Customer and end-user participation in agile software development
Authors
Jensen, Mathias Huse ; Jørgensen, Pelle Ulmer ; Holgersen, Jakob Nymann
Term
4. term
Education
Publication year
2019
Submitted on
2019-06-07
Pages
79
Abstract
Dette speciale undersøger, hvordan kunder (opdragsgivere) og slutbrugere (dem der bruger softwaren) deltager i agil softwareudvikling, og hvordan denne deltagelse ser ud i forskningsmiljøer sammenlignet med praksis i virksomheder. Arbejdet bygger på tre studier, som præsenteres som selvstændige artikler. Det første er et casestudie, hvor Scrum blev kombineret med en participatorisk designmetode. Scrum er en agil ramme, der arbejder i korte, iterative forløb, mens participatorisk design inddrager brugere som aktive medskabere. Det andet studie undersøger to fjern, asynkrone brugervenlighedstestmetoder: at deltagere fører dagbog og giver løbende opdateringer, suppleret med UCI-rapporter. Fjern og asynkron betyder her, at feedback gives i eget tempo uden samtidige møder. Det tredje studie undersøger danske softwarevirksomheder og deres praktiske anvendelse af kunde- og slutbrugerinddragelse i moderne udviklingsmetoder. Specialet viser, at slutbrugere indtager forskellige roller i udvikling og evaluering: Under udvikling er de rådgivende, informationsgivende og deltagende; under evaluering er de rådgivende og deltagende. De foretrukne teknikker blandt virksomhederne var interviews, demonstrationer, user stories (korte beskrivelser af behov set fra brugerens perspektiv) og kvalitativ brugervenlighedstest. Typiske barrierer var mangel på tid, geografiske udfordringer og mangel på personale. De anvendte teknikker og oplevede barrierer i forskningsstudierne lignede dem, der blev set i praksis.
This thesis examines how customers (the commissioning clients) and end-users (the people who use the software) participate in agile software development, and how this participation compares between research settings and everyday industry practice. It brings together three studies presented as separate papers. The first is a case study that combined Scrum with a participatory design method. Scrum is an agile framework that organizes work in short, iterative cycles, while participatory design involves users as active co-creators. The second study investigates two remote, asynchronous usability testing methods: asking participants to keep a diary and provide continuous updates, alongside UCI reports. Remote and asynchronous here means participants give feedback on their own time without real-time sessions. The third study looks at Danish software companies and how they practically apply customer and end-user participation in modern development methods. The thesis shows that end-users take on different roles in development and evaluation: during development they are consultative, informative, and participative; during evaluation they are consultative and participative. Companies most often used interviews, demonstrations, user stories (short, user-focused descriptions of needs), and qualitative usability testing. Common obstacles were lack of time, geographical distance, and limited staffing. The techniques used and obstacles encountered in the research studies were similar to those found in practice.
[This abstract was generated with the help of AI]
Keywords
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