The work-reflection-learning cycle - Department of Computer and ...

The work-reflection-learning cycle - Department of Computer and ... The work-reflection-learning cycle - Department of Computer and ...

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project trajectory and involves facts as well as feelings. Anselm Strauss [3] uses the term ‘trajectory’ to describe: “(1) the course of any experienced phenomenon as it evolves over time” (e.g. an engineering project) and “(2) the actions and interactions contributing to its evolution” (pp.53-54). Events in a SE project can be understood in terms of the action and interaction taking place within the team and between the team and other stakeholders. While Strauss uses the concept ‘arc of action’ to describe a trajectory as retrospectively understood, we apply the term ‘reconstructed trajectory’ to the retrospective understanding of the process. From a social constructivist perspective [4, 5], project reality is interpreted through the individual’s unique history of social interactions. Team members assign different meaning and significance to events based on their previous experience and can be expected to remember different facts as significant to the project. Making a shared, reconstructed trajectory can be seen creating common ground [6] for communicating about the project process. Possible disputes over facts may be settled by checking available evidence. In the case of the interpretation of events, completely shared understanding among team members is unattainable in principle, but participants may get a richer understanding of the process through the encounter with others’ perspectives. Contradictions or discrepancies between interpretations may serve as a source of reflective thinking [7]. To support reconstruction of the shared trajectory and its use in reflection, it may be given a visual representation containing elements that are considered shared and agreed-upon as well as elements representing individual and possibly conflicting interpretations. Boud and colleagues present a model of reflection outlining three major components: experience(s), reflective process, and outcome [8]. Experience involves behavior, ideas and feelings. In the reflective process addressing the experience, there are three steps: 1) Returning to experience, 2) attending to feelings, and 3) re-evaluating experience. Essentially, this means reconstructing the trajectory of the experience. Boud et al.’s model is adequate for guiding the reconstruction of a project trajectory in a postmortem review. In particular, the process of reconstruction can be approached by decomposing it into the steps of returning to experience, attending to feelings and re-evaluating experience. As Boud et al. stress, the steps should not be understood as a fixed template. Reflection is situated and creative, moving back and forth between steps and sometimes omitting them. Among the many SE postmortem techniques [1] there is an approach which reflects well the idea of reconstructing a project trajectory: the timeline exercise as outlined by Derby et al. [9]. An example of its use in industry can be found in [10]. The exercise is based on industry best practice for postmortems. While the context of [9] and [10] is agile development, the timeline technique is not bound to any particular software lifecycle model. Derby et al. outline a basic exercise with some possible variations. The purpose of the exercise is to stimulate memories, make a picture from many perspectives, examine assumptions about who did what when, and see patterns. The exercise may be used for ’just the facts’, or facts and feelings. In the next section, we show how we have adapted and detailed the timeline exercise in line with the previously presented theory. 3. Design of a postmortem workshop in a SE project course The case of our study is an undergraduate project course taking up 50% of students’ workload in the last (6 th ) semester of the Bachelor program. The teams develop software for genuine customers. Each team receives one grade and has a supervisor from course staff. Deliveries include a software product, a project report in several versions and an oral 86 Authorized licensed use limited to: Norges Teknisk-Naturvitenskapelige Universitet. Downloaded on February 5, 2010 at 09:01 from IEEE Xplore. Restrictions apply. 164

presentation. In 2008, there were 11 teams of 3-5 students; 46 students altogether. The grade distribution in the course was 3 As, 4 Bs, 3 Cs and one D. B is a good grade that all but the most ambitious students would be satisfied with. The overarching learning goal of the course is to “get experience with SE project work in a team with a customer”, and postmortem reflection is seen as important to the learning outcome. In 2008 it was decided to provide support for this reflection by running a facilitated workshop with each team, to achieve active participation by all team members. The workshops were obligatory and scheduled between the final delivery and the oral project presentation. The author of this paper was the workshop facilitator. She started the semester as course coordinator, and after the course startup she continued only as researcher on the teams’ work. At the outset of the workshop, the students were informed that the facilitator was not involved in project evaluation, and that nothing said or written would be referred to outside the room, except made anonymous and for research purposes. All teams accepted audio recording and having pictures taken of the resulting work on the whiteboard. The photos were sent to each team at the end of the workshop as a resource for their work on the reflection notes. The workshop setting was as follows: The participants were sitting by a table in a room with a large-size whiteboard. Each participant was provided with an A3 paper form containing a timeline marked with some major project events (e.g. main deliveries). On top of the sheet was a smiley face, and at the bottom a sad face (See Figure 1). On the table, there were pens and whiteboard markers in different colors. The workshop lasted 60 minutes and was divided into eight tasks (see Table 1). Task 1 is the introduction, in which background information is provided. Tasks 2-3 comprises individual and shared work to draw the project timeline. Individual timelines are made on the A3 sheets and the shared timeline is drawn by the facilitator on the whiteboard. Tasks 4-5 comprise individual drawing of experience curves on the A3 sheets and the drawing and presentation of the curves along the timeline on the whiteboard (see Figure 1). With reference to Boud et al.’s reflection model, tasks 2-5 can be seen as a ‘Returning to experience’ reflection step. Tasks 4-5 explicitly prescribe ‘attending to feelings’. In tasks 6-7, the team is ‘re-evaluating experience’ by taking different perspectives: those of tasks, roles and lessons learned. In this way, issues that have emerged in tasks 2-5 are re-examined, and issues that have so far been missed may be brought up. The wrap-up in task 8 encourages an overall perspective on the process and can be used by the facilitator to have participants’ feedback on the workshop itself. Task name 1 Intro (5 min) 2 Individual timelines (5 min) 3 Shared timeline (15 min) 4 Individual experience curves (5 min) 5 Present curves (10 min) Description Explain the purpose and agenda of the workshop. Clarify issues of confidentiality and research Each participant gets an A3 sheet of paper with a timeline reporting common events in the course (mainly the deliveries). The participants are asked to individually add events that they perceived had an impact on their project. Participants take turn in explaining the events they have listed The facilitator marks the events on the whiteboard on a timeline similar to the one on the individual sheets. The team members each draw their experience curve (or ‘satisfaction curve’) on the A3 sheet. The smiley face on top of the sheet indicates a level of great satisfaction. Down at the bottom is great dissatisfaction, and the timeline itself marks a neutral position in the middle. Each member in turn goes to the whiteboard, which holds the shared timeline. The team member first draws her curve with her whiteboard marker, next explains its shape. At the end of the session, all team members’ experience curves can be found on the whiteboard. 87 Authorized licensed use limited to: Norges Teknisk-Naturvitenskapelige Universitet. Downloaded on February 5, 2010 at 09:01 from IEEE Xplore. Restrictions apply. 165

project trajectory <strong>and</strong> involves facts as well as feelings. Anselm Strauss [3] uses the term<br />

‘trajectory’ to describe: “(1) the course <strong>of</strong> any experienced phenomenon as it evolves over<br />

time” (e.g. an engineering project) <strong>and</strong> “(2) the actions <strong>and</strong> interactions contributing to its<br />

evolution” (pp.53-54). Events in a SE project can be understood in terms <strong>of</strong> the action <strong>and</strong><br />

interaction taking place within the team <strong>and</strong> between the team <strong>and</strong> other stakeholders. While<br />

Strauss uses the concept ‘arc <strong>of</strong> action’ to describe a trajectory as retrospectively understood,<br />

we apply the term ‘reconstructed trajectory’ to the retrospective underst<strong>and</strong>ing <strong>of</strong> the process.<br />

From a social constructivist perspective [4, 5], project reality is interpreted through the<br />

individual’s unique history <strong>of</strong> social interactions. Team members assign different meaning<br />

<strong>and</strong> significance to events based on their previous experience <strong>and</strong> can be expected to<br />

remember different facts as significant to the project. Making a shared, reconstructed<br />

trajectory can be seen creating common ground [6] for communicating about the project<br />

process. Possible disputes over facts may be settled by checking available evidence. In the<br />

case <strong>of</strong> the interpretation <strong>of</strong> events, completely shared underst<strong>and</strong>ing among team members is<br />

unattainable in principle, but participants may get a richer underst<strong>and</strong>ing <strong>of</strong> the process<br />

through the encounter with others’ perspectives. Contradictions or discrepancies between<br />

interpretations may serve as a source <strong>of</strong> reflective thinking [7]. To support reconstruction <strong>of</strong><br />

the shared trajectory <strong>and</strong> its use in <strong>reflection</strong>, it may be given a visual representation<br />

containing elements that are considered shared <strong>and</strong> agreed-upon as well as elements<br />

representing individual <strong>and</strong> possibly conflicting interpretations.<br />

Boud <strong>and</strong> colleagues present a model <strong>of</strong> <strong>reflection</strong> outlining three major components:<br />

experience(s), reflective process, <strong>and</strong> outcome [8]. Experience involves behavior, ideas <strong>and</strong><br />

feelings. In the reflective process addressing the experience, there are three steps: 1)<br />

Returning to experience, 2) attending to feelings, <strong>and</strong> 3) re-evaluating experience. Essentially,<br />

this means reconstructing the trajectory <strong>of</strong> the experience. Boud et al.’s model is adequate for<br />

guiding the reconstruction <strong>of</strong> a project trajectory in a postmortem review. In particular, the<br />

process <strong>of</strong> reconstruction can be approached by decomposing it into the steps <strong>of</strong> returning to<br />

experience, attending to feelings <strong>and</strong> re-evaluating experience. As Boud et al. stress, the steps<br />

should not be understood as a fixed template. Reflection is situated <strong>and</strong> creative, moving back<br />

<strong>and</strong> forth between steps <strong>and</strong> sometimes omitting them.<br />

Among the many SE postmortem techniques [1] there is an approach which reflects well<br />

the idea <strong>of</strong> reconstructing a project trajectory: the timeline exercise as outlined by Derby et al.<br />

[9]. An example <strong>of</strong> its use in industry can be found in [10]. <strong>The</strong> exercise is based on industry<br />

best practice for postmortems. While the context <strong>of</strong> [9] <strong>and</strong> [10] is agile development, the<br />

timeline technique is not bound to any particular s<strong>of</strong>tware life<strong>cycle</strong> model. Derby et al.<br />

outline a basic exercise with some possible variations. <strong>The</strong> purpose <strong>of</strong> the exercise is to<br />

stimulate memories, make a picture from many perspectives, examine assumptions about who<br />

did what when, <strong>and</strong> see patterns. <strong>The</strong> exercise may be used for ’just the facts’, or facts <strong>and</strong><br />

feelings.<br />

In the next section, we show how we have adapted <strong>and</strong> detailed the timeline exercise in<br />

line with the previously presented theory.<br />

3. Design <strong>of</strong> a postmortem <strong>work</strong>shop in a SE project course<br />

<strong>The</strong> case <strong>of</strong> our study is an undergraduate project course taking up 50% <strong>of</strong> students’<br />

<strong>work</strong>load in the last (6 th ) semester <strong>of</strong> the Bachelor program. <strong>The</strong> teams develop s<strong>of</strong>tware for<br />

genuine customers. Each team receives one grade <strong>and</strong> has a supervisor from course staff.<br />

Deliveries include a s<strong>of</strong>tware product, a project report in several versions <strong>and</strong> an oral<br />

86<br />

Authorized licensed use limited to: Norges Teknisk-Naturvitenskapelige Universitet. Downloaded on February 5, 2010 at 09:01 from IEEE Xplore. Restrictions apply.<br />

164

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