Comparison of Coordination Communication and Expertise Communication in Software Development: Motives, Characteristics, and Needs
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1 To appear in New Frontiers in Artificial Intelligence: JSAI-isAI 2010 Workshops, LNAI Series, Springer, fall Comparison of Coordination Communication and Expertise Communication in Software Development: Motives, Characteristics, and Needs Kumiyo Nakakoji 1, Yunwen Ye 1, Yasuhiro Yamamoto 2 1 Key Technology Laboratory, SRA Inc., Japan 2 Precision and Intelligence Laboratories, Tokyo Institute of Technology, Japan [email protected], [email protected], [email protected] Abstract. The research question we pursue is how to go beyond existing media to nurture in software development. Nurturing in software development is not about increasing the amount of but about increasing the quality of the experience in the context of software development. Existing studies have shown that different motives and needs are inherent when developers communicate with one another. Identifying coordination (c-comm for short) and expertise (e-comm) as two distinct types of, we characterize the difference between the two and discuss important factors to take into account in designing mechanisms to support each type of. Keywords: nurturing in software development, knowledge collaboration, continuous coordination, unified interface for, coordination, c-comm, expertise, e-comm, design considerations 1 Introduction Communication has been regarded as an important element in software development. Increasingly more studies argue that socio-technical aspects of software development need to be seriously taken into account in supporting software development. The underlying premise is that peer developers are important knowledge resources in the same way as other artifacts, such as source code, comments, design documents, release notes, and bug reports, and that obtaining knowledge and information from peers is quintessential in software development. Communication should not be regarded as something to eschew, but instead as something to be nurtured [10]. The media currently used in such demonstrate a variety of means, including face-to-face, telephone, personal , mailing-list, Wiki, Internet Relay Chat (IRC), video conferencing, or digital and physical artifacts (e.g., comments inserted in source code or post-it notes pasted on a printed document). Awareness
2 mechanisms may also be regarded as a form of media in the sense that one can obtain information about what other members of the projects are doing. As media vary, styles of in software development range from indirect to direct, from asynchronous to synchronous, and from intentional to unintentional. It might be one to one, one to a designated some, or one to unknown numbers of many. Most of media that software developers currently use have been built for general purposes (with few exceptions such as Wiki). The goal of our research is to design innovative media to nurture for software developers. Nurturing in software development is not about increasing the amount of but about increasing the quality of the experience in the context of software development. The primary task of a software developer is to develop software, and not to communicate. Communicative activities should be seamlessly integrated within the context of software development activities. Communication is a means, not a goal. In order to address the research question of how to go beyond existing media to nurture in software development, we need to better understand why software developer communicate with each other. By looking into the motives of communicative activities of software developers, we have identified two distinctive types of needs in such s: coordination and expertise [10]. In coordination, or c-comm for short, a developer tries to coordinate his or her task with dependent peers in order to avoid and/or to solve emerging or potential conflicts. In expertise, or e-comm for short, a developer seeks information to solve his or her task at hand and asks peers for help. Note that by expertise, we do not mean that a certain group of developers who have general expertise thereby transfer their knowledge to novice developers through. In contrast, our view is that expertise is always defined in terms of some context, for instance, in terms of a particular method, a particular class, a particular release, or a particular bug report at a particular point in time; and that expertise is not something definable without context. In this view, each developer has his or her own expertise in some aspects of the system and the project. Expertise, therefore, may take place among all of the peer developers in every direction [16]. Developers currently do not distinguish the two types of, which are driven by their information needs and are carried out through common channels. Coworkers were the most frequent source of information for software developers, and the two types of information most frequently sought by software developers from their coworkers were What have my coworkers been doing? and In what situations does this failure occur? [7]. The former information is sought primarily for the purpose of coordinating the work, and the latter is for the purpose of getting some knowledge about the source code. Data on three well-known open source projects have shown that text-based (mailing lists and
3 chat systems) is the developers primary source of acquiring both general knowledge about other developers (who has the necessary expertise) and specific awareness (who is working on their relevant parts of the system to coordinate their tasks) [4]. It seems that developers often mix the two types of within a single discourse session without paying any attention to distinguishing the two. For instance, developer John first asks his colleague Mary over the cubicle wall whether she knows why class C calls a method X instead of Y; then Mary answers that it is because Y is designed to be thrown away, and that, by the way she has just been working on X and checked-in the changes, so he had better check the latest version of X if he is working on C. Thus, while the initial question posed by John is e-comm (i.e., he wanted to ask Mary to give him the answer as to why C calls X instead of Y), the subsequent conversation provided by Mary turns out to be c-comm (i.e., C that John is working on depends on X that Mary is working on). Why does it matter then to distinguish the two types of if developers do not distinguish them? It matters because when it comes to design computational mechanisms for supporting in software development, each type of demands different types of design concerns. In this paper, we first describes what fundamental differences exist between the two types of in software development. We then explain how different aspects need to be considered in designing computational support mechanisms. We conclude with a list of research issues to be considered in developing such support. 2 Expertise Communication and Coordination Communication A few features distinguish e-comm (expertise ) from c-comm (coordination ). We first illustrate c-comm. Suppose developer X initiates with developer Y, which turns out to be c-comm. The purpose of the c-comm is to coordinate tasks to resolve emerging conflicts or to avoid possible future conflicts among the tasks in which X and Y are engaged. Developers X and Y are called socially dependent [2] in the sense that they have to coordinate their tasks through social interactions when it becomes necessary to resolve the perceived conflicts. X and Y together form an impact network [3]. Coordination is a part of impact management, which is the work performed by software developers to minimize the impact of one s effort on others and at the same time, the impact of others into one s own effort [3]. X may need to further involve those developers who are part of the impact network. In contrast, suppose developer A initiates with developer B, which turns out to be e-comm. The purpose of this e-comm is for A to get some information about A s task at hand; A is asking B to help A by providing some information for
4 A s particular task. As noted earlier, e-comm refers to the activities to seek information that is essential to accomplish A s software development activities, not for the purpose of learning, but for the purpose of performing A s job. If A does not get satisfying information from B, A might need to ask other peers the same question. Thus, while the relation between X and Y in the c-comm is reciprocal, that of A and B in the e-comm is not. In c-comm, there is a symmetric or reciprocal relation between those who initiate and those who are asked to communicate, with roughly equal interests and benefits. In e-comm, in contrast, there is an asymmetric and unidirectional relation between the one who asks a question and the one who is asked to help. The benefit would primarily for the initiator, and the cost (i.e., the additional effort) is primarily paid by those who are asked to participate in the ; that is, the cost of paying attention to the information request; of stopping their own ongoing development task; of composing an answer for the information-seeking developer, including collecting relevant information when necessary; and of going back to the original task [15]. The role and value of the resulting communicative actions would also differ between the two types of. When developers communicate with one another, their conversations as well as produced artifacts (mail message contents or white board drawings, for instance) can be stored (if appropriate media is used). Such recorded can be useful if generated through e-comm. exchange about a particular design of a class, for example, would serve as a valuable auxiliary document for the class because another developer might find it useful to read when using the class at a later time. Archived generated through c-comm might be useful to inform other developers within the same impact network for the time being. However, the impact network constantly changes over time, and such information communicated over a particular class may soon become obsolete. Moreover, c-comm without its temporal context could be quite harmful when misused. A collection of the coordination about a particular object over a long period of time may serve as the object's development log but it would not be more than the existing developmental records captured within current development environments. Table 1 summarizes the differences between c-comm and e-comm.
5 Table 1: Comparing Coordination Communication (c-comm) and Expertise Communication (e-comm) Coordination Communication (c-comm) Expertise Communication (e-comm) purpose to coordinate work to get information needs conflict avoidance, conflict problem solving cost & benefit expanding participants recorded resolution reciprocal between a initiator and the other participants when others are part of the impact network useful for the time being until the impact network changes asymmetric between a initiator and the other participants when the initiator could not get satisfactory information becomes valuable for later use The next section compares the different aspects of concern in designing mechanisms for supporting each of the two types of. 3. Different Needs for Supporting the Two Types of Communications A thing is available at the bidding of the user--or could be--whereas a person formally becomes a skill resource only when he consents to do so, and he can also restrict time, place, and method as he chooses [6]. In talking about depending on other people, such as teachers, as knowledge resources, Illich argued that their willingness to participate is essential in regarding them as information resources. Using peers as potentially relevant information resources is likely to increase the cognitive load for both those who initiate and those who are asked to participate in the. Unlike a Help Desk, where it is the job of those who are asked to answer [1], peer developers are there not to communicate but to perform their own development tasks in a time-critical fashion. They might be willing to communicate if they had more time and less stressful situations; otherwise, they might not be willing unless they see an immediate need to communicate. Therefore, the asymmetric nature of the beneficiary and benefactors in e-comm demands critical attention in designing support mechanisms. For an
6 Table 2: Different Present Research Emphases on the Two Types of Communication Coordination Communication (c-comm) key concepts continuous coordination [11] impact management [3] primary functionality awareness visualization tools Palantir [12] Ariadne [2] sociotechnical aspects social interaction needs are inferred from the technical (structural) dependencies of the tasks [5] Expertise Communication (e-comm) developer as knowledge resources [9] channel [15] finding expertise choosing experts socially-aware channel Expert Finder [13] Expertise Browser [8] STeP_IN_Java [15] participants are selected based on their technical experiences on sought information and previous social relations with an information seeker [15] information-seeking developer, involving more participants in the means having more potential information resources, implying a better chance of obtaining the necessary information but at the cost of information overload; thus, high-quality ranking and triaging mechanisms would become essential. For those who are asked to participate in the and provide information, however, responding to the request becomes yet another task [15]. On the one hand, when the relation between the initiator and the rest of the participants is symmetrical and reciprocal, those who are asked to participate in the would feel an equal importance of engaging in the and would therefore participate. On the other hand, when the relation is asymmetrical, where the initiator would be a beneficiary and the other participants would be benefactors, mechanisms to persuade people to participate in the are necessary. Although there had been no explicit distinctions of the two types of s in software development, existing research currently demonstrates different emphases on supporting each aspect of with regard to key concepts, tools, and the primary functionality. Both approaches stress the importance of taking sociotechnical aspects into account, but in different contexts. Table 2 illustrates the two distinctive approaches. Supporting c-comm has been studied primarily in such research areas as coordinating programmers and programming tasks. Supporting e-comm has been studied primarily in such research areas as knowledge sharing and expert finding.
7 Although they do not explicitly use the term coordination, Redmiles et al. [11] present the continuous coordination paradigm for supporting coordination activities in software development. The paradigm contains the following four principles: (1) to have multiple perspectives on activities and information; (2) to have nonobtrusive integration through synchronous messages or through the representation of links between different sites and artifacts; (3) to combine sociotechnical factors by considering relations between artifacts and authorship so that distributed developers can infer important context information; and (4) to integrate formal configuration management and informal change notification via the use of visualizations embedded in integrated software development environments [11]. This paradigm stresses the importance of integrating coordination activities within the programming environment, and of making developers aware of the need for and simultaneously minimizing the distraction of software developers by using formal configuration management mechanisms and informal visual notification and awareness techniques. Redmiles et al. (2007) focus on socio-technical factors in the sense that peer-to-peer coordination needs are inferred by analyzing structural (technical) dependencies of the system components on which developers are working because they have to coordinate their tasks through social interactions when the resolution of perceived conflicts becomes necessary [3], [14]. Nakakoji et al. [10] present nine design guidelines for expertise support mechanisms. The guidelines state that expertise support mechanisms should be integrated with other development activities, be personalized and contextualized for the information-seeking developer, be minimized when other types of information artifacts are available, take into account the balance between the cost and benefit of an information-seeking developer and group productivity, consider social and organizational relationships when selecting developers for, minimize the interruption when approaching those who are selected for, provide ways to make it easier for developers to ask for help; provide ways to make it easier for developers to answer or not to answer the information request, and be socially aware. The guidelines presented by Nakakoji et al. [10] stress the importance of finding participants who not only have necessary information, but are also willing to provide the sought information in an appropriate way in a timely manner. The guidelines also pay attention to the cost to those who are asked to engage in expertise, and argue for the use of socially aware channels. They focus on the socio-technical aspect in the sense that finding potential participants takes into account not only technical skills of developers but also their social relationship with the information-seeking developer. Each approachs take socio-technical aspects into account differently. Research on c- comm focuses on socio-technical congruence, where the structural similarities between an organizational structure and software structure are primarily studied. Research on e-comm focuses on a socio-technical space, where social relations
8 among developers are considered in finding partners who would be willing to engage in the. Such differences of the two types of necessitate fundamental differences in designing support mechanisms, specifically, how to select participants for the, what timing to use to start, how to invite people to participate in the, which channel to use how to use the resulting communicative session (i.e., archives). Table 3 lists factors that are common and those that are distinctive to the two types of in software development.
9 Table 3: Comparison of Design Factors in relation to the development environment disturbance when needs are identified trade-off of not communicating alternative means to reduce the use of the object on which a developer is working the use of who is initiating the helping one in initiating helping those who are asked to participate in the awareness of channel Coordination Communication Expertise Communication integrate with the development environment conflicts are detected or possible conflicts are detected potential risks of rework caused by conflicts that might arise by not coordinating to visualize the status of the potential conflicts so that by glancing at the visualized information a developer may not need to engage in explicit by looking at what objects a developer presently works on in order to infer the impact network by using the initiator s impact network in selecting participants mechanisms to switch to an explicit mode with the peers in the impact network when urgent needs are detected mechanisms to judge how urgent and important the conflict is impact-aware so that developers can easily judge and communicate how much impact the emerging conflict might have and how to avoid and solve the conflict. minimize a developer is in need of information about the task at hand potential risks of slowing work when appropriate information is not provided to the informationseeking developer to guide the informationseeking developer to relevant artifacts such as source code and documents so that a developer may not need to engage in explicit by looking at what objects a developer previously worked on in order to infer the technical expertise of the developer by using the initiator s social relations in selecting participants mechanisms to ask without worrying about bothering peers mechanisms to minimize feeling guilty for not responding to the request socially aware so that developers use the right channel instead of the channel that is easier to use (whom to ask, through which media) Figure 1 illustrates how support mechanisms should be built in support of software developers. On the one hand, there should be a unified interactive framework with for the software developer that is integrated within a
10 development environment. Developers should not need to explicitly choose which type in which they would like to be engaging. Communication with peer developers should be supported as another type of information usage during software development, and needs to be integrated with a program- and documentauthoring and browsing environment. On the other hand, how the is designed and structured needs to be tuned to each of the two types of. What is needed is to take the above differences seriously into account and design the support mechanisms accordingly. Figure 1: An Architecture of Communication Support Mechanisms that Takes into Account Two Types of Communication 4. Concluding Remarks Nurturing in software development is not about increasing the amount of but about increasing the quality of the experience in the context of software development. Although having been recognized merely as communicative acts, different motives and needs are inherent when developers communicate with one another. Different computational mechanisms are necessary to realize successful. This paper presents our initial attempt to list different aspects necessary to take into account in designing mechanisms to support coordination and expertise. As opposed to general needs, there are either coordination needs or expertise needs. A real challenge would be to design a developer-centered unified interactive framework that seamlessly integrates the two.
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