Gunnar R. Bergersen

dblp:54/10610 · also Gunnar Rye Bergersen · DBLP profile ↗
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13ranked-venue papers
3as first author
6since 2021 · last 2024
0000-0002-8135-9052ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 13 · 3 first-author · 6 since 2021Theory of computation · 1 · 1 since 2021
YearPublicationVenuePosition
2024 Stochastic Games for User Journeys
abstract
Abstract Industry is shifting towards service-based business models, for which user satisfaction is crucial. User satisfaction can be analyzed with user journeys, which model services from the user’s perspective. Today, these models are created manually and lack both formalization and tool-supported analysis. This limits their applicability to complex services with many users. Our goal is to overcome these limitations by automated model generation and formal analyses, enabling the analysis of user journeys for complex services and thousands of users. In this paper, we use stochastic games to model and analyze user journeys. Stochastic games can be automatically constructed from event logs and model checked to, e.g., identify interactions that most effectively help users reach their goal. Since the learned models may get large, we use property-preserving model reduction to visualize users’ pain points to convey information to business stakeholders. The applicability of the proposed method is here demonstrated on two complementary case studies.
Paul Kobialka, Andrea Pferscher, Gunnar R. Bergersen, Einar Broch Johnsen, Silvia Lizeth Tapia Tarifa
FM (2)3
2024 User journey games: automating user-centric analysis
abstract
Abstract The servitization of business is moving industry to business models driven by customer demand. Customer satisfaction is connected with financial rewards, forcing companies to invest in their users’ experience. User journeys describe how users maneuver through a service. Today, user journeys are typically modeled graphically, and lack formalization and analysis support. This paper proposes a formalization of user journeys as weighted games between the user and the service provider and a systematic data-driven method to derive these user journey games from system logs, using process mining techniques. As the derived games may contain cycles, we define an algorithm to transform user journeys games with cycles into acyclic weighted games, which can be model checked using "Image missing" to uncover potential challenges in a company’s interactions with its users and derive company strategies to guide users through their journeys. Finally, we propose a user journey sliding-window analysis to detect changes in the user journey over time by model checking a sequence of generated games. Our analysis pipeline has been evaluated on an industrial case study; it revealed design challenges within the studied service and could be used to derive actionable recommendations for improvement.
Paul Kobialka, Silvia Lizeth Tapia Tarifa, Gunnar R. Bergersen, Einar Broch Johnsen
Softw. Syst. Model.3
2023 Improving the Reporting of Threats to Construct Validity
abstract
Background: Construct validity concerns the use of indicators to measure a concept that is not directly measurable. Aim: This study intends to identify, categorize, assess and quantify discussions of threats to construct validity in empirical software engineering literature and use the findings to suggest ways to improve the reporting of construct validity issues. Method: We analyzed 83 articles that report human-centric experiments published in five top-tier software engineering journals from 2015 to 2019. The articles’ text concerning threats to construct validity was divided into segments (the unit of analysis) based on predefined categories. The segments were then evaluated regarding whether they clearly discussed a threat and a construct. Results: Three-fifths of the segments were associated with topics not related to construct validity. Two-thirds of the articles discussed construct validity without using the definition of construct validity given in the article. The threats were clearly described in more than four-fifths of the segments, but the construct in question was clearly described in only two-thirds of the segments. The construct was unclear when the discussion was not related to construct validity but to other types of validity. Conclusions: The results show potential for improving the understanding of construct validity in software engineering. Recommendations addressing the identified weaknesses are given to improve the awareness and reporting of CV.
Dag I. K. Sjøberg, Gunnar R. Bergersen
EASE2
2023 Construct Validity in Software Engineering
abstract
Empirical research aims to establish generalizable claims from data. Such claims may involve concepts that must be measured indirectly by using indicators. Construct validity is concerned with whether one can justifiably make claims at the conceptual level that are supported by results at the operational level. We report a quantitative analysis of the awareness of construct validity in the software engineering literature between 2000 and 2019 and a qualitative review of 83 articles about human-centric experiments published in five high-quality journals between 2015 and 2019. Over the two decades, the appearance in the literature of the term construct validity increased sevenfold. Some of the reviewed articles we reviewed employed various ways to ensure that the indicators span the concept in an unbiased manner. We also found articles that reuse formerly validated constructs. However, the articles disagree about how to define construct validity. Several interpret construct validity excessively by including threats to internal, external, or statistical conclusion validity. A few articles also include fundamental challenges of a study, such as cheating and misunderstanding of experiment material. The diversity of topics included as threats to construct validity calls for a more minimalist approach. Based on the review, we propose seven guidelines to improve how construct validity is handled and reported in software engineering.
Dag I. K. Sjøberg, Gunnar R. Bergersen
IEEE Trans. Software Eng.2
2022 Weighted Games for User Journeys
Paul Kobialka, Silvia Lizeth Tapia Tarifa, Gunnar R. Bergersen, Einar Broch Johnsen
SEFM3
2021 Relations Between Effort Estimates, Skill Indicators, and Measured Programming Skill
abstract
There are large skill differences among software developers, and clients and managers will benefit from being able to identify those with better skill. This study examines the relations between low effort estimates, and other commonly used skill indicators, and measured programming skill. One hundred and four professional software developers were recruited. After skill-related information was collected, they were asked to estimate the effort for four larger and five smaller programming tasks. Finally, they completed a programming skill test. The lowest and most over-optimistic effort estimates for the larger tasks were given by those with the lowest programming skill, which is in accordance with the well-known Dunning-Kruger effect. For the smaller tasks, however, those with the lowest programming skill had the highest and most over-pessimistic estimates. The other programming skill indicators, such as length of experience, company assessed skill and self-assessed skill, were only moderately correlated with measured skill and not particularly useful in guiding developer skill identification. A practical implication is that for larger and more complex tasks, the use of low effort estimates and commonly used skill indicators as selection criteria leads to a substantial risk of selecting among the least skilled developers.
Magne Jørgensen, Gunnar R. Bergersen, Knut Liestøl
IEEE Trans. Software Eng.2
2018 Teamwork Quality and Team Performance: Exploring Differences Between Small and Large Agile Projects
Yngve Lindsjørn, Gunnar R. Bergersen, Torgeir Dingsøyr, Dag I. K. Sjøberg
XP2
2018 Four commentaries on the use of students and professionals in empirical software engineering experiments
Robert Feldt, Thomas Zimmermann 0001, Gunnar R. Bergersen, Davide Falessi, Andreas Jedlitschka, Natalia Juristo Juzgado, Jürgen Münch, Markku Oivo, Per Runeson, Martin J. Shepperd, Dag I. K. Sjøberg, Burak Turhan
Empir. Softw. Eng.3
2017 Are Daily Stand-up Meetings Valuable? A Survey of Developers in Software Teams
abstract
The daily stand-up meeting is a widely used practice. However, what is more uncertain is how valuable the practice is to team members. We invited professional developers of a programming forum to a survey and obtained 221 responses. Results show that the daily stand-up meeting was used by 87% of those who employ agile methods. We found that even though the respondents on average were neutral towards the practice, the majority were either positive or negative. Junior developers were most positive and senior developers and members of large teams most negative. We argue that the value of the practice should be evaluated according to the team needs. Further, more work is needed to understand why senior developers do not perceive the meetings as valuable and how to apply the practice successfully in large teams.
Viktoria Stray, Nils Brede Moe, Gunnar R. Bergersen
XP3
2016 Teamwork quality and project success in software development: A survey of agile development teams
abstract
Small, self-directed teams are central in agile development. This article investigates the effect of teamwork quality on team performance, learning and work satisfaction in agile software teams, and whether this effect differs from that of traditional software teams. A survey was administered to 477 respondents from 71 agile software teams in 26 companies and analyzed using structural equation modeling. A positive effect of teamwork quality on team performance was found when team members and team leaders rated team performance. In contrast, a negligible effect was found when product owners rated team performance. The effect of teamwork quality on team members´ learning and work satisfaction was strongly positive, but was only rated by the team members. Despite claims of the importance of teamwork in agile teams, this study did not find teamwork quality to be higher than in a similar survey on traditional teams. The effect of teamwork quality on team performance was only marginally greater for the agile teams than for the traditional teams.
Yngve Lindsjørn, Dag I. K. Sjøberg, Torgeir Dingsøyr, Gunnar R. Bergersen, Tore Dybå
J. Syst. Softw.4
2014 Construction and Validation of an Instrument for Measuring Programming Skill
abstract
Skilled workers are crucial to the success of software development. The current practice in research and industry for assessing programming skills is mostly to use proxy variables of skill, such as education, experience, and multiple-choice knowledge tests. There is as yet no valid and efficient way to measure programming skill. The aim of this research is to develop a valid instrument that measures programming skill by inferring skill directly from the performance on programming tasks. Over two days, 65 professional developers from eight countries solved 19 Java programming tasks. Based on the developers' performance, the Rasch measurement model was used to construct the instrument. The instrument was found to have satisfactory (internal) psychometric properties and correlated with external variables in compliance with theoretical expectations. Such an instrument has many implications for practice, for example, in job recruitment and project allocation.
Gunnar R. Bergersen, Dag I. K. Sjøberg, Tore Dybå
IEEE Trans. Software Eng.1
2012 Evaluating methods and technologies in software engineering with Respect to Developers' skill level
abstract
Background: It is trivial that the usefulness of a technology depends on the skill of the user. Several studies have reported an interaction between skill levels and different technologies, but the effect of skill is, for the most part, ignored in empirical, human-centric studies in software engineering. Aim: This paper investigates the usefulness of a technology as a function of skill. Method: An experiment that used students as subjects found recursive implementations to be easier to debug correctly than iterative implementations. We replicated the experiment by hiring 65 professional developers from nine companies in eight countries. In addition to the debugging tasks, performance on 17 other programming tasks was collected and analyzed using a measurement model that expressed the effect of treatment as a function of skill. Results: The hypotheses of the original study were confirmed only for the low-skilled subjects in our replication. Conversely, the high-skilled subjects correctly debugged the iterative implementations faster than the recursive ones, while the difference between correct and incorrect solutions for both treatments was negligible. We also found that the effect of skill (odds ratio = 9.4) was much larger than the effect of the treatment (odds ratio = 1.5). Conclusions: Claiming that a technology is better than another is problematic without taking skill levels into account. Better ways to assess skills as an integral part of technology evaluation are required.
Gunnar R. Bergersen, Dag I. K. Sjøberg
EASE1
2011 Inferring Skill from Tests of Programming Performance: Combining Time and Quality
abstract
The skills of software developers are important to the success of software projects. Also, when studying the general effect of a tool or method, it is important to control for individual differences in skill. However, the way skill is assessed is often ad hoc, or based on unvalidated methods. According to established test theory, validated tests of skill should infer skill levels from well-defined performance measures on multiple, small, representative tasks. In this respect, we show how time and quality, which are often analyzed separately, can be combined as task performance and subsequently be aggregated as an approximation of skill. Our results show significant positive correlations between our proposed measures of skill and other variables, such as seniority, lines of code written, and self-evaluated expertise. The method for combining time and quality is a promising first step to measuring programming skill in both industry and research settings.
Gunnar R. Bergersen, Jo Erskine Hannay, Dag I. K. Sjøberg, Tore Dybå, Amela Karahasanovic
ESEM1