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This presentation discusses the concept of virtual radical collocation (VRC) as a method for centralizing physically decentralized software development. It explores the strengths and weaknesses of large tiled displays, visualization content and resolution, user engagement, online social proxies, mixed reality avatars, persistent gestures, 3D virtual environments, and networked multiplayer games. The presentation also highlights the importance of relevant expertise, teamwork practices, and individual differences in developers, and suggests targeting high-value distributed software development individuals such as software system architects, project managers, and critical event response teams.
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Walt Scacchi Institute for Software Research University of California, Irvine Irvine, CA 92697-3455 USA http://www.ics.uci.edu/~wscacchi/Presentations/VRC-DSD.ppt Virtual Radical Collocation for Distributed Software Development:Discussion
VRC Proposal, Olson, et al. 2008 • Significant concepts and ideas • Concerns or opportunities to address • Other observations
VRC Proposal: Significant concepts and ideas • Virtual radical collocation • When and where VRC based work may be more effective than traditional collocated work • Being there (virtually) without really being there (physically) • Focus on logically centralizing physically decentralized software development actors, work practices, tools, artifacts* • Embodied VRC via Video walls, online social proxies, and 3D virtual workplaces * J. Noll and W. Scacchi, Supporting Software Development in Virtual Enterprises, Journal of Digital Information, 1(4), February 1999.
Concerns or opportunities to address • Strengths and weaknesses of large tiled displays • Visualization content, tiles, and display resolution (mis)match • User engagement: sitting versus dynamic roaming • Window-pane border management vs. content layout (e.g., software text, box and arrow diagrams, networks, and graphs common in software development) • Online social proxies • Mixed reality avatars (bots?) that stand-in while people are away • Seeing others vs. engaging others (e.g., eye gaze; knowing others see you) • Persistent, reusable gestures • 3D virtual environments (with real-time interacting avatars and spatial audio) • Networked multi-player games (Half-Life: CounterStrike) do it already, and do it much better than Second Life or others like Miramar (Intel) or Qwaq
Other observations • 30+ years of prior empirical studies of software engineering work and productivity • Relevant domain expertise, teamwork practices, and individual differences of developers trump all other cost or productivity factors, up to 10X+ • Consider targeting high-value distributed software development people • Software system architects • Project managers • Critical event response teams • Developers of concurrent “multi-core” applications
Other observations • Consider what kinds of distributed software development visualizations and tasks to support • Large system architectural configurations • Project management via socio-technical interaction networks • Cyber attacks (e.g., network security breach localization, isolation, and repair/reconfiguration) • Designing, run-time monitoring, and debugging of “multi-core” software • Anything else that requires or benefits from a massively parallel, snap-to-grid views or visualizations of software
Source: C. Amrit and van Hillegersberg, J., Detecting Coordination Problems in Collaborative Software Development Environments, Information Systems Management, 25(1), 57,70, December 2008.