This paper argues that the cross-analysis of barriers with stakeholders provides a richer picture than analyzing the barriers on their own, as most of the literature in this area does. To test this hypothesis, we used the data from 33 interviews across 19 different types of stakeholders that were involved in a telemedicine system for the Chronically-ill Patient. Our findings show encouraging results. For instance, it was found that the group of stakeholders who are directly related to the governance and policy-making identified most of the barriers. This finding may imply that this group is more aware of the challenges when implementing HIS, or it may suggest that this group poses more resistance due to the current economic and Organizational models in health care. It was also found that some barriers are cited by all stakeholders whereas others not, suggesting that some barriers may be more relevant than others.
Mobile app markets have experienced a significant growth during the last year. The increasing number of apps available on markets and the profits that developers and companies obtain are relevant enough to seriously consider the way apps are developed. The always-changing environment in which apps are produced makes agile a convenient methodology to follow. Although agile allows the development team to quickly adjust the requisites to the new customer's needs, there is a lack of research on how agile methodologies can be explicitly adapted to develop mass-market applications. Many references explain how to design and code a mobile app, but there is not much knowledge about other stages in the development process. Adapting an agile methodology to the development of mass-market applications would provide project teams with a clear guide to successfully produce an app without missing any step in the process. This paper describes a case study in which an agile mass-market application development process is followed. The proposed process also considers marketing issues as they are necessary to publicize a mass-market application. This process has been followed and refined for several years in the development of the institutional apps at Carlos III University of Madrid.
The adoption of innovative Software Engineering (SE) processes by an organization implies that engineers have to learn new processes which they might not be familiar with. Social software can support and enhance this adoption process, so research needs to focus on how the exchange of knowledge among software engineers using these tools can help to perform training more e®ectively. We propose a framework based on social software to support the collaborative learning, adoption and improvement of SE processes through the exchange of experiences among individuals. This article examines factors in°uencing the adoption of new SE processes and the quality of the experiences shared using the proposed framework in comparison with similar ones. Two case studies were carried out involving junior engineers in a training course on agile software development. Anonymous surveys collected data on the perceived quality of the experiences shared during the research, their usefulness, and the simplicity of the mechanisms provided to contribute experiences. Results show that the adoption of new SE processes is in°uenced by several factors such as the commitment of software engineers to collaborate in the adoption of the new process, the perceived level of usefulness of the tacit knowledge elicited during the adoption process, the diversity of the topics covered by the shared knowledge, the simplicity of the mechanisms to contribute new tacit knowledge, and the amount of learning achieved by software engineers. Int. J. Soft. Eng. Knowl. Eng. 2014.24:859-885. Downloaded from www.worldscientific.com by UNIVERSITY OF QUEENSLAND on 02/04/15. For personal use only.manner À À À a process that is unknown for them a priori. It usually happens when a Software Engineering (SE) organization wants to introduce a new process or when a newcomer engineer joins a project team.The knowledge and experience acquired in previous projects can be useful in these situations so that the learning based on that experience becomes a key element in the e®ective adoption of new processes and for improving both productivity and quality [1]. This kind of knowledge is however di±cult to¯nd, and when found its reuse is di±cult to achieve in practice [2,3]. The main reason is that experiences from previous projects are context-speci¯c and con¯ned to each individual; its tacit nature makes this type of knowledge hard to formalize and to communicate [4], so other software engineers that may perform similar tasks and come up against similar problems do not take advantage of these experiences and successful practices are not repeated [1].Knowledge Management (KM) initiatives attempt at creating an environment that supports the handling of knowledge and experiences within an organization to improve personnel competences [2, 5], which ultimately leads to increased organizational e®ectiveness [6]. One of the fundamental structures in every KM system is the knowledge repository. It stores knowledge artifacts in such a manner that they can be retrieved and reused [7] in order...
Mobile app markets have experienced remarkable growth during the last year. The increasing number of apps available on the market and the revenue that developers and companies obtain is significant enough to seriously consider the way apps are developed. The ever-changing environment in which apps are developed makes agile methodology convenient to follow. Although agile methodologies allow the development team to quickly adjust the requisites to the new customer’s needs, there is a lack of research on how they can be explicitly adapted to develop mobile apps. There are many Websites that explain how to code a mobile app, but there is not enough information about other stages in the development process. Adapting an agile methodology for mobile apps would provide development teams with a clear guide to successfully develop an app without missing any step in the development process. This chapter proposes an agile mobile app development process, including processes and activities to be followed as well as the roles involved in these activities. Marketing issues are also considered in the proposed development process as they are necessary to publicize the mobile app. This process has been applied for over two years in the development of the institutional apps at Carlos III University of Madrid.
In general, software process improvement entails significant benefits such as increased software product quality, decreased time and development cost, and decreased risks. To obtain these, organizations must apply knowledge management because the identification of new knowledge is considered key to success when improving software processes. Existing knowledge is, however, difficult to find, and when found, it is often difficult to reuse in practice. This is due to the fact that a considerable part of the knowledge that is useful for executing software processes is tacit and not all of it can be captured and made explicit. The purpose of this chapter is to present a framework for software process improvement based on the enrichment of organizational knowledge by means of the acquisition of tacit knowledge from individuals working in different teams and environments. The framework includes the specification of roles, processes, and tools, and is based on a process asset library and the introduction of configuration and change management mechanisms.
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