Mobile app markets have experienced a significant growth during the last year. The increasing number of apps available on markets and the profits that developers and companies obtain are relevant enough to seriously consider the way apps are developed. The always-changing environment in which apps are produced makes agile a convenient methodology to follow. Although agile allows the development team to quickly adjust the requisites to the new customer's needs, there is a lack of research on how agile methodologies can be explicitly adapted to develop mass-market applications. Many references explain how to design and code a mobile app, but there is not much knowledge about other stages in the development process. Adapting an agile methodology to the development of mass-market applications would provide project teams with a clear guide to successfully produce an app without missing any step in the process. This paper describes a case study in which an agile mass-market application development process is followed. The proposed process also considers marketing issues as they are necessary to publicize a mass-market application. This process has been followed and refined for several years in the development of the institutional apps at Carlos III University of Madrid.
Business models (BMs) describe how a company creates and delivers value to customers, the products or services that it offers and the compensation for them. Software companies need to be able to adopt different BMs to be successful in modern economy. Despite the number of publications on the field, there is still not a clear picture of software BMs. The purpose of this study is to structure and characterize the state of the art on software BMs with focus on sales and distribution models to help discover possible research gaps. The authors of this study conducted a systematic mapping study using relevant keywords to identify primary studies in the existing literature related to software BMs from a business management perspective. The search strategy returned 1871 papers and 51 were selected as primary studies. The analysis of results helps clarify the picture of software BMs and highlights the most relevant sources of papers. Results also reveal the broad interest of researchers on this topic. Most of the primary studies were related to service-based BMs, and to a lesser extent on product-based or open-source-based BMs; there is also an increase in the attention of researchers towards models built around mobile apps. While many authors report experience papers, only some authors validate or evaluate new proposals of sales and distribution models.
The adoption of innovative Software Engineering (SE) processes by an organization implies that engineers have to learn new processes which they might not be familiar with. Social software can support and enhance this adoption process, so research needs to focus on how the exchange of knowledge among software engineers using these tools can help to perform training more e®ectively. We propose a framework based on social software to support the collaborative learning, adoption and improvement of SE processes through the exchange of experiences among individuals. This article examines factors in°uencing the adoption of new SE processes and the quality of the experiences shared using the proposed framework in comparison with similar ones. Two case studies were carried out involving junior engineers in a training course on agile software development. Anonymous surveys collected data on the perceived quality of the experiences shared during the research, their usefulness, and the simplicity of the mechanisms provided to contribute experiences. Results show that the adoption of new SE processes is in°uenced by several factors such as the commitment of software engineers to collaborate in the adoption of the new process, the perceived level of usefulness of the tacit knowledge elicited during the adoption process, the diversity of the topics covered by the shared knowledge, the simplicity of the mechanisms to contribute new tacit knowledge, and the amount of learning achieved by software engineers. Int. J. Soft. Eng. Knowl. Eng. 2014.24:859-885. Downloaded from www.worldscientific.com by UNIVERSITY OF QUEENSLAND on 02/04/15. For personal use only.manner À À À a process that is unknown for them a priori. It usually happens when a Software Engineering (SE) organization wants to introduce a new process or when a newcomer engineer joins a project team.The knowledge and experience acquired in previous projects can be useful in these situations so that the learning based on that experience becomes a key element in the e®ective adoption of new processes and for improving both productivity and quality [1]. This kind of knowledge is however di±cult to¯nd, and when found its reuse is di±cult to achieve in practice [2,3]. The main reason is that experiences from previous projects are context-speci¯c and con¯ned to each individual; its tacit nature makes this type of knowledge hard to formalize and to communicate [4], so other software engineers that may perform similar tasks and come up against similar problems do not take advantage of these experiences and successful practices are not repeated [1].Knowledge Management (KM) initiatives attempt at creating an environment that supports the handling of knowledge and experiences within an organization to improve personnel competences [2, 5], which ultimately leads to increased organizational e®ectiveness [6]. One of the fundamental structures in every KM system is the knowledge repository. It stores knowledge artifacts in such a manner that they can be retrieved and reused [7] in order...
Mobile app markets have experienced remarkable growth during the last year. The increasing number of apps available on the market and the revenue that developers and companies obtain is significant enough to seriously consider the way apps are developed. The ever-changing environment in which apps are developed makes agile methodology convenient to follow. Although agile methodologies allow the development team to quickly adjust the requisites to the new customer’s needs, there is a lack of research on how they can be explicitly adapted to develop mobile apps. There are many Websites that explain how to code a mobile app, but there is not enough information about other stages in the development process. Adapting an agile methodology for mobile apps would provide development teams with a clear guide to successfully develop an app without missing any step in the development process. This chapter proposes an agile mobile app development process, including processes and activities to be followed as well as the roles involved in these activities. Marketing issues are also considered in the proposed development process as they are necessary to publicize the mobile app. This process has been applied for over two years in the development of the institutional apps at Carlos III University of Madrid.
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