__________________________________________________________________________________________This research presents a systematic literature review of motivation in Software Engineering. The objective is to report on what motivates and de-motivates developers, and how existing models address motivation. The majority of studies find Software Engineers form a distinguishable occupational group. Results indicate that Software Engineers are likely to be motivated according to: their 'characteristics' (e.g., their need for variety); internal 'controls' (e.g., their personality) and external 'moderators' (e.g., their career stage). Models of motivation in Software Engineering are disparate and do not reflect the complex needs of Software Engineers in their different career stages, cultural and environmental settings.
Original article can be found at : http://www.sciencedirect.com/ Copyright Elsevier [Full text of this article is not available in the UHRA]Motivation in software engineering is recognized as a key success factor for software projects, but although there are many papers written about motivation in software engineering, the field lacks a comprehensive overview of the area. In particular, several models of motivation have been proposed, but they either rely heavily on one particular model (the job characteristics model), or are quite disparate and difficult to combine. Using the results from our previous systematic literature review (SLR), we constructed a new model of motivation in software engineering. We then compared this new model with existing models and refined it based on this comparison. This paper summarises the SLR results, presents the important existing models found in the literature and explains the development of our new model of motivation in software engineering
The Open University's repository of research publications and other research outputs Collaboration and coordination in mature eXtreme programming teams
a b s t r a c tAgile software development promotes feedback, discipline and close collaboration between all members of the development team, and de-emphasises documentation, 'big design up front' and hierarchical processes. Agile teams tend to be co-located and multi-disciplinary, and rely heavily on face-to-face communication and seemingly simple physical artefacts to support interaction. In this paper we focus on the functionality of two key physical artefacts -the story card and the Wall -which, individually and in combination, underpin the team's activity. These artefacts have two main roles -one which enables a shared understanding of requirements and one which facilitates the development process itself. We consider these roles from two perspectives: a notational perspective and a social perspective. This discussion shows how the two perspectives -the notational and the social -intertwine and are mutually supportive. Any attempt to replace these physical artefacts with alternative support for an agile team needs to take account of both perspectives, and the complex relationships between them.
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