Activity theory and human-computer interaction
Context and consciousness
Activity theory: implications for human-computer interaction
Context and consciousness
Joint attention and co-construction: new ways to foster user-designer collaboration
Context and consciousness
Context and consciousness
Mundane tool or object of affection?: the rise and fall of the Postal Buddy
Context and consciousness
Information ecologies: using technology with heart
Information ecologies: using technology with heart
Agile Software Development: Principles, Patterns, and Practices
Agile Software Development: Principles, Patterns, and Practices
Agile Software Development with Scrum
Agile Software Development with Scrum
Test Driven Development: By Example
Test Driven Development: By Example
Agile Project Management: Creating Innovative Products
Agile Project Management: Creating Innovative Products
Four ways to investigate assemblages of texts: genre sets, systems, repertoires, and ecologies
Proceedings of the 22nd annual international conference on Design of communication: The engineering of quality documentation
Extreme Programming Explained: Embrace Change (2nd Edition)
Extreme Programming Explained: Embrace Change (2nd Edition)
Agile Software Development: The Cooperative Game (2nd Edition) (Agile Software Development Series)
Agile Software Development: The Cooperative Game (2nd Edition) (Agile Software Development Series)
Acting with Technology: Activity Theory and Interaction Design (Acting with Technology)
Acting with Technology: Activity Theory and Interaction Design (Acting with Technology)
Integrating agility in the cs curriculum: practices through values
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Clean Code: A Handbook of Agile Software Craftsmanship
Clean Code: A Handbook of Agile Software Craftsmanship
Agile documentation with uScrum
Proceedings of the 26th annual ACM international conference on Design of communication
Organizing self-organizing teams
Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 1
ABC-Sprints: adapting Scrum to academic game development courses
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Agile Game Development with Scrum
Agile Game Development with Scrum
Proceedings of the 29th ACM international conference on Design of communication
Scrum across the CS/SE curricula: a retrospective
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Left to their own devices: ad hoc genres and the design of transmedia narratives
Proceedings of the 30th ACM international conference on Design of communication
Empirical evaluation of periodic retrospective assessment
Proceeding of the 44th ACM technical symposium on Computer science education
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In this paper, we detail findings about the use of Scrum--a widely adopted agile software development framework--among a student game development team. Looking closely at six weeks of Scrum practices from a larger fifteen-week ethnography, we describe how Scrum strongly mediates everyday actions for the thirteen participants we studied. In analyzing our data, we deployed activity theory in concert with genre theory to better understand how participants repeatedly articulated and coarticulated finite, goal-directed, individual actions in the service of a broader, ongoing, shared objective. We offer, therefore, a way of understanding the Scrum process framework as a powerful orienting genre that facilitates collective development practice by stabilizing and intermediating a host of related, dynamic genres and artifacts.