Elina Annanperä

dblp:96/8460 · DBLP profile ↗
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4ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0002-2615-9576ORCID · corroborated

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

Software engineering, systems software and programming languages · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2026 Software engineering competency models and intercultural communication competencies: A systematic literature review
abstract
In the field of Software Engineering (SE), educational institutions are confronted with the demanding responsibility of aligning their curricula to provide students with the competencies — soft and technical — demanded by the evolving job market. Moreover, workplaces are becoming increasingly international, highlighting the competencies required in collaborating with people from diverse linguistic and cultural backgrounds. Competency models offer essential input for curriculum design. Moreover, educators may need to construct their own competency models when international guidelines fall short. To prepare students for future workplaces, curriculum designers necessitate knowledge to address demands of the international working environment. To gain a deeper understanding of the needs in the international SE context, we conducted a systematic literature review (SLR) to identify and analyze existing SE competency models and their construction, as well as investigate communication, collaboration, intercultural, and language competencies embedded in these models. This SLR identified 29 competency models across diverse application domains and purposes, constructed using a range of mono- and multi-method approaches, and offering multiple use scenarios for diverse stakeholders. We identified and collected an extensive collection of communication, collaboration, intercultural, and language competencies from the competency models in addition to the elements of the competency model construction process. Regarding identified competencies, communication and collaboration embody as core components in SE competency models whereas intercultural and language competencies are depreciated. Moreover, competency models and their construction lack international aspects. These findings highlight gaps in current competency models and offer insights into curriculum design to better prepare students for international SE environments.
Anu Niva, Jouni Markkula, Elina Annanperä
J. Syst. Softw.3
2023 Information needs and presentation in agile software development
abstract
Agile software companies applying the DevOps approach require collaboration and information sharing between practitioners in various roles to produce value. Adopting new development practices affects how practitioners collaborate, requiring companies to form a closer connection between business strategy and software development. However, the types of information management, sales, and development needed to plan, evaluate features, and reconcile their expectations with each other need to be clarified. To support practitioners in collaborating and realizing changes to their practices, we investigated what information is needed and how it should be represented to support different stakeholders in their tasks. Compared to earlier research, we adopted a holistic approach—by including practitioners throughout the development process—to better understand the information needs from a broader viewpoint. We conducted six workshops and 12 semi-structured interviews at three Finnish small and medium-sized enterprises from different software domains. Thematic analysis was used to identify information-related issues and information and visualization needs for daily tasks. Three themes were constructed as the result of our analysis. Visual information representation catalyzes stakeholder discussion, and supporting information exchange between stakeholder groups is vital for efficient collaboration in software product development. Additionally, user-centric data collection practices are needed to understand how software products are used and to support practitioners’ daily information needs. We also found that a passive way of representing information, such as a dashboard that would disturb practitioners only when attention is needed, was preferred for daily information needs. The software engineering community should consider reviewing the information needs of practitioners from a more holistic view to better understand how tooling support can benefit information exchange between stakeholder groups when making product development decisions and how those tools should be built to accommodate different stakeholder views.
Henri Bomström, Markus Kelanti, Elina Annanperä, Kari Liukkunen, Terhi Kilamo, Outi Sievi-Korte, Kari Systä
Inf. Softw. Technol.3
2020 Synchronizing Game and AI Design in PCG-Based Game Prototypes
abstract
Procedural content generation (PCG)-based game design aims to reach a new way of playing games by focusing gameplay around algorithmic game content generation. However, positioning interaction with PCG systems and generated content to the center of player experience poses design challenges for both game design and AI design. In order to create the wanted affordances, rich contextual information is required to make informed decisions on the generated content. While previous research has presented excellent developments on PCG’s possibilities, further considering context and affordances in the early stages of prototyping may aid designers reach these possibilities in a more consistent manner. This study is set to discuss how context, affordances and the game’s overall design can be considered during the prototyping process of PCG-based games. Misaligned game context and affordances can result in deeply rooted design issues that may later manifest as subpar gameplay experiences and increased development effort. These emergent issues are examined through a post-mortem case study to produce an extended PCG-based design process, featuring actionable steps, that takes context, affordances, and the game’s overall design into account through meaningful play.
Henri Bomström, Markus Kelanti, Jouni Lappalainen, Elina Annanperä, Kari Liukkunen
FDG4
2016 Exploring Processes in Small Software Companies: A Systematic Review
Nirnaya Tripathi, Elina Annanperä, Markku Oivo, Kari Liukkunen
SPICE2