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Helen Sharp

Has also published under the name of:
"H. Sharp"

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Publications by Helen Sharp (bibliography)

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2009
 
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Robinson, Hugh and Sharp, Helen (2009): The emergence of object-oriented technology: the role of community. In Behaviour and Information Technology, 28 (3) pp. 211-222.

On the basis of an analysis of contemporaneous materials, we present a history of object-oriented technology from the late 1970s, when object orientation was little known, until the early 1990s, when object-oriented technology was widely accepted across computer science. We identify three phases of emergence: interpretative flexibility; community and dissemination; and pervasiveness. We describe the role of various communities, constituencies, fora and programming languages, and show how the intellectual history of an idea underpinning a technology differs from that technology's path of adoption.

© All rights reserved Robinson and Sharp and/or Taylor and Francis

 
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Sharp, Helen, Robinson, Hugh and Petre, Marian (2009): The role of physical artefacts in agile software development: Two complementary perspectives. In Interacting with Computers, 21 (1) pp. 108-116.

Agile software development promotes feedback, discipline and close collaboration between all members of the development team, and de-emphasises documentation, 'big design up front' and hierarchical processes. Agile teams tend to be co-located and multi-disciplinary, and rely heavily on face-to-face communication and seemingly simple physical artefacts to support interaction. In this paper we focus on the functionality of two key physical artefacts -- the story card and the Wall -- which, individually and in combination, underpin the team's activity. These artefacts have two main roles -- one which enables a shared understanding of requirements and one which facilitates the development process itself. We consider these roles from two perspectives: a notational perspective and a social perspective. This discussion shows how the two perspectives -- the notational and the social -- intertwine and are mutually supportive. Any attempt to replace these physical artefacts with alternative support for an agile team needs to take account of both perspectives, and the complex relationships between them.

© All rights reserved Sharp et al. and/or Elsevier Science

 
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Sharp, Helen and Hall, Tracy (2009): An initial investigation of software practitioners' motivation. In: Proceedings of the 2009 International Workshop on Cooperative and Human Aspects of Software Engineering 2009. pp. 84-91.

Motivation is one of the most frequently cited causes of software development project failure, reportedly impacting on project productivity, software quality and the overall success of the project. Much of the previous research into software engineers' motivation cites the job itself as the main motivator, yet little research has focused on why software engineers stay in the profession. This paper reports on an empirical investigation with experienced software practitioners which focuses on this issue and compares our findings with existing work. The results show that aspects of 'people' are important in job satisfaction and project choice, while a practitioner's standing in the community is a key influence on whether or not he/she will stay in software engineering; aspects of 'creativity' are mentioned most often as making software development worthwhile. When asked to identify three key elements of motivation, aspects of 'people' were mentioned the most often.expand

© All rights reserved Sharp and Hall and/or ACM Press

2008
 
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Sharp, Helen and Robinson, Hugh (2008): Collaboration and co-ordination in mature eXtreme programming teams. In International Journal of Human-Computer Studies, 20 (7) pp. 506-518.

Mature eXtreme programming (XP) teams are highly collaborative and self-organising. In previous studies, we have observed that these teams rely on two apparently simple mechanisms of co-ordination and collaboration: story cards and the Wall. Story cards capture and embody the user stories which form the basis of implementation, while the Wall is a physical space used to organise and display the cards being implemented during the current development cycle (called an iteration). In this paper, we analyse the structure and use of story cards and the Wall in three mature XP teams, using a distributed cognition approach. The teams work in different commercial organisations developing different systems, yet we find significant similarities between their use of these two artefacts. Although simple, teams use the cards and the Wall in sophisticated ways to represent and communicate information that is vital to support their activities. We discuss the significance of the physical medium for the story cards and the Wall in an XP team and discuss the considerations that need to be taken into account for the design of technology to support the teams.

© All rights reserved Sharp and Robinson and/or Academic Press

2007
 
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Sharp, Helen, Rogers, Yvonne and Preece, Jennifer J. (2007): Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons

Cited on the following page:

» Interaction Design: [/encyclopedia/interaction_design.html]


 
 
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Nocera, Jose Abdelnour, Dunckley, Lynne and Sharp, Helen (2007): An Approach to the Evaluation of Usefulness as a Social Construct Using Technological Frames. In International Journal of Human-Computer Interaction, 22 (1) pp. 153-172.

This article describes an investigation of the way usefulness of an information system is shaped by sociocultural factors in a work context. It presents technological frames as a conceptual tool that helps to understand usefulness from this point of view. It suggests that developers and users shape their experience of the usefulness of a system through these technological frames. This is illustrated with a qualitative study, in which developers' expectations of the usefulness of an enterprise resource planning system differed from those of users, who experienced the usefulness of the same system in diverse ways. Technological frames are proposed as an analysis framework for assessing how context and local culture shape the utility and usability of systems in situ, that is, once they are deployed to their actual contexts of use.

© All rights reserved Nocera et al. and/or Lawrence Erlbaum Associates

 
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Baddoo, Nathan, Beecham, Sarah, Hall, Tracy, Robinson, Hugh and Sharp, Helen (2007): Motivating Software Engineers - A Theoretically Reflective Model. In: Cordeiro, José and Filipe, Joaquim (eds.) ICEIS 2008 - Proceedings of the Tenth International Conference on Enterprise Information Systems Volume HCI June 12-16, 2007, Barcelona, Spain. pp. 174-180.

2004
 
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Sharp, Helen, Woodman, Mark and Hovenden, Fiona (2004): Tensions around the adoption and evolution of software quality management systems: a discourse analytic approach. In International Journal of Human-Computer Studies, 61 (2) pp. 219-236.

This paper reports some results from a project to uncover the non-technical factors that affect the adoption and evolution of software quality management systems (SQMS). The data which the paper discusses comes from interviews with people involved in the quality effort in four different companies. Our approach to data collection was to use semi-structured interviews and to encourage interviewees to talk about their experiences of quality management and software development in their own organizations. We analysed this data using discourse analysis, informed by ethnographic observation, and identified a number of themes, one of which was the tensions that exist around the adoption and evolution of SQMS. In this paper, we present and discuss our approach to discourse analysis and some results that illustrate the tensions we found. We hope, thereby, to demonstrate how software engineers may use a technique from the social sciences to better understand their own practices.

© All rights reserved Sharp et al. and/or Academic Press

2002
 
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Preece, Jennifer J., Rogers, Yvonne and Sharp, Helen (2002): Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons

Cited on the following pages:

» Tradition and transcendence: [/encyclopedia/tradition_and_transcendence.html]

» Agile Usability Engineering: [/encyclopedia/agile_usability_engineering.html]

» Ethnography: [Not yet published]


 
2001
 
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Dimitrova, M., Sharp, Helen and Wilson, S. (2001): Why Do Experts Predict False Alarms? An Empirical Investigation into the Validity of Expert Evaluations of Instructional Multimedia Software. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 1247-1251.

1994
 
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Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing

Cited on the following page:

» Interaction Styles: [/encyclopedia/interaction_styles.html]


 
 
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Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen, Benyon, David, Holland, Simon and Carey, Tom (1994): Human-Computer Interaction. Reading, Mass., Addison-Wesley Publishing

 
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Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen, Benyon, David, Holland, Simon and Carey, Tom (1994): Human-Computer Interaction. Reading, Mass., Addison-Wesley Publishing

1991
 
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Sharp, Helen (1991): The Role of Domain Knowledge in Software Design. In Behaviour and Information Technology, 10 (5) pp. 383-401.

If effective knowledge-based support is to be provided for software designers, the process of software design, and the classes of knowledge used by designers must be understood more clearly. It has been shown that software designer's experience of designing software in the current application domain has a significant effect on the production of a quality design. However, in gaining experience of designing software, a designer gains knowledge in various distinct areas, including software design and the application domain. It is currently unclear which elements of this experience are important. In particular, the role of application domain knowledge that is independent of software design is of great significance for builders of intelligent software design support systems, since the overheads involved in providing application domain knowledge for a variety of application domains in such systems would be huge. This paper reports on a study that has been carried out to gain insights into this question, based around the structured techniques of DeMarco (1979) and Yourdon and Constantine (1979). From this preliminary investigation it would appear that a designer's general knowledge of the application domain does not affect the quality of a design produced for a system in this domain; this runs contrary to current popular beliefs.

© All rights reserved Sharp and/or Taylor and Francis

 
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Page maintainer: The Editorial Team
How to cite/reference this page
URL: http://www.interaction-design.org/references/authors/helen_sharp.html

Publication statistics

Pub. period:1991-2009
Pub. count:14
Number of co-authors:16



Co-authors

Number of publications with 3 favourite co-authors:

Jennifer J. Preece:5
Yvonne Rogers:5
Hugh Robinson:4

 

 

Productive colleagues

Helen Sharp's 3 most productive colleagues in number of publications:

Yvonne Rogers:89
Jennifer J. Preece:46
David Benyon:44
 
Apr 03

Ironically, the thing that will likely make the least improvement in the ease of use of software-based products is new technology. There is little difference technically between a complicated, confusing program and a simple, fun, and powerful product.

-- Alan Cooper, The Inmates are Running the Asylum, p. 15.

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