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Hidetake UWANO Masahide NAKAMURA Akito MONDEN Ken-ichi MATSUMOTO
This paper proposes to use eye movements to characterize the performance of individuals in reviewing software documents. We design and implement a system called DRESREM, which measures and records eye movements of document reviewers. Based on the eye movements captured by eye tracking device, the system computes the line number of the document that the reviewer is currently looking at. The system can also record and play back how the eyes moved during the review process. To evaluate the effectiveness of the system we conducted an experiment to analyze 30 processes of source code review (6 programs, 5 subjects) using the system. As a result, we have identified a particular pattern, called scan, in the subject's eye movements. Quantitative analysis showed that reviewers who did not spend enough time on the scan took more time to find defects on average.
Shin KOMEDA Masateru TSUNODA Keitaro NAKASAI Hidetake UWANO
A major approach to enhancing software quality is reviewing the source code to identify defects. To aid in identifying flaws, an approach in which a machine learning model predicts residual defects after implementing a code review is adopted. After the model has predicted the existence of residual defects, a second-round review is performed to identify such residual flaws. To enhance the prediction accuracy of the model, information known to developers but not recorded as data is utilized. Confidence in the review is evaluated by reviewers using a 10-point scale. The assessment result is used as an independent variable of the prediction model of residual defects. Experimental results indicate that confidence improves the prediction accuracy.
Pawin SUTHIPORNOPAS Pattara LEELAPRUTE Akito MONDEN Hidetake UWANO Yasutaka KAMEI Naoyasu UBAYASHI Kenji ARAKI Kingo YAMADA Ken-ichi MATSUMOTO
To identify problems in a software development process, we have been developing an automated measurement tool called TaskPit, which monitors software development tasks such as programming, testing and documentation based on the execution history of software applications. This paper introduces the system requirements, design and implementation of TaskPit; then, presents two real-world case studies applying TaskPit to actual software development. In the first case study, we applied TaskPit to 12 software developers in a certain software development division. As a result, several concerns (to be improved) have been revealed such as (a) a project leader spent too much time on development tasks while he was supposed to be a manager rather than a developer, (b) several developers rarely used e-mails despite the company's instruction to use e-mail as much as possible to leave communication records during development, and (c) several developers wrote too long e-mails to their customers. In the second case study, we have recorded the planned, actual, and self reported time of development tasks. As a result, we found that (d) there were unplanned tasks in more than half of days, and (e) the declared time became closer day by day to the actual time measured by TaskPit. These findings suggest that TaskPit is useful not only for a project manager who is responsible for process monitoring and improvement but also for a developer who wants to improve by him/herself.
Kohei YOSHIGAMI Taishi HAYASHI Masateru TSUNODA Hidetake UWANO Shunichiro SASAKI Kenichi MATSUMOTO
Recently, many studies have applied gamification to software engineering education and software development to enhance work results. Gamification is defined as “the use of game design elements in non-game contexts.” When applying gamification, we make various game rules, such as a time limit. However, it is not clear whether the rule affects working time or not. For example, if we apply a time limit to impatient developers, the working time may become shorter, but the rule may negatively affect because of pressure for time. In this study, we analyze with subjective experiments whether the rules affects work results such as working time. Our experimental results suggest that for the coding tasks, working time was shortened when we applied a rule that made developers aware of working time by showing elapsed time.