Gamifying user feedback collection on static program analysis tools

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Název: Gamifying user feedback collection on static program analysis tools
Autoři: Dahlbo, Emma, Lundmark, Essie, Söderberg, Emma, Eneroth, Lisa, Höst, Martin, Borg, Markus
Přispěvatelé: Lund University, Faculty of Engineering, LTH, Departments at LTH, Department of Computer Science, Lunds universitet, Lunds Tekniska Högskola, Institutioner vid LTH, Institutionen för datavetenskap, Originator, Lund University, Faculty of Engineering, LTH, Competence centers, LTH, NEXTG2COM – a Vinnova Competence Centre in Advanced Digitalisation, Lunds universitet, Lunds Tekniska Högskola, Kompetenscentrum, LTH, NEXTG2COM – ett Vinnova kompetenscenter inom Avancerad Digitalisering, Originator, Lund University, Faculty of Engineering, LTH, Departments at LTH, Department of Computer Science, Software Development and Environments, Lunds universitet, Lunds Tekniska Högskola, Institutioner vid LTH, Institutionen för datavetenskap, Programvaruteknik, Originator, Lund University, Profile areas and other strong research environments, Strategic research areas (SRA), ELLIIT: the Linköping-Lund initiative on IT and mobile communication, Lunds universitet, Profilområden och andra starka forskningsmiljöer, Strategiska forskningsområden (SFO), ELLIIT: the Linköping-Lund initiative on IT and mobile communication, Originator, Lund University, Faculty of Engineering, LTH, LTH Profile areas, LTH Profile Area: AI and Digitalization, Lunds universitet, Lunds Tekniska Högskola, LTH profilområden, LTH profilområde: AI och digitalisering, Originator, Lund University, Faculty of Engineering, LTH, Departments at LTH, Department of Computer Science, Software Engineering Research Group, Lunds universitet, Lunds Tekniska Högskola, Institutioner vid LTH, Institutionen för datavetenskap, Programvarusystem, Originator
Zdroj: Proceedings of the 4th Workshop on Gamification in Software Development, Verification, and Validation (Gamify2025).
Témata: Social Sciences, Media and Communications, Information Systems, Social aspects (including Human Aspects of ICT), Samhällsvetenskap, Medie, kommunikations, och informationsvetenskaper, Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning, Natural Sciences, Computer and Information Sciences, Software Engineering, Naturvetenskap, Data- och informationsvetenskap (Datateknik), Programvaruteknik
Popis: Use of static program analysis tools can be highly beneficial in software development, but usage is hindered by usability issues. One method to better understand these issues is to gather user feedback, but it is challenging to get developers to invest effort in giving user feedback. In this paper, we investigate whether gamification can increase user engagement in feedback collection on static analysis tools. To this end, we carried out a mixed-method study at a large software company, with initial user research, design of a feedback system with a context-sensitive gamification, deployment of the system to 900 developers over 14 days in an experiment with randomized assignment, and a final collection of qualitative user input. We found that user engagement increased for the gamification group in terms of amount of feedback (2.47 times more feedback), but the difference is not statistically significant, and participants also expressed a mix of enthusiasm and skepticism in our follow-up interviews.
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Popis
Abstrakt:Use of static program analysis tools can be highly beneficial in software development, but usage is hindered by usability issues. One method to better understand these issues is to gather user feedback, but it is challenging to get developers to invest effort in giving user feedback. In this paper, we investigate whether gamification can increase user engagement in feedback collection on static analysis tools. To this end, we carried out a mixed-method study at a large software company, with initial user research, design of a feedback system with a context-sensitive gamification, deployment of the system to 900 developers over 14 days in an experiment with randomized assignment, and a final collection of qualitative user input. We found that user engagement increased for the gamification group in terms of amount of feedback (2.47 times more feedback), but the difference is not statistically significant, and participants also expressed a mix of enthusiasm and skepticism in our follow-up interviews.