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Management method for Change Management in ERP systemsEwerstein, Anders, Jansson, Markus January 2014 (has links)
Målet med detta arbete är att förbättra Spotifys processer när de gör förändringar internt som påverkar deras finansiella system. Arbetet har genomförts genom att kartlägga de team hos Spotify som skapar, påverkar och använder data i det finansiella systemet. Vidare har de olika teamens arbetssätt jämförts och skillnader i hur de arbetar identifierats. Baserat på de identifierade skillnaderna påvisas vilka utmaningar som finns när Spotify genomför förändringar där flera team är involverade. Kartläggningen visar att det finns både olika arbetssätt och grundinställning hos de olika teamen som skapar utmaningar i förändringsarbetet, speciellt i tvärfunktionella projekt. Slutsatser från resultatet presenteras i form av några olika förslag vilka kan hjälpa till att förbättra förändringsarbetet vid tvärfunktionella projekt hos Spotify. Skapa en koordinatorroll som fungerar som en gemensam kontakt för alla ärenden som genererar förändringar i det finansiella systemet. Genom den nya rollen tydliggör man informationsflödet. Skapa ett nytt team som ansvarar för alla förändringar som påverkar det finansiella systemet. Ett nytt team minskar beroenden mellan de olika teamen. Använda sig av tvärfunktionella projektledare som får dedikerade resurser att driva projekt där flera team är inblandade. Projektledaren kan då äga och ta ansvar för hela processen. Förändra så att alla inblandade team mäts på värdeskapandet för hela kedjan istället för att bedömas när de levererat sin del. Anordna en kortare workshop (1-5 dagar) med deltagare från de team som behöver interagera med varandra vid en förändring. Det blir ett effektivt sätt att minimera ledtiden mellan teamen. Skapa serviceavtal mellan de olika teamen, så att varje team effektivare kan planera sina resurser och veta vilka förutsättningar som gäller. / The objective of this thesis is to help Spotify to improve their internal change management process in their financial system. The work was done by charting the internal teams that create, influence and use data in the company’s financial system. Furthermore, the working methods of the different teams were compared and differences in how they work were identified. Our findings show that there are both different working processes and attitudes between the teams. This creates challenges in the change management process, especially in cross-functional projects. Conclusions from the results are presented as suggestions. These may help to improve the change management process in cross-functional projects at Spotify: Implement a coordinator role, which works as a single point of contact for everything that is related to changes in the financial system. The new role helps to improve the distribution of information. Create a new team that is responsible for all changes that affect the financial system. A new team reduces dependencies betweenthe different teams. Introduce cross-functional project managers who receive dedicated resources to implement projects where multiple teams are involved. The project manager can then take full responsibility for the entire process. Make sure the effectiveness/productivity of all involved teams is measured by the value created for the whole value chain rather than when their respective part has been delivered. Have a workshop (1-5 days) in which participants from the teams that needs to integrate components work together. This will be an effective way to minimize the waiting time between the teams. Create a service level agreement between the different teams, so that each team can efficiently plan their resources and know what to expect from other teams.
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Lean Startup as a Tool for Digital Business Model Innovation : Enablers and Barriers for Established CompaniesBeisheim, Maja, Langner, Charline January 2021 (has links)
Background: The rapidly changing world of digital technologies forces many companies to undertake a digital shift by transforming existing business models into digital business models to achieve sustainable value creation and value capture. Especially, for established companies, that have been successful leaders before the dot-com bubble (1995-2000) and whose business models have been threatened by the emergence of digital technologies, there is a need for a digital shift. We refer to this digitization of business models as digital business model innovation. However, often adoption and implementation of digital technologies require tremendous changes and thus, can be challenging for established companies. Therefore, agile methods and business experimentation have become important strategic elements and are used to generate and test novel business models in a fast manner. We introduce lean startup as an agile method for digital business model innovation, which has proven to be successful in digital entrepreneurship. Thus, it requires further empirical investigation on how to use lean startup in established companies for successful digital business model innovation. Purpose: The purpose of our study is to identify enablers and barriers of lean startup as a tool for digital BMI in established companies. Thus, we propose a framework showing how established companies can be successful in digital business model innovation by using lean startup. Method: We conducted exploratory, qualitative research based on grounded theory following an abductive approach. Using a non-probability, purposive sampling strategy, we gathered our empirical data through ten semi-structured interviews with experts in lean startup and digital business model innovation, working in or with established companies, shifting their business model towards a digital business model. By using grounded analysis, we gained an in-depth understanding of how lean startup is used in practice as well as occurring barriers and enablers for established companies. Conclusion: We emphasize that successful use of lean startup for digital business model innovation is based on an effective (1) lean startup management, appropriate (2) organizational structures, fitting (3) culture, and dedicated (4) corporate governance, which all require and are based on solid (5) methodical competence of the entire organization. Furthermore, (6) external influences such as market conditions, role of competition, or governance rules indirectly affect using lean startup as a tool for digital business model innovation.
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AGILA METODER : Vikten av att balansera stabilitet och flexibilitet för att uppnå organisatorisk ambidexteritetFridh, Klara, Nyholm, Nora, Göransson, Johanna January 2023 (has links)
In order to respond to the changing demands of the business environment, organizations need to develop a higher degree of flexibility in relation to the market and prevailing competition. One way for organizations to become more adjustable is to adopt flexible ways of working that promote innovation. A dominant approach for this is agile methods. Although the basic values and principles of agile methods were initially formulated for work processes linked to software development, an interest in integrating the work method into other functions and industries beyond IT has emerged. An integration and usage of agile methods can, however, give rise to paradoxical tensions as it is challenging to combine organizational needs for stability with agile methods' emphasis on flexibility. The balance between stability and flexibility is highlighted as important and is described as organizational ambidexterity. This study aimed to investigate the integration and usage of agile methods in an organizational context and how to balance stability and flexibility to manage paradoxical tensions. To answer the study's purpose, a qualitative method has been conducted with semi-structured interviews within the chosen organization. The data has been analyzed with James March's (1991) theory Exploration and Exploitation in Organizational Learning and Tushman and O'reilly's (1996) theoretical framework Ambidextrous Organizations. The result shows that there are both external and internal motives for integrating agile methods. Furthermore, the study has found central challenges and opportunities linked to the integration and usage of agile methods. Prominent findings show the importance of reaching an organizational consensus and understanding when agile methods are being integrated, making a selection of what agile values and principles have the possibility to actually generate improvements and benefits, as well as applying traditional and agile methods in combination through hybrid models. The result also highlights the importance of balancing organizational stability and flexibility in order to manage paradoxical tensions and achieve organizational ambidexterity.
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The Agile method Scrum in development of safety critical applications : A case study about challenges and opportunities for developers and verifiers / Den Agila metoden Scrum vid utveckling av säkerhetskritiska applikationer : En fallstudie om utmaningar och möjligheter för utvecklare och verifierareHiltunen, Kim January 2018 (has links)
When it comes to using agile methods in safety critical application development, there is a limited amount of empirical findings. To learn more about how people in this field perceives the use of working with these methods, it is of interest to take part of their experiences and opinions. The purpose of this thesis is to discover advantages, disadvantages and improvement factors of working with the agile method Scrum in combination with safety critical application development. The study was limited to the roles of developers and verifiers working in two anonymized companies in the defence and railway industry. A qualitative approach was used which included a multiple case study where each of the involved company were considered a case. Empirical data was collected through semi structured interviews with the employees from the two companies. The collected data was categorized, coded and analyzed using comparative analysis. The data was coded based on one of the seven areas documentation, organization, communication, education, development, verification and planning. The interviewed developers and verifiers pointed out various advantages, disadvantages and improvement factors within the areas mentioned above. The majority of the opinions among the interviewees varied. However, some common aspects were pointed out. The most frequently mentioned factor to improve for the developers was in the communication area, while the verifiers raised educational aspects as the most common factor to improve. The findings from this study can be used to point out sections that the investigated companies should consider when using the agile method Scrum in combination with safety critical application development. The thesis also provides empirical evidence of how people in the in-spected companies consider difficulties and opportunities in their work. / När det kommer till användadet av agila metoder vid säkerhetskritisk applikationsutveckling finns det begränsat med empiriska fynd. För att få veta mer om hur personer som arbetar inom detta område uppfattar användandet av dessa metoder, är det av intresse att ta del av deras erfarenheter och åsikter. Syftet med denna uppsats är att identifiera fördelar, nackdelar och förbättringsmöjligheter när det kommer till att arbeta agilt med Scrum vid säkerhetskritisk applikationsutveckling. Studien inkluderade rollerna utvecklare och verifierare som arbetade i två anonymiserade företag inom försvarsrespektive järnvägsindustrin. En kvalitativ metod användes vilket inkluderade en fallstudie, där de involverade företagen behandlades som varsitt fall. Empirisk data samlades in genom semistrukturerade intervjuer med anställda från de två företagen. All insamlad data kategoriserades, kodades och analyserade med hjälp av komparativ analys. Kodningen utfördes baserat på de sju olika områdena dokumentation, organisation, kommunikation, utbildning, utveckling, verifikation och planering. De intervjuade utvecklarna och verifierarena pekade ut diverse fördelar, nackdelar och förbättringsfaktorer inom områdena som nämndes ovan. Majoriteten av åsikterna varierade, däremot kunde några gemensamma åsikter påvisas. Den mest förekommande förbättringsfaktorn bland utvecklarna var inom kommunikationsområdet, medan verifierarna tog upp utbildningsrelaterade aspekter som den vanligaste förbättringsfaktorn. Resultaten från denna studie kan användas för att peka ut delar som de undersökta företagen bör beakta vid användning av den agila metoden Scrum i kombination med säkerhetskritisk applikationsutveckling. Uppsatsen tillhandahåller empiriska bevis på hur personer som arbetar på de granskade företagen ser på svårigheter och möjligheterinom sitt arbete.
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[pt] OBSERVANDO O CORAÇÃO DA AGILIDADE: A FORMAÇÃO DE COMPETÊNCIAS COLETIVAS EM EQUIPES ÁGEIS PARA O ESTABELECIMENTO DA METARROTINA DE PROJETOS / [en] OBSERVING THE HEART OF AGILITY: THE FORMATION OF COLLECTIVE COMPETENCES IN AGILE TEAMS FOR PROJECT METAROUTINE ENACTMENTFRANCIS BERENGER MACHADO 30 March 2023 (has links)
[pt] Com o propósito de rotinizar agilmente suas práticas de trabalho, equipes
de projetos ágeis estabelecem metarrotinas intencionando obter alta eficácia no
processo de adaptabilidade organizacional. Rotinas são conceituadas como
padrões repetitivos e reconhecíveis de ações interdependentes realizadas por
múltiplos atores (FELDMAN e PENTLAND, 2003, p. 95), enquanto que
metarrotinas são rotinas que modificam rotinas existentes e orientam a busca e
escolha de novas rotinas (...) (VAN DRIEL e DOLFSMA, 2009, p. 52). É nesse
sentido que a metarrotina pode ser considerada o coração da agilidade, visto ser
uma rotina-chave que facilita às equipes de projeto adaptarem agilmente suas
próprias práticas de trabalho. Este estudo apresentou como objetivo investigar a
variação na formação das competências coletivas por equipes ágeis para o
estabelecimento da metarrotina do projeto. Competências coletivas estão
relacionadas aos fenômenos de aprendizagem coletiva (MICHAUX, 2011),
presentes em equipes ágeis atuam como um coletivo de trabalho (CAROLY e
BARCELLINI, 2013). É neste contexto que uma pesquisa fenomenográfica, na
qual entrevistas qualitativas foram realizadas com profissionais que vivenciaram
projetos gerenciados sob método ágil, permitiu a estruturação e teorização do
fenômeno de estudo com base nas suas concepções e dimensões explicativas
(COLLIER-REED e INGERMAN, 2013). O principal resultado do estudo foi o
desenvolvimento de um framework, estruturado como um modelo de múltiplos
fatores influenciadores para a formação das competências coletivas por equipes
ágeis, especificamente para o estabelecimento da metarrotina do projeto. / [en] With the purpose of agilely routinizing their work practices, agile project
teams enact metaroutines intending to obtain high effectiveness in the
organizational adaptability process. Routines are conceptualized as repetitive and
recognizable patterns of interdependent actions performed by multiple actors
(FELDMAN and PENTLAND, 2003, p. 95), while metaroutines are routines that
modify existing routines and guide the search for and selection of new routines
(…) (VAN DRIEL and DOLFSMA, 2009, p. 52). It is in this sense that the
metaroutine can be considered the heart of agility, since it is a key routine that
facilitates project teams to adapt their own work practices agilely. This study aimed
to investigate the variation in the formation of collective competences by agile
teams for the enactment of the project s metaroutine. Collective competencies are
related to collective learning phenomena (MICHAUX, 2011), present in agile teams
that act as a work collective (CAROLY and BARCELLINI, 2013). The
phenomenographic method was chosen because it is a qualitative approach
capable of identifying variations in a social phenomenon from individual
experiences (COLLIER-REED and INGERMAN, 2013). Semi-structured interviews
were conducted with 20 professionals participating in scrum teams, in the period
between September and December 2022.The main result arising from this study
was the development of a framework, presenting a set of influential factors in the
formation of collective competencies by agile teams for the project metaroutine
enactment.
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Visualisering av effektivitetsförbättringar : En jämförelse av effektivitetsförbättringar hos MonitorERP före och efter flytten till MalaysiaIsse, Kaynan, Hormos, Daniel January 2024 (has links)
Studien syftar till att visualisera jämförelsen av effektiviteten hos Monitor ERP före och efter deras geografiska flytt till Malaysia. Studien fokuserar på att identifiera hur arbetsflöden och teamdynamik påverkas av geografiska och kulturella skillnader. Målet är att visualisera arbetsbelastningen och förstå hur dessa faktorer influerar användningen av agila metoder i en distribuerad arbetsmiljö.För att uppnå dessa mål tillämpades en blandning av kvantitativa och kvalitativa metoder. Kvantitativa data samlades in genom att hämta data från Monitor ERP:s planeringsverktyg, medan kvalitativa data inhämtades genom intervjuer och observationer med teammedlemmar. Dessa data kombinerades med visualiseringstekniker för att tydligt illustrera mönster och trender över tiden. Resultaten av datanalysen validerades genom datatriangulering för att öka studiens trovärdighet och reliabilitet.Resultaten från studien indikerar skillnader i användningen före och efter företagets flytt. Det framkom att kulturella och tidsmässiga skillnader kan påverka teamens prestanda och samarbetsdynamik. Visualiseringarna tyder på att arbetsprocessen blev mer effektiv efter flytten, då det illustrerar en ökning av arbetsmängden och produktiviteten.Slutsatsen av studien är att geografisk spridning och kulturella skillnader har en påverkan på implementeringen av agila metoder. Det rekommenderas att företag som Monitor ERP anpassar sina agila strategier för att hantera dessa utmaningar effektivt. / The study aims to visualize the comparison of the effectiveness of Monitor ERP be-fore and after their geographical relocation to Malaysia. The study focuses on identi-fying how workflows and team dynamics are affected by geographical and cultural differences. The goal is to visualize the workload and understand how these factors influence the use of agile methods in a distributed work environment.To achieve these objectives, a combination of quantitative and qualitative research methods was applied. Quantitative data was collected by retrieving data from Moni-tor ERP's planning tools, while qualitative data was obtained through interviews and observations with team members. These data were combined with visualization techniques to clearly illustrate patterns and trends over time. The results of the data analysis were validated through data triangulation to increase the credibility and reli-ability of the study.The results of the study indicate differences in usage before and after the company's move. It was found that cultural and temporal differences can affect team perfor-mance and collaboration dynamics. The visualizations suggest that the work process became more efficient after the move, as it shows an increase in workload and productivity.The conclusion of the research is that geographic dispersion and cultural differences have an impact on the implementation of agile methods. It is recommended that companies like Monitor ERP adapt their agile strategies to effectively manage these challenges.
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Rehearsal: Um arcabouço para teste automatizado de coreografias de serviços web / Rehearsal: A framework for automated testing of web service choreographiesBesson, Felipe Meneses 14 September 2012 (has links)
Servicos web sao componentes de software fracamente acoplados projetados para promover a comunicacao interoperavel entre aplicacoes na Internet. O acesso a servicos web da-se de maneira padronizada (via protocolos definidos pelo W3C), independente da linguagem de programacao, sistema operacional ou plataforma em que sao desenvolvidos. Devido a essas caracteristicas, servicos simples podem ser combinados em servicos mais completos. Coreografia consiste em uma abordagem descentralizada para a composicao de servicos. Diferentemente de orquestracoes, abordagem na qual servicos distribuidos sao coordenados de modo centralizado, a interacao entre os servicos de uma coreografia e colaborativa e a coordenacao descentralizada. Apesar das vantagens, o desenvolvimento de coreografias, incluindo as atividades de testes, nao e algo consolidado. O objetivo desta dissertacao foi desenvolver uma arcabouco de teste que facilite o uso de Desenvolvimento Guiado por Testes (Test-Driven Development, TDD) em coreografias de servicos web. Rehearsal, o arcabouco proposto, fornece funcionalidades para o teste automatizado de (i) servicos web atomicos (teste de unidade); (ii) composicao de servicos (teste de integracao) e (iii) uma parte ou toda a coreografia (teste de aceitacao). Esses testes podem ser implementados utilizando funcionalidades do arcabouco, tais como a criacao dinamica de clientes para servicos web, o interceptador de mensagens e a abstracao da coreografia em objetos Java. Alem disso, Rehearsal facilita a criacao e uso de Mocks de servicos web, uma importante pratica de TDD. Além de avaliar o arcabouco desenvolvido, um estudo ex- ploratorio qualitativo foi conduzido com estudantes de Ciencia da Computacao. De acordo com os resultados obtidos, as funcionalidades do Rehearsal mostraram-se adequadas para a utilizacao de TDD em coreografias de servicos web. / Web services are loosely-coupled software components designed to support interoperable machine- to-machine interaction over the Internet. To achieve such interoperability, web services are accesible through W3C web standards, independently of which language, operating system, or hardware platform they are developed. Due to these characteristics, simple web services can be combined in more complex ones. Choreographies are a distributed approach for composing web services. Compared to orchestrations, which have a centralized approach to distributed service management, the interaction among the choreographed services is collaborative with decentralized coordination. Despite the advantages, choreography development, including the testing activities, is not consolidated. The goal of this research is to develop a testing framework to support Test-Driven Development (TDD) of choreographies. Rehearsal, the proposed framework, provides features for automating the testing of (i) atomic web services (unit testing); (ii) their integration in the choreography (integration testing); and (iii) part of or the entire choreography (acceptance testing). These several levels of testing are implemented by using framework features such as the dynamic generation of web service clients, message interception, and the abstraction of the choreography into Java objects. In addition, Rehearsal supports important practices of TDD such as service mocking. To assess the developed framework, we conducted a qualitative exploratory study with Computer Science students. According to the results obtained, the features of Rehearsal were adequate for applying TDD to web service choreography development successfully.
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Aplicação de práticas, métodos e ferramentas ágeis na gestão de portfólio de projetosCarvalho, Marcelo January 2017 (has links)
A utilização de uma gestão de portfólio de projetos permite que as empresas possam se adaptar rapidamente frente as turbulências advindas do ambiente interno e externo e com isso, possam rearranjar os projetos para que estes estejam alinhados com estratégia da organização. Entretanto, o modelo tradicional de gerenciamento de portfólio possui procedimentos que não seguem necessariamente essa característica de agilidade e adaptação. Na maioria das vezes os procedimentos são pouco visíveis, extensos e poucas vezes são interativos ou divulgados por todos os níveis hierárquicos das organizações. Dessa maneira o propósito deste trabalho é a aplicação de práticas, métodos e ferramentas ágeis na gestão de portfólio de projetos. Para isto, foi realizada uma revisão sistemática da literatura, a análise crítica do modelo tradicional por 7 especialistas da área e desenvolvimento de um modelo com base na análise das respostas das entrevistas por três especialistas sendo 2 da área acadêmica e 1 profissional da área. Os principais resultados revelam, que a existe uma escassez de trabalhos referentes a utilização de ferramentas ágeis em gestão de portfólio de projetos e na percepção dos entrevistados, a aplicação de práticas, métodos e ferramentas ágeis atende o quesito de gestão visual, melhor interação entre as equipes de trabalho, democratização da informação relativa à tomada de decisão e ferramentas alinhadas com a proposição ágil. / The use of project portfolio management allows companies to adapt quickly to the turbulence arising from the internal and external environment and with that, can rearrange the projects so that they are aligned with the organization's strategy. However, the traditional portfolio management model has procedures that do not necessarily follow this characteristic of agility and adaptation. Most of the time the procedures are barely visible, extensive and are rarely interactive or disseminated by all hierarchical levels of organizations. In this way, the purpose of this work is the incorporation of agile practices, methods and tools in project portfolio management. For this, a systematic review of the literature, the critical analysis of the traditional model by 7 specialists of the area and the development of a model based on the analysis of the answers of the interviews by three specialists were carried out, being 2 of the academic area and 1 professional of the area. The main results show that there is a shortage of work related to the use of agile tools in project portfolio management and the perception of the interviewees, the incorporation of agile practices, methods and tools attends to the question of visual management, better interaction between work teams, democratization of decision-making information and tools aligned with the agile proposition.
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Validação ágil e precisa de projetos conceituais de banco de dados / Agile and precise validation of conceptual database designBroinizi, Marcos Eduardo Bolelli 11 December 2006 (has links)
A criação do projeto conceitual de um bancos de dados que represente adequadamente um determinado domínio de aplicação continua sendo um dos principais desafios da área de banco de dados. Por outro lado, a discussão sobre métodos ágeis de desenvolvimento de software alcançou, recentemente, a comunidade de banco de dados. Este trabalho apresenta o projeto conceitual de bancos de dados sob a luz de métodos ágeis de desenvolvimento. Desenvolvemos uma extensão do arcabouço Naked Objects que permite uma validação ágil e precisa do projeto conceitual junto ao especialista do domínio. Em nossa abordagem, o projeto conceitual de bancos de dados é descrito por meio de anotações que representam as abstrações de dados em um ambiente dinâmico de validação. / Creating a conceptual database design that adequately represents a specific application domain continues to be one of the main challenges in the database research. On the other hand, the discussion regarding agile methods of software development has recently become a subject of interest to the database community. This work presents a new approach to create a conceptual database design according to agile methods. We have created an extension of the Naked Objects framework that allows an agile and precise validation of the conceptual database design by the domain specialist. In our approach, the conceptual database design is described through annotations that represent data abstractions in a dynamic validation environment.
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Práticas ágeis no processo de desenvolvimento de jogos eletrônicos / Best practices in process development of electronic gamesPetrillo, Fábio dos Santos January 2008 (has links)
A indústria de jogos eletrônicos está entrando em uma nova era, na qual a tecnologia e a criatividade fundem-se, produzindo alguns dos mais estonteantes entretenimentos do Séc. XXI. Essa indústria, que já em 2003 ultrapassou o faturamento do cinema, tendo um rendimento anual de bilhões de dólares, emerge como uma das mais poderosas, excitantes e influentes no mundo das artes. Mesmo com toda essa pujança e rentabilidade, muitos dos relatos sobre projetos de jogos (doravante denominados postmortems) mostram que a produção desses softwares não é uma tarefa simples, estando ainda distante de um processo de trabalho saudável e sinergético. Entretanto, ao analisarmos mais atentamente os postmortems disponíveis nos sites especializados em jogos eletrônicos, pode-se constatar a adoção de várias práticas de engenharia de software, em especial, práticas ágeis de desenvolvimento. Assim, é possível melhorar o processo de desenvolvimento de jogos eletrônicos através da aplicação dessas práticas? Que práticas são mais adequadas para este domínio? Que impacto sua adoção tem sobre propriedades subjetivas como a criatividade e a diversão? O objetivo deste trabalho é avaliar o impacto da aplicação de práticas ágeis no processo de desenvolvimento de jogos eletrônicos, analisando os principais problemas da indústria de jogos, levantando as boas práticas já adotadas e propondo um conjunto de práticas ágeis que contemplem as características do processo de desenvolvimento de jogos. Finalmente, com o intuito de obter resultados experimentais da aplicação dessas práticas, será realizado um estudo de caso, possibilitando avaliar seus efeitos sobre o processo de trabalho. / The industry of electronic games is entering a new age, in which technology and creativity are fused, producing some of the most stunning entertainment of the 21st Century. This industry, which already in 2003 exceeded the cinema invoice, having an annual yield of billions of dollars, emerges nowadays as one of the most powerful, exciting and influential in the world of arts. Despite of all this exuberance and profitability, many reports about games projects show that the production of these softwares is not a simple task, surrounded by common problems and being still distant of having a healthy and synergetic work process. However, despite of problems found, game postmortems claims to use software engineering best practices in the game development process, specially, agile practices. Thus, is possible to improve the electronic game development process using agile practices? What practices are most appropriate for game development? What is the impact of such practices on subjective properties as creativity and fun? The aim of this work is to study the effects of agile practices on electronic game development process, analysing the most important problems in the game industry, surveying best practices and proposing a set of agile practices focused on the game development issues. Finally, a case study will be presented.
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