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Cross-Community Collaboration <strong>and</strong> Learning in Customer-Driven<br />

S<strong>of</strong>tware Engineering Student Projects<br />

Birgit Krogstie<br />

NTNU<br />

birgitkr@idi.ntnu.no<br />

Bendik Bygstad<br />

NITH<br />

bendik.bygstad@nith.no<br />

Abstract<br />

This paper explores collaboration <strong>and</strong> <strong>learning</strong> between stakeholders in customer-driven<br />

student projects. <strong>The</strong> research objectives are to obtain empirically based knowledge on how<br />

students relate to stakeholders in customer-driven projects, <strong>and</strong> to suggest implications for<br />

the pedagogical design <strong>of</strong> the project courses.<br />

Empirical data was collected from two Bachelor courses in s<strong>of</strong>tware engineering at two<br />

<strong>learning</strong> institutions in Norway. To make sense <strong>of</strong> the interaction between the three<br />

stakeholders in the project: the student groups, the university <strong>and</strong> the customer, we build on<br />

Wenger’s concept <strong>of</strong> communities <strong>of</strong> practice <strong>and</strong> on the concept <strong>of</strong> boundary objects.<br />

Our analysis highlights that students, through practical experience in the projects, learn to<br />

balance the requirements <strong>and</strong> expectations from different stakeholders in designing a <strong>work</strong>ing<br />

technical solution - a valuable skill for s<strong>of</strong>tware engineers. We argue that for students to<br />

learn to balance stakeholders’ interests in the best possible way, visibility <strong>of</strong> stakeholders’<br />

goals should be focused throughout the projects. Explicit reference to the goals should be<br />

incorporated into project artifacts serving as boundary objects. Collaboration technologies<br />

providing st<strong>and</strong>ard shared <strong>work</strong>space functionality are seen as adequate to support this.<br />

1. Introduction<br />

S<strong>of</strong>tware Engineering (SE) project courses provide students with arenas for project<br />

based <strong>learning</strong> [1, 2] <strong>and</strong> serve as a stage <strong>of</strong> transition from the student role to that <strong>of</strong> a<br />

SE pr<strong>of</strong>essional. Projects with external customers <strong>and</strong> “real” problems provide<br />

authenticity [3] <strong>and</strong> have been found to be useful in preparing the students for <strong>work</strong> in<br />

the IT industry [4]. A pedagogical ideal for the projects can be seen to have the students<br />

complete a tour <strong>of</strong> “educational refinement” in the SE “real world”, making use <strong>of</strong> their<br />

knowledge <strong>and</strong> skills to their best <strong>of</strong> their ability while having their beliefs challenged.<br />

Through the projects, we want students to make a first step towards practicing the SE<br />

‘methodology-in-action’ [5] which requires enough experience to allow for a critical<br />

distance to, <strong>and</strong> application <strong>of</strong>, the formalized SE methodology taught at the university.<br />

In SE projects, success depends on the team recognizing <strong>and</strong> reconciling the different<br />

goals, knowledge <strong>and</strong> practices among major stakeholders [6, 7]. In customer-driven<br />

student projects, there is one stakeholder not found in pr<strong>of</strong>essional SE: the university as<br />

represented by the course staff. <strong>The</strong> latter serves as a resource assisting the students in<br />

meeting realistic challenges <strong>of</strong> SE <strong>work</strong>, e.g. managing the customer relationship, but at<br />

the same time, they impose complexity <strong>and</strong> constraints that are not there in real SE<br />

<strong>work</strong>. <strong>The</strong> research objectives <strong>of</strong> the <strong>work</strong> presented in this paper are to obtain<br />

empirically based knowledge on how students relate to stakeholders in customer-driven<br />

projects, <strong>and</strong> to suggest implications for the pedagogical design <strong>of</strong> the project courses.<br />

In what follows, we first introduce our theoretical underst<strong>and</strong>ing <strong>of</strong> stakeholder<br />

communities <strong>and</strong> goals, <strong>and</strong> how students’ reconciliation <strong>of</strong> them is essential to<br />

<strong>learning</strong>. Particularly, we point to the role <strong>of</strong> artifacts as boundary objects between<br />

communities. In section 3 we present our case study. In section 4 we provide a number<br />

20th Conference on S<strong>of</strong>tware Engineering Education & Training (CSEET'07)<br />

0-7695-2893-7/07 $20.00 © 2007<br />

Authorized licensed use limited to: Norges Teknisk-Naturvitenskapelige Universitet. Downloaded on February 5, 2010 at 08:55 from IEEE Xplore. Restrictions apply.<br />

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