figalist et al.
providers prior to this study (e.g. in [4] and [3]), and comparing the B2B-specific
characteristics to the ones identified in existing literature (e.g. in [8,12], or [10]),
we have evidence to believe in the generalizability of the presented approach.
Moreover, we plan on implementing this approach for other B2B products in
order to further validate our model.
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Online Multiplayer Games
for Crowdsourcing the Development
of Digital Assets
The Case of Ingress
1 Introduction
RQ1 How online multiplayer games, which utilize crowdsourcing, motivate play-
ers to participate in crowdsourcing?
RQ2 How Niantic has integrated crowdsourcing as a part of their revenue
model?
390 S. Laato et al.
2 Background
In 2012, a study of revenue models of apps in the Android Market found free
apps to generally have complex revenue models, with a single application often
utilizing multiple revenue streams [29]. A closer look revealed there was no indi-
cations that any of these apps were utilizing the crowdsourced development of
digital assets, however, one app relied on the donation model, which can be
interpreted as a close relative of crowdsourcing [30]. It can thus be argued, that
crowdsourcing in online games has only lately gained popularity. The difficulty
of implementation as well as the challenge to find tasks suitable for crowdsourc-
ing in online games are likely causes for this [31]. Furthermore, crowdsourcing is
best utilized in cases where the collective wisdom of crowds outclasses that of a
limited set of professionals [32].
Crowdsourcing can be divided into four categories: (1) crowdprocessing, (2)
crowdsolving, (3) crowdcrating and (4) crowdcreating [33–35]. In the first two
types of tasks, the value is derived from individual contributions whereas in the
second two, value is derived from combining multiple solutions. Depending on
the problem at hand, one or more of these can be utilized in online multiplayer
games. For example, Ingress uses crowsolving for submitting new portal candi-
dates and crowdrating for evaluating them. If a crowdsourcing task is simple,
and over in short time frame, it might not be cost-effective to create an entire
online multiplayer game for solving that problem, and monetary compensation
for participants or simple gamification might work better. On the other hand, if
the task requires a lot of focus from participants, gamification must be used with
care [36]. For example, in the case of Wikipedia where participants are tasked to
write, review and edit articles, the task itself is attention-demanding enough so
that any additional gamification elements to the work process itself might only
disrupt the flow of contributors [37].
Video games are a rapidly growing industry with the market size of US$ 96 billion
in 2018, bypassing Hollywood as a biggest entertainment sector [38]. Gamifica-
tion by definition means using game design element in non-game contexts. The
origins of the term ’Gamification’ dates back to the end of the first decade of
Online Multiplayer Games for Crowdsourcing 391
2000, the usage of the term increased explosively after mid-2010 [39]. The bor-
der between gamified application and a game is obscure, as even when the two
are linked, the terms cannot co-exist because of the definition of gamification
[40]. For example, it can be argued that the popular physical activity increas-
ing location-based game Pokémon GO [41] is in fact not a game, but rather a
gamified sport application.
Nowadays gamification has been successfully utilized in several crowdsourc-
ing endeavors, and in many cases, has managed to increase engagement and
participation rates [13,16,35]. Simple and straightforward tasks have generally
used simple gamification tools such as points, however, more complex problems
have been gamified in a more nuanced and creative fashion [13]. When discussing
real games with built-in crowdsourcing, the motivating elements can be multi-
layered. This can mean simple rewards such as points, but also things such as
social pressure, new gameplay opportunities and gratifications from permanently
influencing the game world among others [13,16]. Furthermore, people have been
found to contribute more to gamified crowdsourcing systems when organized in
teams, and cooperative elements increase users’ willingness to recommend the
crowdsource-system more, when compared to a competitive design [18]. When
participating in crowdsourcing where participants create things together, moti-
vators can include career advancement, peer recognition, contribution to a collab-
orative effort, self-expression, having fun, and learning new skills and knowledge
[6]. Peer recognition, for example, can be highlighted in game design by showing
other players what their peers have contributed.
Crowdsourcing the development of digital assets via online multiplayer games
has been applied to such games as, for example, hand-crafted action and dialog
generation models for a social robot [22,42] and analyzing images of infected
thick blood smears [43]. From the business perspective, revenue models often
consider revenue streams as money streams, however with crowdsourcing, the
added value comes in the form of digital assets.
3 Research Process
This study presents a conceptual analysis of crowdsourcing in the game Ingress.
Ingress is a free-to-play game from the market leading company in terms of rev-
enue in location-based games (LBGs), Niantic. Several studies have focused on
the gamification of crowdsourcing [18], but analysis of success cases of crowd-
sourcing in online multiplayer games are missing. Ingress is ideal for this kind of
a study, as the creation and partially also the maintenance of a geographically
distributed global database of PoIs corresponding to real world locations was
successfully outsourced to the players of the game [27]. What makes Niantic and
Ingress further interesting is that there are two cases where the crowdsourced PoI
database has been applied outside the context of Ingress: the LBGs Pokémon GO
and Harry Potter: Wizards Unite. Thus, in the following sections the crowdsourc-
ing solutions of Ingress are observed and analyzed and the motivating factors for
participating in the crowdsourcing are derived by looking at the game design.
Afterwards, crowdsourcing is looked at more broadly from the perspective of
Niantics revenue model, in order to gain insight of how crowdsourcing can fit
into the current video game ecosystem.
4 Case: Ingress
Ingress, initially released in November 2012 [50], is a pervasive LBG by Niantic.
The gameplay revolves around travelling to PoIs called portals and linking them
together to create triangles. Links between portals cannot cross existing links,
Online Multiplayer Games for Crowdsourcing 393
and the bigger the created triangle, the more points (mind units) the player
receives. The game world is shared with other players and there are two teams
called factions competing against each other: Resistance and Enlightened. As
Ingress is gameplay revolves around the PoIs called portals, their quality and
location are important. Contrary to many other LBGs such as The Walking
Dead: Our World and Jurassic World: Alive, Ingress PoIs corresponds to real
world objects [51]. Many of the successful crowdsourcing projects in online mul-
tiplayer games have the game designed specifically for the crowdsourcing endeav-
our [23,42,43], and, as portal submissions became available right at the launch
of Ingress, it is evident that crowdsourcing was embedded in the creation process
of Ingress and possibly also influenced the design of the gameplay [52].
Besides crowdsourcing the development of their PoI database, Ingress
allegedly monetizes itself via user data collection and their location surveillance
[50]. Collecting user data and selling it onwards is becoming an increasingly
popular revenue stream for online games [53–55], however, as a pervasive LBG,
Ingress is able to generate data on users’ movements and daily activities, some-
thing many other games are unable to do [26,50].
Fig. 2. A screen capture taken from the beginning of an Ingress Portal Submission
using the Ingress Prime app.
and created a badge to Ingress which could be leveled up by doing OPR. The
OPR system is currently handling new submissions, portal name edits, location
changes and description changes which are all affected throughout all Niantic
games utilizing their PoI database. However, some aspects Niantic employees
are still responsible for themselves, such as portal appeals, portal removals and
the acceptance of new picture submissions to existing portals. Sometime around
2018–2019 Niantic also gave Pokémon GO players the ability to submit new por-
tal candidates [56], however only Ingress players above level 12 are allowed to
review them. By limiting who can participate in crowdsourcing Niantic protects
itself against possible abuse from, for example, scripted low level accounts trying
to influence the crowdsourcing.
In this section the observed revenue streams of Niantic related to the game
Ingress will be looked at (Fig. 3) in the context of Karl Popp’s Revenue Model
model [57]. As mentioned before, Niantic currently maintains servers for three
games they have developed or co-developed. Out of the three games Ingress
has the largest amount of different revenue streams, even though in the light of
Online Multiplayer Games for Crowdsourcing 395
revenue statistics, it seems to be making the least money. On the other hand,
Niantic retains full ownnership of its Ingress brand, which gives them the ability
to gain revenue from selling merchandise. This is contrasted by the Pokémon
[58] and the Wizarding World [59] brands of which Niantic has no ownership.
The estimated generated revenue of the most popular location-based mobile
games during July 2019 (1 month) according to the mobile app store marketing
intelligence company Sensor Tower are shown below.
– Pokémon GO 22 million USD
– Harry Potter: Wizards Unite 2 million USD
– Jurassic World: Alive 800 000 USD
– The Walking Dead: Our World 400 000 USD
– Landlord Tycoon: Real Estate Investor 50 000 USD
– Ingress Prime 20 000 USD
– Draconius GO <5000 USD
First, this data highlights the dominance of Niantic in the current LBG
market. Second, it shows how Ingress created very little monetary revenue
(20 000USD) compared to the other two Niantic games. However, this statis-
tic does not take into account value received from crowdsourcing. Third, a thing
to observe from the data is that the four most popular games are all based on
pre-existing brands, which vaguely seem to correspond to the overall estimated
value of the brand.
Looking at the observed revenue streams, partnerships are used in all thee
Niantic games to attract big brands such as McDonalds and Starbucks, and they
are also visible in the real life events organized by Niantic. For example, Pokemon
Go Fest -events have been held in shopping centers, which have partnered with
Niantic. Income from in-app purchases is the most visible revenue stream of
Pokémon GO and Harry Potter: Wizards Unite. Especially with Pokemon Go,
Niantic approach the potential business partnerships by telling them how often
players are attracted by PoIs or how they are changing their regular walking
route on a weekly basis to play Pokémon GO [60].
5 Discussion
revenue model and to ensure that the gameplay seamlessly integrates with the
task [42,43].
Ingress is not the only successful commercial game to leverage crowdsourcing
as a means to generate income. For example, Super Mario Maker, based on the
popular Super Mario platform games [63], has players create levels and upload
them to a server for other players to enjoy. Studies have demonstrated that the
Super Mario Games can be also used to crowdsource the development of game
aesthetics [64]. These kinds of tasks share similarities with the PC modding scene
[65,66] where game developers give tools for players to create all sorts of content
around their core game. These kinds of co-created media [67] have been around
for over 15 years, however only recently as crowdsourcing has moved beyond the
context of individual games, has it become a feasible option for a revenue stream
in online multiplayer games as demonstrated by Ingress.
6 Conclusion
In this study the crowdsourcing of digital assets in online multiplayer games was
discussed. Results from previous studies suggest that as with many other rev-
enue streams, crowdsourcing the creation of digital assets should be taken into
account already in the design process of the online game to maximize potential.
Crowdsourcing struggles constantly with how to motivate participants to con-
tribute, and creating elaborate games around crowdsourcing problems might be
a solution. Previous studies have shown that a multiplayer design, especially such
which focuses on teamplay can have a positive impact on participants motiva-
tion to contribute to the crowdsourcing task [18]. Ingress provided players multi-
layered motivation to contribute in the crowdsourcing tasks from simple gam-
ification elements such as rewarding points to higher abstraction level rewards
such as recognition from peers or gratification derived from permanently influ-
encing the virtual game world across several games. The success case of Ingress
will likely motivate several future explorations on how to leverage crowdsourcing
as a revenue stream in online multiplayer games.
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Emerging Research Topics
Organizational Innovativeness Relies
on Business and IT Alignment
Zornitsa Yordanova(&)
1 Introduction
Innovation is considered to be the growth engine of business and economy from many
researchers, companies and governments [1]. For many organizations, no matter of
type, size or industry, improving and increasing innovativeness and ability to develop
innovations is the most substantial factor for growth [2]. A knowledge gap has been
identified about the interconnection, liaison and reciprocity between managing orga-
nizational innovativeness consistency and application of management and business
information systems. In this research this interconnection has been researched as a
narrowed Business to IT alignment study only on these matters, since innovation is a
main factor for achieving competitiveness.
This paper presents some key findings from an empirical research amongst 51
organizations (the respondents were managers at middle and high management level)
for these organizations’ experience when it comes to organizational innovativeness and
using management information systems. The practical implication of the results may be
used for deepening the dependency and impact on organizational innovativeness by
using different business information system processes and to strengthen Business to IT
alignment his way.
2 Theoretical Background
The methodology used in the study is based on the Company Innovation Leadership
Model [10, 11]. It encompasses and measures innovative business organization man-
agement using three main groups of components and metrics. The groups are: Inno-
vative competencies, Innovative potential and capabilities and Innovation activity. This
study is based on the second set of indicators that are directly related to organizational
innovation: Innovation potential and opportunities. The aim at measuring the organi-
zational innovation potential as well as organizational current innovation outcomes.
The five categories of indicators are: flexibility, social skills and competences, platform
and data, leadership, strategy, business process. The survey was distributed amongst
middle and senior executives from Bulgarian and international organizations operating
in Bulgaria. The survey was conducted in 2018. The survey form was widespread
Organizational Innovativeness Relies on Business and IT Alignment 407
The results of the empirical research are shown in Fig. 1 and demonstrate a high
dependence between the use of MIS and the organizational innovation as per these 51
organizations that participated in the study. For all of the surveyed criteria for orga-
nizational innovation under the Company Innovative Leadership Model, respondents
responded that MIS were helping to manage and to perform innovation-related func-
tions to a large extent. The blue and orange areas in Fig. 1 represent those answers
which support the thesis for abundant help of MIS in this respect.
Overall, the impact of MISon sales growth was assesses as positive by 59% of
respondents. Customer feedback is an important indicator of the organization’s inno-
vativeness in terms of its innovative potential and innovative capabilities, especially for
75% of the respondents who consider it would not be achievable without using MIS.
Employee feedback management is for 65% of the respondents is of primary inter-
connection of using of a business management program (for assigning tasks, orders,
etc.) or mobile applications for sales representatives.
Managing customer communication for 55% of respondents is highly appreciate the
use of MIS in managing customer communication. Given the specificity of the cus-
tomer communication management activity and the existence of MIS that specifically
manages this CRM system, a further section of the data is made to assess whether users
of this type of system value their deployment. 82% of the responses evaluating the high
use of MIS on this criterion come from managers working in organizations that develop
product or process innovation. The use of client data implies the management of these
408 Z. Yordanova
data and this is usually only possible through MIS. Usually CRM systems perform this
function. 68% of the organizations that indicated that they used CRM systems actually
had greatly appreciated the use of MIS in the use of customer data and product
development features. 64% of these respondents’ organizations use ERP systems,
which are also a tool for subtraction and subsequent analysis of client data and features.
66% of respondents who highly appreciate the use of MIS for this task respond to the
fact that the organizations they work for are innovative. 72% of the respondents who
have highly appreciated the use of MIS have indicated their organizations as innova-
tive. 60% of respondents who rated MIS as indispensable to maintaining the product
catalog developed mainly process innovation, and 72% of those who indicated that
MIS are largely product-driven. 68% of organizations using CRM systems are highly
rated for MIS for sales channel management and 72% of ERP systems are the same.
In conclusion, we may confirm with large level of confidence, that the stated
hypothesis at the beginning of the paper has received arguments for confirmation. The
empirical research supports that there is a strong relation between managing organi-
zational innovativeness and the usage of some mainstream systems for business
information and process management such as ERP, CRM and BI.
Acknowledgments. The paper is supported by the BG NSF Grant No M 15/4 -2017 (DM 15/1),
KP-06 OPR01/3-2018, and NID NI 14/2018
References
1. Tidd, J., Bessant, J.: Managing Innovation: Integrating Technological, Market and
Organizational Change. Wiley, West Sussex (2009)
2. Crossan, M.M., Apaydin, M.: A multi-dimensional framework of organizational innovation:
a systematic review of the literature. J. Manag. Stud. 47(6), 1154–1191 (2010)
3. Bruce, T.C., Packard, J.: Organizational innovation. In: Yamane, D. (ed.) Handbook of
Religion and Society. HSSR, pp. 155–175. Springer, Cham (2016). https://doi.org/10.1007/
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4. Subramanian, A., Nilakanta, S.: Organizational innovativeness: Exploring the relationship
between organizational determinants of innovation, types of innovations, and measures of
organizational performance. Omega 24(6), 631–647 (1996)
5. Kamaruddeen, A., Yusof, N., Said, I.: Innovation and innovativeness: difference and
antecedent relationship. IUP J. Architect. II(1), 12 (2004)
6. Wang, C.L., Ahmed, P.: The development and validation of the organizational innovative-
ness construct using confirmatory factor analysis. Eur. J. Innov. Manag. 4(7), 303–313
(2004)
7. Foxall, G.: Corporate Innovation: Marketing and Strategy. St. Martin’s Press, New York
(1984)
8. Rogers, E.: Diffusion of Innovations, 5th edn. The Free Press, New York (2003)
9. Lumpkin, G.T., Dess, G.G.: Clarifying the entrepreneurial orientation construct and linking
it to performance. Acad. Manag. Rev. 21(1), 135–172 (1996)
10. Blagoev, D., Yordanova, Z.: Company innovative leadership model. Econ. Altern. 2, 5–13
(2015)
11. Yordanova, Z., Blagoev, D.: Measuring the Bulgarian IT sector innovations capabilities
through company innovative leadership model. Econ. Altern. 3, 379–393 (2016)
MVP Development Process
for Software Startups
1 Introduction
There is a growing number of new companies, called startups, that develop
innovative solutions. Ries [1] defined startup as a human institution designed to
deliver a new product or service on conditions of extreme uncertainty. In this
sense, Ries [1] defines the lean startup methodology as being a methodology for
managing companies in environments of great uncertainty. A subset of startups
that have their software-based solutions could be defined as software startups or
digital startups [2].
These software startups are increasingly obsessed with delivering software
products in an extremely short time so that the products can be validated
directly by the end users. The use of lean software development methodology
and the experimentation of business models has become popular in software star-
tups, especially in the design of the minimal viable product (MVP) [3]. There
are different types of MVP and this study is related just to MVPs that build
some software products. In this context we know that some software engineering
practices are used by the startups, however there is not a software develop-
ment process that would focus on the creation of MVPs. We have observed in
our studies that the use of some software development process is not a concern
for entrepreneurs since they prioritize the validation of their market hypothe-
ses without even minimal bureaucratization. For this reason this study aims
to answer the following research question: What is the minimum development
process for developing MVPs in software startups?
c Springer Nature Switzerland AG 2019
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https://doi.org/10.1007/978-3-030-33742-1_33
410 L. Pompermaier et al.
and the ecosystem. In addition, the business model is a deciding factor in the
choice of practices of requirements engineering [6].
Therefore, requirements engineering that contemplates elicitation, analysis,
documentation, and revision must be adapted according to the maturity of the
startup and its team and also aligned with the practices used in the process of
Customer Development. And with that a set of User Stories must be mapped to
forward them to the next step.
3 Conclusion
The paper has presented a process proposal for the development of MVP’s by
software startups. Having a separate view of the requirements discovery part and
412 L. Pompermaier et al.
References
1. Ries, E.: The Lean Startup: How Today’s Entrepreneurs Use Continuous Innova-
tion to Create Radically Successful Businesses. Crown Books (2011)
2. Paternoster, N., et al.: Software development in startup companies: a systematic
mapping study. Inf. Softw. Technol. 56(10), 1200–1218 (2014)
3. Nilsson, H., Petersson, L.: How to manage technical debt in a lean startup (2013)
4. Coleman, G., O’Connor, R.V.: An investigation into software development process
formation in software start-ups. J. Enterp. Inf. Manag. 21(6), 633–648 (2008)
5. Giardino, C., et al.: Software development in startup companies: the greenfield
startup model. IEEE Trans. Softw. Eng. 42(6), 585–604 (2016)
6. Melegati, J., et al.: A model of requirements engineering in software startups. Inf.
Softw. Technol. 109, 92–107 (2019)
7. Blank, S., Dorf, B.: The Startup Owner’s Manual: The Step-by-step Guide for
Building A Great Company. BookBaby (2012)
8. Sommerville, I.: Software Engineering, 9th edn. (2011). ISBN-10 137035152
9. Pantiuchina, J., Mondini, M., Khanna, D., Wang, X., Abrahamsson, P.: Are soft-
ware startups applying agile practices? The state of the practice from a large survey.
In: Baumeister, H., Lichter, H., Riebisch, M. (eds.) XP 2017. LNBIP, vol. 283, pp.
167–183. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-57633-6 11
10. Sharma, S., Sarkar, D., Gupta, D.: Agile processes and methodologies: a conceptual
study. Int. J. Comput. Sci. Eng. 4(5), 892 (2012)
11. Maher, P.: Weaving agile software development techniques into a traditional com-
puter science curriculum. In: 2009 Sixth International Conference on Information
Technology: New Generations. IEEE (2009)
12. Moogk, D.R.: Minimum viable product and the importance of experimentation in
technology startups. Technol. Innov. Manag. Rev. 2(3) (2012)
Technical Debt Trade-Off - Experiences
from Software Startups Becoming
Grownups
Orges Cico(B)
1 Introduction
Facing Technical Debt (TD)1 is becoming even more of an urgent need for many
software startups [2,5,8]. Empirical evidence on how TD is perceived from soft-
ware startups is still meager, and the need for empirical evidence is reported
from [1]. Software startups are known to accumulate TDs via their early-stage
prototyping and product development, which eventually requires the companies
to pay the debt, causing initial growth hinders productivity [6]. At the point in
time when startups shift to an established stage in term of finance and resources,
the management of such TDs becomes significance from managerial perspec-
tive. Compared to previous efforts studying TDs at different startup phases, the
understanding of TD management at such transitions is very limited. We aimed
at understanding effective approaches for managing TDs for startups in the scal-
ing transitions. As the first step, we formulated the following research question:
RQ: How is Technical Debt perceived in Software Startups becoming Grownups?
1
Metaphoric concept of TD has been first introduced by Ward Cunningham [4] in
1992.
c Springer Nature Switzerland AG 2019
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https://doi.org/10.1007/978-3-030-33742-1_34
414 O. Cico
2 Research Methodology
We were able to collect the sample data from a significant event where par-
ticipation involved 100+ startups. The sample population has been selected
using a non-probability sampling technique. We collected data from the star-
tups’ online resources after initial contact (email or face-to-face acquaintance)
and then later on from CEOs and CTOs. Demographics of the five software
startups are reported in Table 1.
2
Grownups are well established companies with market revenue being primary source
of income.
Technical Debt Trade-Off - Experiences 415
TD from startup founders, represented by both CEOs and CTOs, Table 1. After
data collection, in order to obtain significant evidence, we used thematic analy-
sis approach [3], consisting of identifying recurring patterns and themes within
the interview data. The systematic analysis steps consisted in (1) Reading the
transcripts, (2) Coding, (3) Creating themes, (4) Labeling and connect-
ing themes, (5) Drawing the results summary, (6) Writing results. We
also used thematic coding tools such as NVivo.
3 Results
During our analysis we created five major categories, namely TD trade-off, Man-
aging TD, Avoiding TD, Accepting TD, and Ignoring TD, each helping to answer
our RQ in the following subsections.
4 Discussions
Many of the previous studies have focused on covering and addressing several
startup life cycle phases by unfolding the TD challenges and benefits [2]. In our
case, we focus more on a specific moment in time borderline to the transitioning
from software startups to grownups. This is of significant interest because not
knowing how to cope with TD at this later stage to make the big decisive jump
has higher financial and technological risks. The perception of TD of succeeding
startups having made the jump to grownups can be a winning and compelling
choice for future ones. Another important reason for studying borderlines is also
because it is there when disruptions are observed and successfully overcoming
TD thresholds is required [2]. We believe that TD while transitioning to grown
up company has a different perception compared to TD while at very early stage.
We also provide key recommendations:
1. TD is going to be your best friend or best enemy, so making the right Trade-
offs is crucial. No one size fits all.
2. Cut-off software features if you require less TD. This workaround can still
allow software startups to meet deadlines without compromising future
updates.
3. Accept TD and make it work in your advantage. Build as many dummy MVPs
as possible until you are sure about requirements.
418 O. Cico
4. Hire if possible at least one highly creative senior developer. If they under-
stand why you want to build the system, they can also tell you what you need
to build.
5. Play it smart. Don’t just ignore TD, because you are unaware or because you
think you lack the competence. As per definition, the debt is later to be paid,
unless you decide it is useful in staging your product.
Acknowledgement. This work was funded by the Norwegian Research Council under
the project IPIT Project Number: 274816. Many thanks to Prof. Letizia Jaccheri, for
the support as project leader.
References
1. Abrahamsson, P., et al.: Software startups - a research agenda. e-Informatica Softw.
Eng. J 10(1), 1–28 (2016)
2. Besker, T., et al.: Embracing technical debt, from a startup company perspective.
In: 2018 IEEE International Conference on Software Maintenance and Evolution
(ICSME), pp. 415–425. IEEE (2018)
3. Braun, V., Clarke, V.: Using thematic analysis in psychology. Qual. Res. Psychol.
3(2), 77–101 (2006)
4. Cunningham, W.: The WyCash portfolio management system, Experience Report.
In: Proceedings on Object-Oriented Programming Systems, Languages, and Appli-
cations (OOPSLA 1992) (1992)
5. Devos, N., Durieux, D., Ponsard, C.: Managing technical debt in IT start-ups-an
industrial survey. In: International Conference on Software and System Engineering
and Their Applications (ICSSEA) (2013)
6. Giardino, C., et al.: Software development in startup companies: the greenfield
startup model. IEEE Trans. Softw. Eng. 42(6), 585–604 (2016)
7. Runeson, P., Höost, M.: Guidelines for conducting and reporting case study research
in software engineering. Empir. Softw. Eng. 14(2), 131 (2009)
8. Tom, E., Aurum, A.K., Vidgen, R.: An exploration of technical debt. J. Syst. Softw.
86(6), 1498–1516 (2013)
A Dynamic Software Startup
Competency Model
1 Introduction
The competency of startuppers and developers are ingredients for software startup
success. Especially, how their competency needs addresses specific challenges of
software startups [1]. Software startups are new companies with no operating history
that produces cutting-edge technologies at extremely fast pace. Hence, there is the need
for such startups to possess unique competencies that will propagate them to survive a
competitive business environment. These competencies are the knowledge, skills and
attitudes that a developer require to accomplish a software project. Due to lack of
methods and frameworks for guiding the establishment and operations of startups,
developers adopt ad hoc methods for starting ups and these mostly leads to failures [2].
Some attempts have been made to provide frameworks and methods to guide
startups, but they have mainly focused on challenges, characteristics and growth [4].
Yet, competency needs have been identified a key issue in all successful startups.
Consequently, it has become imperative to identify the key competencies required for
successful startups. This study therefore reports initial findings of a research activity
that seeks to expand existing work by [3].
Although software startups appear promising by creating jobs, innovation and digital
disruptions, its failure rate is discouraging. Over 60% of startups fail within the first 5
years [4]. This may be attributed to issues including, technology uncertainty, lack of
problem or solution fit, neglected learning process, lack of resources, etc. Currently,
© Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 419–422, 2019.
https://doi.org/10.1007/978-3-030-33742-1_35
420 N. Assyne and I. Wiafe
existing startup competency models are static and address issues such as personnel
experience, limited resources, and dependency on external parties. They fail to ade-
quately address the dynamic nature of startups [5].
There are six (6) human capital areas that must be considered in startups [3]. These
areas are application domain, software development, hardware development, mechanic
development, systematic development, and difficult technology domain. The six areas
can be acquired using nine (9) means (i.e. founder’ experience, other products, pro-
totyping and testing, customer cooperation, research, experience team growth, and
unconventional team growth). This argument was derived from fundamental principles
in human capital theory [6] and resource-based-view [7] in existing literature. Sep-
pänen et al. [3] explained that human capital (competency needs) evolves as startups
grow and thus calls for the need for competency needs models to be dynamic. Yet,
studies that seek to understand the variables of human capital, particularly regarding
software competencies fail to address questions on issues such as (i) what types of
competencies (human capital) are required for successful startups, and (ii) what
required levels of competencies are needed to ensure a successful startup as it goes
through the different evolutionary stages.
In this study, it is argued that existing software competencies can be classified into
three (3) main types. These are architecture competency, innovation competency and
business competency. Innovation competency is perhaps the most important of all. It is
a set of skills, attitude and knowledge possessed by startup professionals that enable
them to translate ideas into product or service for money. It includes creative thinking,
problem solving ability, visionary thinking and empathy. It can be observed that
without any form of innovation, a startup does not exist. Architecture competency is
the set of fundamental software and hardware related skills and knowledge that a
startup professional need during a startup creation. They include competencies in
programing language, database developing skills, networking skills, application
framework skills, electronic and machine skills. These set of competencies are relevant
because they provide the foundation upon which a startup can be initiated. There is a
need for strong understanding of knowledge in the tools needed for converting the
innovative idea into a reality. Although competencies in innovation (i.e. having a
groundbreaking idea or concept), and architecture (having the prerequisite knowledge
and skillset of hardware and software tools for converting an idea into a product or a
service) is necessary, it is not sufficient for establishing a startup to maturity. Com-
petency in business is required to ensure a successful transition from one stage to the
other within a startup lifecycle. Business competency is the set of interpersonal
knowledge and skills required by a startup professional to ensure that groundbreaking
ideas are converted into matured businesses. These skills may include organizational
skills, teamwork, leadership skills, communication skills, social skills, etc.
The relevance of these competencies (i.e. architecture, innovation, and business)
differ as startup’s evolve. Hence a particular competency may be classified as desired or
required at a stage. Desire competencies are not urgent as compared to required
A Dynamic Software Startup Competency Model 421
competencies. They add value, however without their presence, a startup can survive.
They are therefore not mandatory. A required competency is mandatory and without
their presence a particular task cannot be performed. As compared to desired compe-
tency, it is the backbone need and the lifeline at a particular stage within the lifecycle.
The Crowne [8] startup lifecycle model consist of four (4) main stages namely;
startup, stabilization, growth and maturity. At the startup stage the product or service is
still at the conceptualization state thus, innovation and architecture competencies are
required whereas business competency is desired. Without a groundbreaking idea
(innovation) a startup does not exist and for this idea to be realize as a product or
service there is the need to have knowledge and skills in software and hardware tools.
Architecture competency is also a requirement. However, business competency is
desirable at the first stage since the concepts and ideas can be improved at this stage
without expert knowledge in business. As the startup progresses to stabilization, the
relevance of architecture reduces whereas innovation remains “required”. At the growth
stage the ability to make the product or service a leading-edge is crucial. Thus,
innovation and business competencies become required whilst architecture is a desire.
Figure 1 represent the various stages in the lifecycle and their respective levels of need.
The lifecycle of successful startups such as Facebook, Google, SpaceX, etc. can all be
identified with these stages. They started as groundbreaking ideas and have been
developed into full businesses. At the various levels, they focused and also exhibited
different competencies. For instance, the founder of Facebook had programming
competence (architecture) and aground breaking idea (innovation). The development of
Facemash demonstrates that business competency was not a requirement at the startup
stage. At stabilization, Facemash was used by student hence innovation was required to
make it user friendly. At growth stage, additional users who were non-students joined.
Thus, the need for business competency. Facebook started an initial public offering
(IPO) and also found itself mingled in some legal issues. In addition, experienced
market giants such as PayPal, Peter Thiel, joined Facebook. This confirms the assertion
that there is a need for competencies in business and innovation at the growth stage.
The maturity stage saw Facebook scaling into a large business industry and at this stage
422 N. Assyne and I. Wiafe
References
1. Abrahamsson, P., et al.: Software Startups - A Research Agenda 3(1), 1–28 ( (2016))
2. Wang, X., Edison, H., Bajwa, S., Giardino, C., Abrahamsson, P.: Key challenges in software
startups across life. In: Sharp, H., Hall, T. (eds.) Agile Processes in Software Engineering
and Extreme Programming, vol. 256, pp. 169–182 (2016)
3. Seppänen, P., Liukkunen, K., Oivo, M.: Little big team: acquiring human capital in software
startups. In: Felderer, M., Méndez Fernández, D., Turhan, B., Kalinowski, M., Sarro, F.,
Winkler, D. (eds.) PROFES 2017. LNCS, vol. 10611, pp. 280–296. Springer, Cham (2017).
https://doi.org/10.1007/978-3-319-69926-4_20
4. Nobel, C.: Teaching a ‘Lean Startup’ Strategy. Harvard Business School, pp. 1–2 (2011).
http://hbswk.hbs.edu/pdf/item/6659.pdf
5. Seppänen, P., Liukkunen, K., Oivo, M.: On the feasibility of startup models as a framework
for research on competence needs in software startups. In: Abrahamsson, P., Corral, L.,
Oivo, M., Russo, B. (eds.) PROFES 2015. LNCS, vol. 9459, pp. 569–576. Springer, Cham
(2015). https://doi.org/10.1007/978-3-319-26844-6_42
6. Becker, G.: Human Capital: A Theoretical and Empirical Analysis, With Special Reference
To Education (1993)
7. Barney, J.B.: Firm resources and sustained competitive advantage. J. Manag. 17, 99–120
(1991)
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software product development in startup companies. In: IEEE International Engineering
Management Conference, vol. 1, pp. 338–343 (2002)
Objectives and Challenges in Finnish Software
Companies 2018 - Interview of 99 Finnish
Software Development Firms
Toni Luhti(&)
1 Introduction
A vast growth in software development industry is needed the seize the opportunity for
companies operating on that domain. The challenge comes along with the opportunity.
A business transformation beginning from technological changes is one of the biggest
reasons [1] why companies do change or transform their business. Also new potential
market opportunities [2] and change on customer needs [3] can act as trigger to change
business. Globally the development of new technologies, changing demand on markets
and customers can transform entire business domain rapidly. Especially in software
business new technologies and changes in competition are forcing companies to change
their business strategies [4, 5]. Based on such overall understanding we expected that the
same continuous change is also a part of the software business industry in Finland. We
formed a research question “What are the objectives and challenges in Finnish software
development companies” and conducted an understanding how the software business
domain in Finland in transforming and how companies in it are experiencing it.
In order to do the right decisions, understand market situation and build proper
competitive advantage, software companies must have overall neutral view for this
business domain. Also, many companies, especially startups but also some incumbents,
tend to prefer blue ocean strategy [6] which means that companies supposed to address
a product or solution category instead of focusing on a market with fierce competition.
This is part of an inherent principle embedded as a part of the lean startup approach [7]
2 Research
2.1 Research Process
Research conducted during late summer (July – August) 2018 as the annual Finnish
Software Company Survey (OSKARI). Survey is a joint action of the Finnish Software
and E-business Association, Technology Industries of Finland and University of
Jyväskylä. All invited companies to the survey were members of the Finnish Software
and E-business association, 99 of them participated. 8 of them all are large or midsize
companies (more than 50 employees), 29 are small (10–49 employees) and the rest
(62) are micro-firms, meaning less than 10 employees. The survey was executed in a
phone interview of 5 questions (four of them open-ended). One interview lasted around
45 min. All interviews were recorded and stored to a cloud storage. All companies and
individual persons were anonymized from the results.
results (handled by three persons). After conclusions and discussions all results were
presented for to the Finnish Software and E-business Association and they confirmed
that our survey fulfills their needs and targets have been achieved.
3 Findings
Table 1. Trends what companies would like to learn or know more (question 1), totally 217
references in 8 categories and trends that companies are actively following (question 2), totally
222 references.
Technological or IT-business trend References
Learn and know more Following
Artificial intelligence 61 31
General other 56 54
Trends in software development 30 47
Trends in software business 26 42
Internet-of-Things (IoT) 17 8
Blockchain 14 8
Change in demand 10 29
No trends 3 3
426 T. Luhti
3.2 The Focus on Business Development and Change During Next 3–5
Years
Probably because of the form of the question, the only consensus in this survey comes
from the question 3 (“Choose your main target in business development (only one)?”).
69% of companies are currently focusing on growing their existing business and 11%
are looking the performance improvements when only 20% are transforming essentials
parts of their present business (presented in Table 2). This is somehow remarkable
when taking questions 4 (“What things do you believe to be changed in your own
business during next 3–5 years?”) into account (presented in Table 3).
Table 3. Things that companies do believe to be changed during next 3–5 years (question 4),
totally 202 references in 9 categories.
Things that will change during next 3–5 years References
International and new markets 44
Technology 35
Business 35
Competence 31
Customer needs 19
Financing and holding 13
Resources 10
Nothing 8
Speed of operations 7
Respondents referenced 202 times matters that will be changed in near future. Our
classification covers 9 different categories. The most referenced category is changes in
international and new markets (44 hits) and the least referenced is category “nothing”
(8 hits) where companies cannot see any upcoming changes in ahead. Reading this
result to another direction, 194/202 answers are pointing out a notable change in near
future and still only 20% of the companies are looking to transforming their business.
Table 4. Factors that are hindering down the change or preventing companies to success
(question 5), totally 176 references in 12 categories.
Obstacle factors for success References
Amount of employees/recruitment 37
Competence 31
Funding 20
Something else 16
Stakeholders 14
Desire to growth 13
Technology 12
Regulation 11
Internationalization 9
Nothing 6
Marketing 5
Productization 2
4 Discussion
Based on the information delivered from this survey, industry is in under a change and
as answers shows that this will happen in vast scale in near future. Only some of all
topics shares consensus among respondents and only few of all companies do not see a
business transformation or roadblocks ahead. More than one out of three companies
believe that their business will change during next 3–5 years. Parallel to that almost the
same amount of companies does see that technologies what they are currently using
will change in a same time frame. A surprising finding is that no actual consensus can
be found in any – except in focus of business – perspective what we examined. Firms
do see that some technological changes (like artificial intelligence, IoT and blockchain)
are changing the market but there is not a single one megatrend that everyone are
following.
As in any research, there are same limitations as well. As the participants for this
survey are from any size of software development companies and answers cannot be
divided by company size, the results might be too universal and superficial. For an
example 63% of answers coming from micro-size companies which contains start-ups
and entrepreneurs. This could directly mean why the focus of business development is
on growing instead of transformation. Only 20% of companies are focusing on
transformation and only 8% of participated companies are employing over 50 persons,
meaning larger companies (also incumbents) who already have some serious business
428 T. Luhti
what they would like transform. For the validity and reliability of this research, the
scope and context of this study must be considered. Relatively short number of par-
ticipants and large portions of “general” answers in results might indicate that wider
research, more interviews and possibility to map answers on company profiles could
provide more deep and particular insights.
5 Conclusion
Companies do see that the entire industry is constantly changing, and new technologies
are transforming their own business and also customer and market demands. Thus,
when companies are already in trouble with recruitments and know-how, that will
probably come as a bigger problem in near future. This issue was highlighted already in
OSKARI survey 2017 [8]. The timeframe for viewing upcoming changes was 3–5
years which is relatively short period of time to educate enough new competent
resources to the market. This conclusion indicates a major challenge to the software
development industry and is probably transforming Finnish IT business to the com-
petitors abroad.
Practical implication of this study is to highlight the importance of hiring highly
competent resources almost at any cost. Software development companies who have
enough capable resources will success in the future. Our implication for academic will
hopefully direct more studies on what the consequences of such lack of competence
and resources for the competitiveness of Finland are. To answer our research question
“what are the objectives and challenges in Finnish software development companies”,
we can simply answer that the market in general is changing but the main focus on
software companies is to strengthen their existing business instead transforming it. The
most crucial challenges on the way to success are related to recruitment and
competence.
References
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lessons from product innovation management. Creativity Innov. Manage. 21(2), 183–198
(2012)
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Objectives and Challenges in Finnish Software Companies 2018 429
6. Kim, W.C., Mauborgne, R.A.: Blue Ocean Strategy, Expanded Edition: How to Create
Uncontested Market Space and Make the Competition Irrelevant. Harvard Business Review
Press, Brighton (2014)
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The Impact of IT Bootcamp on Student
Learning - Experience from ICT Enabled
Experiential-Based Course
Orges Cico(B)
1 Introduction
The concern of the skill gap between students and industry expectations has
repeatedly been raised during the years [10]. Universities have tried to increase
student readiness and fulfill industry requirements [6]. To this end, different
approaches have been adopted to tackle technical and soft skills, mainly relying
on capstone courses [5]. In these cases, student projects adopt the idea of pro-
totyping through industry customer-driven [1], startup-driven [2,3], innovation
and creativity-driven [4]. All these team-based project courses have provided an
adequate challenge for students to get acquainted with industry-related technical
and soft skills, primarily because of the involvement of external stakeholders.
A strong emphasis is also put on inter- and multi-disciplinary teams in inno-
vative courses [7,9], through experiential learning [8].
c Springer Nature Switzerland AG 2019
S. Hyrynsalmi et al. (Eds.): ICSOB 2019, LNBIP 370, pp. 430–435, 2019.
https://doi.org/10.1007/978-3-030-33742-1_37
The Impact of IT Bootcamp on Student Learning 431
3 Survey
Based on the RQ: What skills can students gain from external stakeholders
within an experiential-based course? we guided our investigation. The survey
involves questions regarding the Bootcamp external activity but with direct
influence on the students learning outcome and performance. The investiga-
tion is performed based on a quantitative questionnaire where the same group
receives the same treatment in different points in time. Dimensions considered
for the investigation are grouped into soft skills (teamwork, communication, pre-
sentation, negotiation, and innovation) and technical skills (technical challenges,
project management) acquired during the Bootcamp days.
4 Discussion
We are able after running the Bootcamp and analyzing the data to construct
a conceptual model, Fig. 2. In the model, we internalize the benefit of external
activities. We can observe that the students base their technical skills on their
previous experiences, and little or no influence comes from the stakeholders. Soft
and PM skills, however, can vary influenced by external activities which require
active collaboration with stakeholders. The final outcome could be to deliver
relevant projects for the course or even contribute to startup formation, which
can become part of future activities, thus creating a loop within the courses
in future academic years. To, validate the model we still need to analyze the
remaining data qualitative gathered from interviews and observations during
the Bootcamp Days.
Acknowledgement. This work was funded by the Norwegian Research Council under
the NOKUT center (2016–2018). Many thanks to Letizia Jaccheri.
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Tutorial
Implementing Artificial Intelligence
Ethics: A Tutorial
1 Introduction
2 Background
Research on AI ethics has been largely conceptual in nature, with the goal of
defining principles for AI ethics. This on-going discussion has thus far converged
on a set of four central constructs: Transparency (T) [1,2], Accountability (A)
[1,2], Responsibility (R) [2], and Fairness (F) (e.g. Greene et al. [5]). However,
this set of constructs is not universally agreed-upon, with competing conceptual
models present in the area (e.g. the ART and FAT model). Transparency and
accountability, however, have come to form the core of AI ethics.
Yet, outside these four constructs, and in addition to them, the discussion on
AI Ethics principles is still active. In early 2019, a set of EU guidelines for ethical
AI was published, which focused on Trustworthiness as the goal for AI systems
[3]. Moreover, in a recent study, Morley et al. [10] presented an entirely new set
of more abstract constructs intended to summarize the existing discussion and
the plethora of principles discussed so far in addition to the ones mentioned here.
Indeed, while ethics in AI as a field of research has been steadily growing,
most research on the topic thus far has been theoretical or conceptual in nature.
Perhaps because this discussion on the principles of AI ethics is still so active,
few attempts to bring it into practice have been made. For the time being, few
empirical studies exist, and even fewer studies proposing practical methods or
tools based on that empirical data exist.
3 Implementing AI Ethics
Currently, ethical tools and methods for implementing AI ethics are scarce. Stud-
ies on AI ethics have largely been conceptual, focusing on defining principles for
AI ethics as we discussed above. Attempts to bring this discussion into practice
have thus far been made primarily via guidelines.
Guidelines for implementing AI ethics have been produced by organizations
such as ISO [7] and IEEE [2], national or governmental actors such as the EU
[3], as well as large practitioner organizations such as Google [11]. However, in
a recent version of the IEEE EAD guidelines [2], a gap between research and
practice in the area is acknowledged to likely exist, along with the notion that
much work is still needed to bridge it. This is consistent with existing studies on
Implementing Artificial Intelligence Ethics: A Tutorial 441
ethical guidelines. McNamara et al. [9] studied the impact of the ACM ethical
guidelines [6], concluding that they had not changed the way developers worked.
Tools and methods in the area have not seen much success either. Morley
et al. [10] presented the preliminary results of a systematic review of current AI
ethics methods and tools. Though they found as many as 253 different methods
and tools that could be used to develop an ethical algorithmic system, these tools
were largely focused on machine learning as opposed to design. These methods
also paid little attention to evaluating the effects of the systems on various
stakeholders, which is something considered to be highly important in AI ethics.
To address this issue, ethical tools from fields such as business ethics can
potentially be utilized in AI ethics as well. The RESOLVEDD strategy is one
example of such a tool. In a past study [12], we studied the use of RESOLVEDD
in the context of AI ethics projects. Our results pointed towards it having some
weaknesses in the context of AI ethics, namely that it did not feel like a natural
part of project work to the participants. As it was not specific to the field of AI
ethics, it also did not provide any support in resolving ethical issues specific to
AI systems (how to handle user data etc.).
Moreover, in a preliminary study on the current state of practice in AI ethics
[13], we found that none of the case companies used any formal methods or tools
to implement ethics. We thus believe that there is a need for ethical methods
specifically created for the context of AI ethics, a need we have begun to address
by means of an ethical method we showcase in this tutorial.
to suit any situational context (project). The cards pose questions to the devel-
opers and answering these questions necessitates ethical consideration from the
developers. Using the cards produces transparency by producing documentation,
especially related to the development process. It produces justification for any
ethical choices made, supporting accountability. The cards are also intended to
encourage developers to be more responsible. The method is currently being
evaluated in a real SE project out on the field, and the Ethics Card Deck will
be showcased at a tutorial at ICSOB 2019.
References
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https://arxiv.org/abs/1706.02513
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aligned design of autonomous systems: Industry viewpoint and an empirical study.
arXiv preprint arXiv:1906.07946 (2019). http://arxiv.org/abs/1906.07946
Author Index