Evaluating Emerging Software Development Technologies: Lessons Learned from Assessing Aspect-Oriented Programming
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1 Evaluating Emerging Software Development Technologies: Lessons Learned from Assessing Aspect-Oriented Programming Murphy, Walker, Baniassad IEEE Transactions on Software Engineering Vol. 25, No. 4, July/August 1999
2 Context: Aspect-Oriented Programming separation of concerns (e.g. concurrency) improvement claims: reason develop maintain AspectJ
3 Approaches 3-month case study Is it easier to write and change certain kinds of programs? What effect it has on design activities? 4 experiments does aspect-oriented programming show any promise of easing programming tasks (creating, debugging, changing)?
4 Outline Case Study Experiments Lessons learned Generalization for early assessment Conclusion
5 Case study (at Xerox PARC) 1st phase 4 interns (3 graduate and 1 undergraduate) Develop a distributed game using Aspect 2nd phase a) 2 interns Game reimplementation in Java b) 2 interns Distributed library application using AspectJ The interns had no experience with AOP
6 Case study timeline
7 Study 1 3 well-identified Game deliverables (with deadlines) Single user on single machine Multiple users on single machine Multiple users on multiple machines This study was planned, while Study 2 was arranged on-the-fly (since Study 1 finished 2 weeks before estimated)
8 External involvement Xerox researchers responding to problem reports with AspectJ supervising help on analyzing gathered information UBC observers three on-site meetings (beginning, middle, end) 1-2 hours video conference weekly monitoring of artifacts conference calls with Xerox researchers weekly
9 Gathered information Weekly video-conference meetings Informal interactions Documents (interns) Documents (researchers) Problem reports Source code Whiteboard drawings Survey results (interns) Survey results (researchers)
10 Costs
11 Evaluation Exploratory case study model (Yin) however the goal was broader than develop pertinent hypotheses and propositions for further inquiry e.g. how AOP can help in development tasks? Useful techniques On-site interns, outside observers, deadlines, video conferencing Less useful techniques Journals, documentation, zombie board
12 Experiments Carried out at UBC (within ~ 8 months) Comparing with OO 1. ease of creating 2. ease of debugging 3. ease of changing (also comparing with DSL) 4. combination of the above Participants were students and were paid for performing the experiments
13 Difficulties Pool of potential participants was small The amount of time each one could devote was short Cost of running and analyzing the experiments was high Some precision was lost in favor of realism
14 The 4 experiments Pilot Study (ease of creation) - 6 programmers; 3 on Java, 3 on AspectJ; 3 hours for Java, 4 hours for AspectJ Debugging - 6 pairs of programmers; 3 on Java, 3 on AspectJ; 4 hours Change - 6 programmers; 3 on Java, 3 on AspectJ; 4 hours Combinative - 2 programmers; 8 hours
15 Steps of a session (1) 1. Introduce the goals, overall format of the experiment minutes to review webpages on synchronization (questions were asked at the end) minutes to review programming material 4. Programming environment walk-through
16 Steps of a session (2) minutes to play with small example program (break) 6. Files were given, and a webpage containing 3 bugs to find and remove (90 minutes) - participants were asked to talk-aloud - at 30 minutes interval (or after each bug), they had to answer questions: - What have you done until now? And now? - Any significant problems? What s the plan from now? 7. Interview (explain solutions, etc)
17 Costs (in person-days)
18 Evaluation Focus: does aspect-oriented programming show any promise of easing programming tasks? Useful techniques Timed interviews Less useful techniques Talk-aloud
19 Lessons learned (Case study) Things to keep defined period of time for the case study separation of the observers from the day-to-day activities surveys Things to change set up the case study to enable more effective comparison to have only one case study per set of users more source-based analysis (objective comparison)
20 When to conduct a case study? Case studies are useful for early assessment... However, it is difficult to determine whether the technology is sufficiently stable for conducting a case study Only small changes should occur during the period of the study
21 Lessons learned (Experiments) These did not go so well... Things to improve: (since participants were students) to have more participants from other universities to spend more time and money performing the experiments more extensive preparation additional data gathering mechanisms file access, build commands,... however, difficult if the tools have no support
22 Generalization for early assessment (Method) For early assessment, the case study approach is likely to be more effective quick identification usability issues e.g. understandability of error messages Experiments into usefulness cannot ignore usability usefulness and usability are closely intertwined for new technologies how to separate them at a reasonable cost?
23 Generalization for early assessment (Stability) The experiments required more labor cost in preparation This is only acceptable with a stable technology With a case study, there is more opportunity to overcome problems with the technology e.g. the version of the AspectJ environment changed over the study
24 Generalization for early assessment (Cost) Case study predominant cost was the labor of the participants (interns) Experiments predominant cost was the labor required to prepare materials
25 Generalization for early assessment (Evaluation) Appropriate balance of construct validity, internal validity, external validity, and reliability, may not be possible for new technologies Idea: Early stages: concentrate on the broad features (when still possible to change) Later on: more statistically valid studies testing hypothesis formed earlier
26 Generalization for early assessment (Realism) Given problem Since there is limited time, the problem must be representative of a problem arising in a larger software development situation Environment Let the participants to work as much as possible as they commonly do (no tool restriction) Participants Pick participants that representative within the skillset of the target users of the software technology
27 Generalization for early assessment (Study Design) There is need for a body of knowledge in relating different data sources The approach for matching observations was carried out in an ad hoc way Techniques that would provide more rigor to the analysis would help to improve the validity of the results
28 Conclusion A researcher must typically tradeoff three factors: validity, realism, and cost Since the technique was in its infancy, the case study and experiments were largely exploratory qualitative insights and directions for research usefulness, concrete features for improvement The case study was more effective
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