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Creativity in Software Engineering: A systematic literature review University of Oulu Department of Information Processing Science Master’s Thesis Ahmed Lasisi May, 2016.

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Creativity in Software Engineering: A systematic

literature review

University of Oulu

Department of Information Processing

Science

Master’s Thesis

Ahmed Lasisi

May, 2016.

2

Abstract

The competitive nature of industries and emergence of newer technologies demands an

improving and creative approach in the development of software solutions. Conventional

approaches to software development are characterized by sequential stiffened procedures

with rigid management practices. These approaches limit the potential of alternative

creative processes by impeding the adoption of one's intuition, ability to explore,

knowledge sharing and collaboration among developers. Software Engineering (SE) is a

complex domain that requires intense creative activities for its sustainability; hence a firm

understanding of creativity is in need. Creativity is a cognitive activity that is influenced

by people, process, product and place.

The study identified 89 primary studies through systematic literature review conducted to

analyze, synthesize and aggregate evidences regarding the state-of-art on research of

creativity in software engineering with the aim of addressing the techniques, tools, factors

and measurement of creativity in software engineering domain.

The findings revealed that the requirement and design phases of software development

are more important stages in the development process where design decisions are made

and creativity is much emphasized. Factors categorized as extrinsic and intrinsic factors

are said to influence creative practices in SE domain. The adoption of creativity

techniques such as collaboration, knowledge sharing and brainstorming with appropriate

lightweight creativity supporting tools were identified to influence creative practices in

software engineering domain, while its evaluation is difficult and subjective.

In conclusion, the study advocates the adoption of creative practices with flexible

management style in software development towards the building of effective and timely

software. However, assertive adherence to traditional practices in software development

could hamper creative practices. There exists no ultimate solution to creativity, beyond

the harnessing of human cognitive capability. Hence, the management of software project

should seek the development of the creative mind (engineers) with an embracing

management practices for continuous deliverance of effective and novel solutions. The

findings could impacts decision making of stakeholders in software engineering domain

towards harnessing of creative practices.

Keywords: Creativity, software engineering

Supervisor: Rahul Mohanani.

Co-Supervisor: Prof. Burak Turhan

3

Foreword

All gratitude is due to almighty Allah. My sincere appreciation goes to my family, friends

and especially my wife for her patience and understanding during my study. The support,

guidance, critics and commitment from Rahul Mohanani and Prof. Burak Turan was

appreciative and commendable. I say a big thank you to the University of Oulu, for the

wonderful platform provided in actualizing this research work.

4

Contents

Abstract ............................................................................................................................. 2

Foreword ........................................................................................................................... 3 1. Introduction .................................................................................................................. 5 2. Background Studies ...................................................................................................... 9

2.1 Software engineering ........................................................................................... 9 2.2 Creativity and software engineering .................................................................. 10

3. Systematic Literature review ...................................................................................... 15 3.1 SLR… ................................................................................................................ 15 3.2 Planning Review ................................................................................................ 16

3.3 Conducting the Review ...................................................................................... 16 3.3.1 Search strategy and data sources ............................................................ 16 3.3.2 Selection of primary studies ................................................................... 19 3.3.3 Study selection procedure ....................................................................... 20

3.3.4 Pilot Testing ............................................................................................ 21 3.3.5 Quality Assessment ................................................................................ 22 3.3.6 Data Extraction ....................................................................................... 24 3.3.7 Data Synthesis ........................................................................................ 25

4. Results ........................................................................................................................ 26 4.1 To what extents has creativity been studied in SE (RQ1)? ................................ 26

4.1.1 Publication Distribution per year ............................................................ 26

4.1.2 Creativity Definition ............................................................................... 27

4.1.3 Analysis and Discussion ......................................................................... 28 4.1.4 Study Context ......................................................................................... 29 4.1.5 Creativity distribution in SE phases ....................................................... 30

4.1.6 Analysis and Discussion ......................................................................... 31 4.2 What are the techniques used in introducing and enhancing creativity in SE

(RQ 2)? .............................................................................................................. 33 4.2.1 Results 33 4.2.2 Analysis and Discussion ......................................................................... 35

4.3 What are tools used in introducing/enhancing creativity in SE? ....................... 37

4.3.1 Analysis and Discussion ......................................................................... 39 4.4 What are the factors that influence creativity in SE (RQ 3)? ............................ 41

4.4.1 Results 41 4.4.2 Analysis and Discussion ......................................................................... 42

4.5 What are the ways of measuring creativity in SE (RQ4)? ................................. 45 4.5.1 Results 46 4.5.2 Analysis and discussion .......................................................................... 47

5. Discussion .................................................................................................................. 48 6. Conclusion .................................................................................................................. 51

6.1 Research implication .......................................................................................... 52 6.2 Validity threats and Limitations of study .......................................................... 53

References ....................................................................................................................... 54

Appendix A: Lists of Accepted Primary studies ............................................................. 61

5

1. Introduction

Human cognition and information are basis for creativity (Amabile, 1983; Amabile and

Gryskiewicz, 1989). Creativity is endowed in every being which can be developing

through social collaboration and practices, and forming relationship between unconnected

entities and events (Henry, 2006). The steady inventions in different disciplines are all

dividend of human creativeness in technological manifestation. Human encounter diverse

challenges throughout their life and they endeavor in resolving them through diverse

thinking and collaboration, in minimizing the problem gap. In similar approach, software

engineers’ seeks creative approaches in the development of quality and cost effective

software solutions (Rus and Lindvall, 2002.)

According to Amabile (1983), creativity is the production of novel useful ideas. Creativity

is observed as the basic processes relating to production of novel and functional ideas by

an individual or group of individuals working together (Amabile, 1996;

Csikszenthmihalyi, 1999). Several research theories have attributed creativity largely to

novelty and useful ideas generation towards a problem solution (Amabile et.al, 2005).

Novelty is seen as the distinguishing factor for creativity (Amabile, 1983) which depends

on cognitive variation within the creative mind, hence creativity might increases as

cognitive elements varies (Nguyen and Shanks, 2008; Amabile, 2005.)

Creativity could be of diverse complex forms that exist within a variety of contexts such

as social and educational contexts (Kozbelt, Beghetto, Runco, 2010; Adams, 2005).

Creativity has been a theme of research in disciplines such as; management (Crawford

et al., 2012), human cognition (Hayes, 1989), Social and organizational psychology,

(Amabile, 1983; 1988; Amabile & Gryskiewicz, 1989), arts (Zimmerman, 2010) and

pedagogy (Arbaoui et al., 1999) longer than in software engineering (Maiden, Jones,

Karlsen, Neill, Zachos and Milne, 2010). Creative idea is a product of divergent

thinking but excess thinking without conservation prevents relevant thoughts and

promotes shifts from useful subjective focus (Kozbelt, Beghetto, Runco, 2010).

Creativity is a cognitive activity and it’s influenced by processes like emotion and mood

(Amabile, Barsade, Mueller and Staw, 2005). It is regarded as an essential approach in

managing the challenges of software development problems (Highsmith and Cockburn,

2001.)

Software engineering is a field that requires in-depth process understanding (Crawford

and Barra, 2007) that is determined by the input of human creativeness, comprehension

6

and reasoning (Florida, Knudsen, Stolarick and Youl Lee, 2006). Software engineering is

a collaborative task, which encourages knowledge synergy from diverse discipline (Walz,

Elam and Curtis, 1993; Tiwana and Keil, 2004). The sporadic changes in Information

technology field, demands the creativeness of software engineers (Fischer, Boogaard and

Huysman, 1994) in providing quality and cost effective solutions. Creativity is recognized

as an important factor in software engineering (Mich, Anesi and Berry, 2004; Graziotin,

2013). The human knowledge and her creative potentials are key factors for software

development (Amin, Basri, Hassan and Rehman, 2011). Agile software development

methodologies such as Extreme encoding (XP), scrum practices do foster creativity in

software development (Sutling, Mansor, Widyarto, Letchmunan, and Arshad 2014). In

management phase of software development, the project manager is encouraged to adopt

agile methods in addressing development process challenges and to foster creativity

(Sutling, Mansor and Widyarto, 2014). In software testing, exploratory testing has been

identified to depend on human cognition and supports creativity (Shoaib, Nadeem, and

Akbar, 2009). Several researches have investigated creativity in requirement engineering,

with emphasis on framing requirement as a creative solving process (Maiden et, al., 2010)

and in software design (Akin, 1990; Ball, Onarheim & Christensen, 2010; Díaz et al.,

2014). Requirement engineering encourages the adoption of creative techniques as an

important tools for user’s requirement content clarity and implementation (Saha, Selvi,

Buyukcan and Mohymen, 2012; Maiden, Jones, Karlsen, Neil, Zachos and Milne, 2010;

Crawford, Barra, Sot and Monfroy, 2012; Nguyen and Shanks, 2008; Lemos, Alves,

Duboc and Rodrigues, 2012). Software engineering practitioners and researchers have

considered creativity as a key success factor (Maiden, Jones, Karlsen, Neil, Zachos and

Milne, 2010; Graziotin, 2013), in which the consequences has been beneficial at large in

terms of cost, quality and satisfaction.

Software’s are complex systems, essentially developed by human for human benefits

(Crawford et.al, 2012). Human needs are reflected in engineering requirement that is

translated into satisfactory products through creativity (Hoffman, Cropley, Cropley,

Nguyen and Swatman, 2007). Attempt to comprehend creativity requires a round

knowledge of it, which will provide an improved process of software development for

effective solutions to complex issues (Graziotin, 2013).

The study decipher creativity from innovation, as creativity is described as the generation

of novel and useful idea(Amabile, 1983; 1988) while innovation is regarded as the

application of creative outcome (Maiden, et. al., 2010). The research focuses more on

7

creativity in software development with emphasis on its introduction, impacts, factors and

measurement. In accordance to the notion that software engineering challenges demands

creative thinking in providing effective solutions (Fuggetta, 2000; Crawford, Barra, Soto

and Monfroy, 2012; Gu and Tong, 2004), there has been no adequate empirical evidences

regarding software development as a creative activity (Maiden and Gizikis, 2004;

Graziotin, 2013). Recently, there has been several researches focused towards the

essential of creativity in requirement engineering(Robertson, 2002; Maiden and Gizkins,

2001; Lemos, Alves, Duboc and Rodrigues, 2012) and software design (Akin, 1990; Ball,

Onarheim & Christensen, 2010; Díaz et al., 2014) but there is need to understand what

creativity is in software development from the viewpoint of software engineering (Wen,

Zhang, Liu and Yang, 2010; Graziotin, 2013; Adams and Trapp, 2015.)

Having acknowledged the importance of creativity in software engineering (Henry,

2006; Graziotin, 2013; Maiden and Gizkins, 2001), this motivates the present research

in conducting a systematic literature review to understand the current state-of-art

research on creativity in software engineering domain. A systematic literature review

was adopted according to (Kitchenham, Brereton, Budgen, Turner, Bailey, and

Linkman, 2009) guidelines, to analyze, evaluates, synthesize and classify scientific

literature regarding creativity in software engineering. The summarized evidences from

the literature review will be used to answer the following research questions:

R1: To identify the extent in which creativity has been studied in Software

Engineering?

R2: What are the techniques used in introducing and enhancing creativity in

software engineering?

R3: What are the tools used in introducing and enhancing creativity in software

engineering?

R4: What are the factors that influence creativity in software development?

R5: What are the ways of measuring creativity in software engineering?

The deductions from the literature reviewed could be of importance to practitioners

willing to adopt creative practices in development of novel and useful software solutions

that could measure up with the emerging technology. Also, it could provide insights to

researchers on new research areas and opportunities for exploration.

This study was organized as follows: In chapter 2, the background review of the study

was discussed. Chapter 3 describes the adopted method used in systematic literature

review, this entails the review protocols, inclusion and exclusion criteria, quality

8

assessment and data extraction from the selected primary studies. Chapter 4, gives the

results, analysis and discussion of the synthesized themes resulting from study research

questions. Chapter 5 was dedicated for discussion in comparing key findings with

background review and finally chapter 6 presents the conclusion, research implication

and validity threats and limitations of study.

9

2. Background Studies

Software engineering has been recognized in Software Engineering Body of Knowledge

SWEBOK, which provides content agreement on software engineering discipline

(SWEBOK, 2004). The following terms were defined according to the IEEE Standard

glossary of software engineering terminology (1990.)

Software engineering: “(1) the application of a systematic, disciplined, quantifiable

approach to the development, operation, and maintenance of software; that is, the

application of engineering to software. (2) the study of approaches as in (1)” (IEEE.

1990.)

Creativity According to Amabile (1983), “creativity is production of novel useful ideas”.

Innovation is regarded as the breakthrough in creative solution (Adams, 2005.)

The above definitions were considered to make a clear distinction in the present research

that the research work is focused towards software engineering with emphasis on

creativity and not innovation.

2.1 Software engineering

Software development comprises of activities that involve collaboration of different

individual at every phase of its development (Kusumasari, Supriana, Surendro, and

Sastramihardja, 2011).The tasks of software engineers is large and complex (Ackerman,

2014), such that it requires the collaboration and contributions of varied expertise from

different background(Gandomani, Zulzalil, Ghani, Sultan, and Sharif, 2014). Software

systems are essential, such that parts of its failure in critical systems can results in life

threatening situation, though various software failure has been recorded in the past

(Baxter and Sommerville, 2011). Software has been found influential in all phases of our

daily lives and also to larger extent become vital component of many industries (Herbsleb

and Moitra, 2001). The basis of software engineering entails the development of software

in addressing the issue of producing viable solutions to sets of functional requirement

(Cowling, 2004.) Software systems are complex abstract systems with high failure rate

(Kusumasari, Supriana, Surendro, and Sastramihardja, 2011). Diverse methodologies,

approaches and techniques have been adopted to facilitate the development of software

solutions, in which some has been less widely accepted than expected (Bourque, Dupuis,

Abran, Moore, Tripp and Wolff, 2002).

10

Software development entails development of software in a planned and organized

approach. The development of software does gradually emerges from the classical

waterfall model (Royce, 1970) of stable non overlapping requirement to the present

evoking agile practices that encourages collaboration among stakeholders(Crawford et

al., 2012; Hollis & Maiden, 2013; Sutling et al., 2014) in the development of creative

software. Boehm, 1988, proposes the Spiral model of software development to

compensate and improve the inefficiency of the traditional waterfall model. Many

software engineering projects has resulted in failure (Kusumasari, Supriana, Surendro,

and Sastramihardja, 2011) and design creativity are hindered due to fixation in

requirements (Mohanani, Ralph, and Shreeve, 2014), higher outcome expectation and

lack of creative process in the design process (Baxter and Sommerville, 2011). Hence,

the demand for flexible collaborative approaches in software development could be

embraced (Fraser et.al, 2013.)

2.2 Creativity and software engineering

According to Amabile (1983), creativity is production of novel useful ideas. Novelty is

seen as the distinguishing factor for creativity (Amabile, 1983) which depends on

cognitive variation within the creative mind (Amabile, 2005). According to (Mumford

and Gustafson, 1998) the dimensions of creativity require the generation of novel and

innovative products, and such products must be of social relevance. Creativity was

considered to be an output of an unplanned or sudden occurrence resulting in valuable

output (Boden, 2004; Nguyen and Shanks, 2009). Also, creativity does not necessarily

depicts something new but could results from the combination of existing product or

process (Crawford et al., 2012). It is defined as an internal process of exploration and

transformation of the conceptual space in an individual mind (Boden, 1991; 1998).

Creativity is describe as persuasion, such that person could be persuaded to be adopt

creative practices (Amabile, 1990). Creativity may be understood using a set of

dimensions including creativity elements (product, process, people, domain and socio-

organisation), creativity levels, and creativity loci (Nguyen and Shanks, 2009.)

Contextual creativity is related to the interaction of four elements (process, product,

person and place) that are referred to as "four P's" (Kozbelt, Begheuo and Runco, 1990;

Amabile, 1983; 1989). Categorical classification of creative phenomenon can limit and

complicate creativity quality (Kozebelt, Begheuo and Runco, 1990). Creative

environment does focus on fostering creative behavior such that the norms and value of

such climate promotes creativity (Couger, Higgins and McIntyre, 1993) hence

11

environmental variation thus influence creative output. Creativity occurs when the

associative barriers that exist between disciplines and knowledge are broken down, hence

giving rooms for intersection of both (Simonton, 1999; Simonton, 2003). Establishing

consistency and developing an in-depth knowledge of a certain subject domain could

form a basis for creativity in such domain (Amabile, 1996, 1999; Adams, 2006;

Johansson, p.104, 2004). Creativity output could increase with active time spent on a

given domain (Adams, 2006). According to Sternberg (Handbook of creativity, p. 256,

1999), key aspects of intelligence associated with creativity are synthetic, analytical and

practical, which were basis for creative thinking processes.

Cognition is an important factor for divergent thinking, which is a great construct for

creativity (Kozebelt, Begheuo and Runco, 1990; Couger, Higgins and McIntyre, 1993;

Butler and Scherer, 2003). Creative process is an internal process that is difficult to

understand, hence if such process could be understood, describe and model; it will

enhance and facilitate creativity (Boden, 1991). Creative thought could be stimulated by

directing one’s thought towards more desirable solution by strengthen one’s internal

positive thought , weaken an existing negative approach and focusing on adding new

positive concepts (Couger, Higgins and McIntyre, 1993). An approach in redefining

problems, seeking for unique idea, consistency and focus, and improving one’s intrinsic

motivation does enhance creativity (Akin, 1990; Adams, 2006). Creativity could be

stimulated by encouraging individual of their inborn creative knowledge (Amabile,

1983). Intrinsic motivation such as primary interest, satisfaction and challenges enhances

creativity unlike external pressures which are extrinsic motivation that may impede

creativity (Amabile, 1996). Motivating individual also improve their creativity (extrinsic)

(Amabile, 1989; Couger, Higgins and McIntyre, 1993). Nurturing creative potentials by

engaging in targeted program and approach can enhance creativity. Individual’s state of

mind and environment does influence one’s creative potentials (Amabile, 1983; 2005). A

positive mind improves one’s cognitive ability; focus the mind towards a cognitive

context and increases divergent thinking that alleviate positive performance leading to

creativity (Amabile, 2005; Simonton, 1999). A positive mental activity enhances creative

thinking. The paradox about mood is that people tends to show more commitment when

having a negative feeling in trying to solve a task, conversely, they stop working when

they experience positive mood. Emotional state of human, both negative and positive may

affect task performance as people tends to focus on emotion inducing situation which

12

reduces innovative cognitive thinking (Frijda, 1986; Weiss and Cropanzano, 1996;

Martindale, 1999.)

Adopting creativity approaches in the development of solutions that is novel and useful,

requires human cognition and social collaboration within a designated domain and

context (Nguyen and Shanks, 2009). Human are relevant in creativity because people

have diverse knowledge in different domains through which idea is could be generated

(Kozebelt, Begheuo and Runco, 1990; Tardif and Sternberg, 1997). The combination of

different information could results in Creative Problem solution (CPS) techniques, which

could reveal different idea that are essential views of creativity (Kozbelt, Begheuo and

Runco, 1990; McFadzean, 1998). Brainstorming among other techniques is widely

considered to induce creativity (Floyd, Mehl, Reisin, Schmidt and Wolf, 1989; Maiden,

Manning, Robertson and Greenwood, 2004; Schumann, Shih, Redmiles and Horton,

2012). (Amabile 1983; 1989; Csikszentmihalyi, 1988), deduced that the perception of

creativity emerges from three interacting components; domain knowledge, individual and

field of expertise. Human knowledge and domain expertise are said to have greater impact

on person’s creative potential (Amabile, 1996). In design task within a designated

domain, in-depth domain expertise (Mahaux, Nguyen, Mich & Mavin, 2014), including

creative thinking and intense knowledge (Aleven, Ashley, Lynch & Pinkwart, 2008) thus

foster creativity. In contrast, domain expertise could also inhibit one creative potential by

limiting their exploration capability and settling for prior knowledge (Kilgour, 2006.)

Creativity is a unique concept that cannot be undermined in software engineering (Glass

and Vessey, 1994). In software engineering, it has been identified as the potential driver

for market sustenance; however research addressing the subject is still minimal in

compensating for the challenges of the emerging competitive market (Amin, Basri,

Hassan, and Rehman, 2011). Industries are focusing more on creativity research to enable

them explore new approaches to software development, which might results in creating

unique and higher quality software products (Gu and Tong, 2004). The development of

quality and efficient software in achieving desired cost, quality and time is becoming

expensive and more challenging (Elberzhager, Munch and Nha, 2012). Domain

knowledge and skills are required in developing successful software; hence software

engineers should strive to possess firm domain skills and creativity (Graziotin, Wang and

Abrahamsson, 2014).

13

Software development are complex and knowledge intensive task (Crawford et.al, 2012;

Hedge and Walia, 2014; Ackerman, 2014), that require developers communication;

planning and strategies in generating creative and innovative ideas since no single

developer possess absolute knowledge in completing a task (Crawford, Barra, Soto, and

Monfroy, 2012). Collaboration of different individual could results in creative idea

generation (Kozbelt, Begheuo and Runco, 1990). Collaboration techniques have been

adopted in software engineering in achieving convergence of single architectural design

and in establishing project scope (Whitehead, 2007; Lanubile, Ebert, Prikladnicki, and

Vizcaíno, 2010). Open communication resulting from collaboration between employer

and employee could enhance employee motivational level (Tolfo & Wazlawick, 2008;

Amabile, 1996). Collaborative effort within team of varied interests and interdisciplinary

study promotes creativity (Adams, 2006). Factors such as collaboration , communication,

knowledge sharing, divergent and convergent thinking and brainstorming are said to

induce creativity (Aleven et al., 2008).Creativity is an essential concept for the

exploration, construction and expansion of the problem domain (Amabile, 1999). Team

of software designer’s with cross-cultural dimension is regarded as a potential for

creativity due to the differences in people's perspective and knowledge coming together

as knowledge synergy (Nonaka, and Takeuchi, 1995; Dalberg, Angelvik and Fossberg,

2006; Petrillo, Pimenta, Trindale and Dietrich, 2008). Traditional software development

process such as waterfall model focus majorly on developer’s view and separates

development into phases ranging from requirement to testing in which, each phase has a

unique objectives and are performed iteratively(Royce, 1970; Ramamoorthy and Tsai,

1996). Traditional approach of software development, which entails repeated and

mechanical procedure does inhibit developer’s avenue to explore and collaborate, unlike

the second generation method which doesn’t indicate definite pattern, process or

framework of addressing development issue, thus foster designer creativity (Fallman,

2003). Agile methodologies; eXtreme Programming, Scrum of software development

emphasizes communication and collaboration among stakeholders during software

development and has proven to be cost and time effective (Letchmunan and Arshad,

2014). One of the strong feature of agile software development process is enabling open

communication, which promotes knowledge sharing and enhance creative practices

(Tanaka, Nakamura and Takemata, 2009; Letchmunan and Arshad, 2014).

Communication aids clarification of concepts among stakeholders. Agile method of

software development encourages stakeholders in facilitating periodical meeting in

14

addressing requirement modifications and solution proposal in shorter developmental

cycle hence inducing creativity (Maiden et.al, 2012).

According to Amabile, 1983, quantifying creative output is a subjective concept. One of

the proposed ways of creativity measurement is to subject individual to certain experience

(Smith, Bird and Zimmerman, 2015). Creativity evaluation is complex and difficult to

attain in shorter time frame (Weiley and Edmonds, 2011). One of the metric that could be

used to ascertain creativity measurement in software project, is by observing the quantity

of features or functions added per each release (Paulson, Succi and Eberlein, 2004)...

Working as a team foster higher creativity in software development project rather than as

a single individual thus; there is improvement in performance as a team over individual

(Salas, Sims and Burke, 2005; Fagerholm, Kettunen, Munch, Roto and Abrahamsson-

2014). Empirical study conducted in requirement engineering points that creativity in

industries in associated with group collaboration in developing task that cannot be created

by single member (Mahaux, Nguyen, Mich and Mavin, 2014).

Despite of the overview of published literatures on creativity and in relation to software

engineering, there is still need for broad overviews of creativity in software engineering

domain. The motivation for this research was to give a more thorough and broader

overview by conducting a systematic literature review and gather findings in answering

the proposed research questions.

15

3. Systematic Literature review

This chapter entails the adoption of a systematic literature review based on the guidelines

proposed by Kitchenham (2004) with emphasis on search strategy, selection process, data

extraction, synthesis, and reporting.

3.1 SLR

The adopted approach is used to identify, evaluate and aggregate all available evidences

relevant to the study research questions. The implication of the findings, could be adopted

by practitioners in making creative decisions towards improving software engineering

domain. The aim of the study aligned with the goal of evidence-based software

engineering; “To provide the means by which current best evidence from research can be

integrated with practical experience and human values in the decision making process

regarding the development and maintenance of software” (Kitchenham et al., 2004;

Dyba, Kitchenham and Jorgensen, 2005). The below figure 1, represents the outlines of

the research process that has been adopted in this research:

Need for Systematic Review

Define research questions

Develop review Protocol

Pilot selection and Extraction

Primary study selection

Data extraction

Study Quality Assessment

Data synthesis

Thesis documentation

Plan

nini

ngCo

nduc

ting

Repo

rt

Figure 1. Systematic review outlines (Kitchenham & Charters, 2007)

16

3.2 Planning Review

The planning phase entails stating the motivation for engaging in SLR, which facilitate

the review protocol. The approaches used to conduct systematic review are specified by

the review protocol and thus decreases the possibility of research bias (Kitchenham,

2004). A review protocol contains the need for the systematic review, research questions,

search strategy including search terms and data sources, inclusion and exclusion criteria,

quality assessment procedures, data extraction strategy and data synthesis strategy. The

conducted background study on literatures of creativity does widen the researcher

knowledge as regards creativity and thus help to define the review protocol component.

Literature authored by renowned psychologist Amabile et al., (1983; 1993; 1996),

management (Crawford et al., 2012) and human cognition (Hayes, 1989) were reviewed

for wider insight on creativity.

3.3 Conducting the Review

This phase is a follow-up phase from the agreed protocol above and it entails stages that

precede one another, with the aim of identifying relevant primary studies related to the

proposed research questions. It is a stepwise implementation of the review protocol.

3.3.1 Search strategy and data sources

The time period for the searches was documented to compensate for variation in

replication results and to allow research replication. The selected electronic databases for

the study are:

● Scopus

● IEEE Xplore

● ACM

● Science Direct

The justification for the selected databases results from the deduction that they are widely

use in software engineering domain and allows advance query search (Barney, Petersen,

Svahnberg, Aurum, and Barney, 201). Also, most SLR conducted in software engineering

domain is considering top reference databases such as; IEEE Xplore, ACM, Scopus,

ProQuest, Science direct for data retrieval. Publications submitted to these databases are

subjected to rigorous review before being accepted, which is an indication for quality. In

similar manner, the researcher consulted the University of Oulu library in order to choose

17

relevant databases and for the know-how on keywords combination and strategies for

making meaningful searches towards the current study. The constructed search string

created by combination of keywords deduced from the study research questions was

used in probing the selected software engineering databases. The search string was

created based on the procedure proposed by (Kitchenham & Charters, 2007). Also, for

broader and precise searches among similar terms, the use of Boolean function was

employed. The Boolean AND operator is to link findings of two search terms to be more

specific while the Boolean OR operator is for wider search among common terms. The

search string structure according to (Kitchenham & Charters, 2007) in terms of population

and intervention were specified (Population and intervention) see table 1 below.

Table 1: Search keywords

Population Intervention

“software engineering” Creativity

The search string is a combination of search terms that represent population and

intervention. The constructed keywords were combined with Boolean AND operator to

probe the selected databases except for ACM database that differs in search approach.

The query functionalities and operation for reference retrieval varies for each database,

though same search strings was used across all the selected databases. The figure 2 below

depicts the search strategy process that was followed in the current study in the

identification of papers in table 2 below.

18

Figure 2: search strategy, adapted from (Kitchenham, 2004)

The table 2 below presented retrieved papers and corresponding databases including

date and time of retrieval. The constructed search string returned 8872 papers that were

managed with help of a reference manager. A Refworks management tool has the

potential of integrating and synchronizing references from databases. The search results

from individual searched databases were exported directly to refworks, where folder

was created for search results from each database and later combined in single folder for

easy management. Exporting from ACM database to refworks was really tedious and

rigorous. Also, the selected databases do have varied exporting functionalities.

19

Table 2: Selected databases, retrieved papers, date and time.

Database Search Query Date/Time Papers

Scopus “creativity AND software

engineering”

4.10.2015 @17:29 2695

IEEE Xplore “creativity AND software

engineering”

27.9.2015 @ 02:15 3268

ACM “creativity AND software

engineering”

27.9.2015 @ 18:24 1385

Science

Direct

“creativity AND software

engineering”

26.9.2015 @ 19:59 1524

Total 8872

3.3.2 Selection of primary studies

A set of inclusion and exclusion criteria were specified based on the review objectives to

ascertain the quality of the retrieved papers after duplicates removal, see table 3 below.

The I/E criteria is to ensure that relevant paper were not discarded and to reduce research

bias.

Table 3: Study inclusion and exclusion criteria

Inclusion criteria Exclusion criteria

Publication language should be in English Any language except English

Publication should be from a

journal/conference/workshop and peer

reviewed

Publication that is not part of

any Journal /conference

/workshop. Any gray literature

(viz. thesis, magazines, posters,

notes, training materials, etc.)

Publication should be related to software

engineering domain.

Any domain but software

engineering

The main focus should be creativity

20

3.3.3 Study selection procedure

The approach to primary study selection was carried out in phases. The retrieved data

from each databases were exported to refworks, where exact duplicates search on each

and combine folder was carried out, see table 4 below;

Table 4. Retrieved Publications duplicate removal in REFWORKS

Database Before

Duplicate

After

Duplicate

Duplicate

Scopus 2695 2465 230

IEEE Xplore 3268 3152 116

ACM 1385 1302 83

Science Direct 1524 1489 35

Total 8872 8408 464

The next figure 3 below gives an overview of primary study selection processes. In figure

3 below, 8872 papers was retrieved and duplicates publications were removed from

individual and combined database folders. Also, result from refworks was exported to an

excel sheet where the data were arranged in alphabetical order and duplicates removed.

Applying the exclusion and inclusion criteria reduced the papers to 108 relevant

publications, that were further filtered and 19 was discarded after full-text reading. The

remaining 89 papers were selected as primary studies after couples of iterative review,

followed by quality assessment phase and finally exported to Nvivo 10 for data extraction.

Nvivo 10 is a standard software application for qualitative data analysis.

21

Figure 3: Primary study selection Process

3.3.4 Pilot Testing

The validation of the search strategy is important, which is established by conducting a

pilot run according to Kitchenham (2004). The pilot run is to reduce the risk of flawed

processes and procedure in the review before conducting the actual search (Kitchenham,

2004). This will help to reduce biases in the study selection and also modify the review

protocol, such that relevant studies corresponding to the research focus could be identify.

The review procedure was piloted to validate the selection criteria and it was carried out

by two master’s thesis student independently. They are working on similar research topic

but adopting different method with different context. The protocol for the inclusion was

represented in figure 4 below. Thirty papers were randomly selected for piloting the

inclusion and exclusion criteria in aiding the acceptance or rejection decision on each

publication. This tasks was carried out independently and the results was correlated and

Fleiss Kappa (Carletta, 1996) value was calculated to ascertain the degree of

understanding and agreement among the student regarding the task. The second phase of

the pilot review was conducted because there was an indication of procedural error and

bias.

22

Table 5: Inclusion/Exclusion piloting

n No of selected papers Kappa Value(K) Interpretation

1 30 0.7 fair

2 20 1.00 accepted

The selected primary studies in this phase were considered for further quality assessment

viz applying quality checklist criteria proposed by (Kitchenham & Charters, 2007), before

the data extraction phase.

Figure 4: Publication Inclusion/Exclusion protocol

3.3.5 Quality Assessment

It is essential to assess and analyze the quality of selected primary studies to avoid biases

and ensure their relevances and strength for the current study (Staples and Niazi, 2008).

The selected primary studies were peer reviewed papers and indexed in a recognized

engineering database. Reference to Kitchenham (2007), there exist no concise definition

for quality, hence some quality assessment criteria checklist proposed by Kitchenham

23

(2007) was applied in reducing study bias. The selected primary studies were categorized

into three paper types see table 7 below; Empirical, Theoretical and Opinion papers. The

categorization was done independently in two iterations and results was presented below

(table 6) with calculate Kappa value of (1.00).

Table 6: Publication categorization piloting

n No of selected papers Kappa Value(K) Interpretation

1 12 0.57 fair

2 20 1.00 accepted

During quality assessment exercise, the proposed questions in table 8 below were

answered for each selected publication. The checklist questions was addressed based on

paper categorization since not all questions is applicable to all paper type except empirical

paper. Also, at this phase pilot test was conducted with 9 randomly selected papers

consisting of (3 empirical, 3 theoretical and 3 opinion) and the quality assessment

checklist questions was applied. This was done individually, to ascertain common

understanding and minimize biases in the study, hence agreement level was calculated

with Kappa value (0.769), which was an indication for strong significant. The essence of

the quality assessment was not to drop or rank any paper. The selected studies were peer

reviewed before publication in a recognized journals and conferences, hence papers are

not subjected to ranking or graded over one another by the author. This phase help in

ascertaining the quality and strength of findings generated from the reviews in generating

valid study conclusion. The checklist questions could be appropriate for any well-

structured study.

Table 7: Classification of primary studies into study type

Study type Paper_ID

Empirical [S2], [S4-S17], [S22-S29], [S31-S35], [S38-S41], [S43-S47], [S51-

S53],[S55-S57], [S59-S60], [S62], [S64-S65], [S67], [S69-S70], [S72],

[S85-S89]

Theoretical [S3], [S18], [S20-S21], [S30], [S36-S37], [S42], [S48-S50], [S54],

[S58],[S61], [S66], [S68], [S71], [S73], [S84]

Opinion [S1], [S63]

24

The table 7 above shows the distribution of primary studies into empirical, theoretical and

opinion papers after the piloting phase.

Table 8: Quality assessment checklist

ID Quality Assessment Question Paper Type

1 Does the paper provide rationale for the study? E,T,O

2 Does the paper states the study aims (goals, purposes, problems,

motivations, objectives)? E,T,O

3 Does the paper describe the study context in which study was carried

out (SE, academia, industry)?

E,T

4 Does the paper states the metrics (methods, design, measures) used

in the study?

E,T

5 Are the variables/metrics/methods/design considered by the study

measured?

E,T

6 Does the study provide description of the data/samples? E

7 Does the study provide description of data analysis? E

8 Does the study present its findings? E,T

9 Does the study relates its findings (result/data) to study aims? E,T

10 Does the study discuss any problems (limitations, threats) that might

affect the validity (reliability) of results/findings?

E,T

11 Does the paper mention the relationship between participants and

researchers?

E,O

12 Does the study discuss/mention its relevance to academy/industry? E,T,O

3.3.6 Data Extraction

In this phase, data was extracted from each of the 89 primary studies with the aid of a

standardize application called Nvivo 10. Nvivo10 is an application concisely designated

for systematic literature review, it was an effective tool for organizing and structuring

data for effective decision making. The application contains classification sheet that

stores publication information of all the imported primary studies (Reference ID, Title,

Author, Year, Source, Subject category, Reference type). The extraction process was

piloted before actual the data extraction was carried out. A total number of 89 primary

studies were imported to Nvivo10 and data were extracted based on the created nodes.

Nodes were created to answer the study research question and the application allows

25

researcher to code directly into existing nodes or creates new nodes as paper is being read.

A junk of texts, paragraph could be coded into corresponding single node or different

nodes depending on how relevant the texts are to the nodes. The application allows one

to generate summary report regarding a particular node.

3.3.7 Data Synthesis

The objective of this phase in the review is to synthesize data in reporting information

related to primary studies and also in answering the study research questions. With the

aid of Nvivo10, data was extracted from the primary studies and coded directly under

corresponding nodes (existing nodes, new nodes). The nodes and sub-nodes are further

aggregated into themes, in which reports are generated with the aid of Nvivo10 in

answering the study research questions. The aim is to structure the extracted data such

that it could be adopted in reporting the state-of-the-art research of the study. Information

related to specific research question are extracted on separate nodes, in this manner, it

was easier for the researcher to collate primary studies pointing at certain aspect of the

research question.

Figure 5: Data synthesis illustration.

In figure 5 above, relevant texts, labels, paragraphs from the primary studies were coded

into related nodes which are further combined in addressing the study research questions.

26

4. Results

A total of 89[S1-S89] primary studies were identified addressing different area of the

research questions, see Appendix A. This section presents an overview of the identified

primary studies with the aim of addressing the study research questions.

4.1 To what extents has creativity been studied in SE (RQ1)?

With respect to RQ1, the below sub-questions were considered;

To identify the distribution of study publication per year?

To explore how creativity has been defined in the study?

To establish the study context?

To find out the stages in software development as defined in the SWEBOK, where

creativity is much emphasized/skipped and the possible reason?

4.1.1 Publication Distribution per year

The distribution of primary studies for the current review was between 1992 and 2015,

see figure 6 below, with 73 (82%) studies published in peer reviewed Journal articles and

16 (18%) published in conference proceedings as illustrated in figure 7 below.

Figure 6: Publication distribution per year

In general, the trend of creativity research in software engineering via publication

distribution per year represents an epileptic behavior as illustrated in figure 6 above,

indicating a non-steady developmental trend. Hence, it might be an advantage to improve

creativity research in software engineering domain to allow for better understanding of

creative concepts and its adoption. The illustration in figure 7 below depicts the frequency

1992 1998 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015

no 1 1 2 4 4 2 2 4 11 6 5 8 6 14 12 7

Freq

uen

cy

27

distribution of reference source involving 73(82%) and 16(18%) of the primary studies

published in journals and conference proceedings respectively.

Figure 7: Frequency distribution of Reference source

The primary studies reflected substantial amount of the research based on

experimentation or observation; Empirical research 69(77.5%), theoretical 18 (20.2%)

research and opinion papers 2 (2.3%), see figure 8 below.

Figure 8: Relational distribution of Research Type

4.1.2 Creativity Definition

The knowledge of definitions ascribed to creativity in the selected primary studies could

be of importance in the present research. The table 9 below represent the summary of

publications (19) where creativity has been defined.

Journal Conference proceedings

Frequency 73 16

0

10

20

30

40

50

60

70

80

Freq

uen

cy

studies source

69

18

2

Empirical Theoretical Opinion

28

Table 9: Publications defining creativity

Creativity Paper_ID Frequency

Creativity

meaning/Definition

[S46][S47][S27][S14][710][S15]

[S51][S35][S88][S81][S78]

[S73][S72][S24][S70][S66][S62]

[S61][S22][S50]

19

4.1.3 Analysis and Discussion

The term creativity is the ability to generate creative idea or solution [S50]. Generating a

creative idea could be on individual or group level effort, hence such output is subjective

and is described by three key parameters: new, valuable and unexpected/surprisingly

[S50]. An idea could be considered creative if its address the proposed design problem

and its novel to the person who brings up the idea [S46]. In this case one can deduced that

creativity is subjective. Also, if an idea in software design poses surprise by deviating

from the proposed outcome patterns, such an idea could be considered to be creative

([S47]). This infers that creativity is an unplanned concept, it could occur surprisingly or

unexpectedly. According to ([S14], [S51], [S22], [S73], [S24], [S70], [S62], and [S88]),

Creativity is defined as “the ability to produce work that is both novel (i.e original,

unexpected) and appropriate (i.e useful, adaptive concerning task constraint)”.

Generating of novel and valuable solutions to a problem or defect is ascribed as creativity

([S27], [S22], [S62], [S70], [S24]). In similar manner, creativity does not necessarily

means an idea that is totally new; it could result from the combination of existing ideas

or novel thoughts in forming new ideas ([S61]). Also, adding value to an existing idea

through the creation original idea is termed creativity ([S81]). Value creation through the

transformation of existing products or ideas could be regarded as creativity relative to the

source of the product or idea ([S35]).In project involving diverse contribution like an

open source project, creativity could be termed as the number of feature developed among

the developers’ team ([S15]). Creativity is a concept that could be exhibited as a group or

an individual quality producing idea that is both novel and valuable ([S66], [S70], [S24],

[S73], and [S22]). Creativity is also considered a process of idea generation ([S72]). The

definition of Creativity affirms that generating creative idea is the product of

unconventional thinking that entails constant modification of divergent thoughts,

resulting in novelty and value creation ([S78]).

29

4.1.4 Study Context

The study subject categories were categorized as engineers and academic professionals

including students (graduate/undergraduate) see table10 below. Figure 9 below represent

the frequency distribution of study subject category. The distribution represented in figure

9 below depicts 57(82.6%) and 12(17.4%) studies in academic and industrial settings

respectively.

Table 10: Distribution of study context

Subject Category Domain Frequency percent

Engineers Industry 12 17.4

Professional/students Academics 57 82.6

Figure 9: Frequency distribution for study subject category

The observation in figure 9 above involving 12 (17.4%) publications in industries was an

indication that creative practices could be encourage in software industries ([S35],[S36]),

in developing novel and cost effective solution. The result was in agreement with ([S66]),

focusing on the need to understand creativity in fostering innovation, in order to remain

competitive in the industry.

0

10

20

30

40

50

60

Industry Academics

Engineers Professional/students

Freq

uen

cy

Domain/subject category

Frequency percent

30

4.1.5 Creativity distribution in SE phases

The table 11a below depicts the frequency distribution of studies where creativity has

been emphasized and table 11b indicates the frequency distribution of studies which give

reasons for adopting creativity at different phases in software engineering.

Table 11a: Creativity distribution in software engineering phases

SE phases Paper_ID Frequen

cy

Requirements [S69], [S78], [S47], [S37], [S14], [S58], [S51], [S40],

[S43], [S10], [S64], [S67], [S70], [S71], [519] [S82],

[S85], [S88], [S44], [S9],[S2], [S35], [S36]

24

Design [S46], [S27], [S56], [S28], [S18], [S57], [S49], [S38],

[S3], [S31], [S59], [S32], [S43], [S60], [S23], [S65],

[S75], [S76], [S77], [S44], [S78], [S69]

23

Management [S7], [S15], [S1], [S41], [S4], [S61], [S24], [S83], [S86],

[S54], [S36], [S25]

12

Testing [S44], [S78], [S53] 3

Total 62

Table 11b: Reason for adopting creativity at early phases of software development.

SW Engineering

phases Paper_ID Reason Frequency

Requirements [S2] Decisions made at the early

stages of requirement does

impact the remainder phase and

allows ease of later software

modification

1

Requirement and Design [S40], [S35],

[S36]

This phases are the foundation

for software construction 3

Total 4

Four stages of software development was identified as creative dominant see figure 10

below, consisting requirement phases 24(38.7%), design 23 (37.1%), management 12

(19.4%) and testing phase 3 (4.8%).

31

Figure 10: Frequency distribution of creativity in Software development phases.

4.1.6 Analysis and Discussion

From the figure 10 above, one could deduce that the dominant phase in software

development where creativity has been much emphasized were the requirement ([S69],

[S78], [S47], [S37]) and design phases ([S18], [S57], [S49]). The requirement and design

phase 24(38.7%) and 23 (37.1%) respectively indicates that creative practices at this

phases of software development is important.

There is need for adequate planning before and during software development to avoid

project delay and failure. Decisions made at the earlier phases of software development

(requirement and design phase) does impact the generality of the whole phase and also

allow easy modification at later stages ([S2]). The requirement and design phases of

software design are the foundation for software construction ([S35], [S36]). At this

phases, activities such as brainstorming ([S3], [S56]), collaboration and knowledge

sharing ([S31], [S13], [S65]), and sketching ([S76], [S40], [S77]) which are creativity

techniques are exhibited.

The management phase of software development reflects an appreciable amount of

creative practices during software development ([S41], [S4], [S61], [S24], [S83]) with 12

(19.1%) publications, see (figure10 above) emphasizing creativity at this stage. This is an

indication that management decisions in software organization thus influence

organisation creative practices. Certain extrinsic and intrinsic factors such salary, status

of working environment ([S42], [S52], [S62], [S86], [S46]) and emotional state of

developer ([S74], [S7], [S58], [S39], [S51], [S35]) respectively, does influenced

Requirement Design Management Testing

Frequency 24 23 12 3

0

5

10

15

20

25

30

32

creativity during software development. The management of software development

organisation must provide an enabling environment for software developer to allow them

showcase their potentials and express their creativity ([S1]). According to ([S83]),

software organisation culture should embrace opinion from developers, this in turn

enhance their motivation in working creatively. Also, a form of rewarding system could

influence an employee in working creatively but in similar manner excessive hourly

working could hinder creative practice of employee ([S83]). Management practice in

software organisation should endeavor to document history of costly project failure,

which in future my aid creative practice ([S25]). Proper planning and management of

software development process could serves as guide in building creative solutions ([S4],

[S24]).

The testing phase of software development (figure10) above depicts minimal creative

practices during testing. Four papers from the primary studies discussed creativity at this

phase 4 (6.4%). The widely adoption and flexibility in exploratory testing ET approach;

supports creativity during testing phase in software development ([S53] [S78], [S44]). In

this case no specific test case is made and more defects are detected ([S78], [S53], [44].)

In the current research there was no reported study pointing precisely at any stages in

software development as defined by SWEBOK where creativity has been skipped. In an

empirical study conducted to established which software development task was more

creative, revealed that requirement identification and analysis , modeling, data flow

analysis shows higher rate of creativity adoption unlike test case development which

indicates an intermediate usage of creativity([S78]). Making inference from (figure 10)

above, one could deduced that creativity has been adopted more in the earlier phases of

software development because at this phase, planning and decision are made

([S35][S36][S2]). The investigation regarding the importance of creativity across

software engineering practices revealed that requirement and design phase ([S35], [S36])

has received much attention until later stages. The finding was in agreement with work

of (Akin, 1990; Ball, Onarheim & Christensen, 2010; Díaz et al., 2014) on the importance

of creativity in requirements engineering and software design. A creative plan and design

at the initial stage will serves as a foundation ([S40]) for software development process.

33

4.2 What are the techniques used in introducing and enhancing creativity in SE (RQ 2)?

The motivation for the above research question was to find out ways in which creativity

is been introduced and enhanced during software development. Also, to find out the tools

used in this perspective.

4.2.1 Results

The (table 12) below represent the summary of aggregated studies reporting creativity

method/techniques adopted in SE and the frequency distribution plot is illustrated in

(figure11) below. Brainstorming, Collaborative thinking and knowledge sharing were

considered to be the most widely adopted techniques used to induce creativity in Software

engineering.

Table 12: Distribution of creativity techniques/methods

Creativity Method/Techniques Ref_ID Frequency

Brainstorming [S3] [S20] [S13] [S71] [S80] [S17] [S56] [S28]

[S14] [S49] [S58] [S40] [S31] [S22] [S10]

[S65] [S66] [S24] [S23] [S72] [S74] [S7] [S82]

[S84] [S88] [S89] [S35] [S36] [S9] [S25]

30

Collaboration/knowledge sharing [S7] [S61] [S23] [S62] [S47] [S27] [S3] [S30]

[S31] [S13], [S65] [S66] [S24] [S79] [S89]

[S54] [S35] [S36] [S33] [S9] [S55] [S70] [S3]

[S75]

24

Agile Method [S69] [48] [S4] [S13] [S73] [S83] [S84] [S54]

[S35][S36][S7] [S30] [S4] [S83] [S84] [S28]

[S49] [S10]

16

Sketching [S76] [S18] [S40] [S30] [S59] [S32] [S60]

[S65] [S76] [S77] [S56] [S49] [S38] [S58]

[S23], [S75]

16

OSS [S42] [S22] [S75] [S87] [S11] [S27] [S31]

[S84] [S86] [S36] [S11]

11

Communication [S2] [S30] [S4] [S39] [S31] [S23] [S54] [S35]

[S65] [S88] [S36]

11

Workshop [S62] [S71] [S58] [S30] [S80] [S88] [S89]

[S70] [S10] [S72]

10

Creative thinking [S27][S31][S10] [S52] [S14] [S80] [S88] [199] 8

Flexibility [S63] [S1] [S29] [S30] [S61] [S65] [S23] 7

Scenarios [S71] [S59] [S47] [S62] [S23] [S35] [S36] 7

34

Play [519] [S30] [S81] [S79] [S80] [S84] [S49] 7

Motivation [S52] [S61] [S63] [S79] [S81] [S83] [S54] 7

Creative Problem Solving CPS [S10] [S70] [[S6] [S71] [S39] [S33] 6

Unfamiliar connection [S47] [S61] [S33] [S58] [S74] [S88] 6

Design [S49] [S60] [S18] [1806] [S76] [S33] 6

Games [3] [S30] [S80] [S84] [S89] 5

Exploratory Techniques [S12] [S16] [S53] [S58] [S88] 5

Analogy [S33] [S14] [S10] [S23] [S72] 5

Domain Knowledge [S71] [S67] [S66] [S74][S75] 5

Constraint/Conflicts removal [S39][S88][S23][S72] 4

MindMaps [S34] [S85] [S43] 3

Crowdsourcing [S56] [S86] [S44] 3

Divide and trade [S62] [S33] 2

Transformational approach [S58] [S23] [S88] 3

Prototyping [S71][S49] 2

Model driven Techniques [S57] [S85] 2

Visualization [S35] [S36] 2

Documentation [21] [S64] 2

Creative computing [S50] 1

Pattern design [S37] 1

Decision making [S23] 1

Informal Space [S79] 1

Risk taking [S36] 1

Persistence [S49] 1

Hall of Fame [S58] 1

Groupware [S66] 1

Organisation ethics [S8] 1

35

Figure 11: Frequency Distribution of Creativity Techniques

4.2.2 Analysis and Discussion

It was represented in figure 11 above that brainstorming ([S3], [S20], [S13], [S71], [S80],

[S17], [S56]) was the most popular techniques used in inducing creativity in software

engineering. It is an effective method used among team in generating creative ideas and

clearer perspective of project requirement (S65] [S66] [S24]). It is a concept that is much

adopted among team rather than individual brainstorming which seems to be less effective

([S20]). Collaboration ([S27][S3][S30][S35][S65]) among developers’ does result in

brainstorming and knowledge sharing ([S30][S31][S13]) which could results in

generating creative ideas. The current research identified various studies that supports the

0 5 10 15 20 25 30 35

BrainstormingCollaborationAgile Method

SketchingOSS

CommunicationWorkshop

Creative thinkingFlexibilityscenarios

PlayMotivation

CPSunfamiliar connection

DesignGames

Exploratory TechniquesAnalogy

Domain knowledgeConstraint removal

Mind MapsCrowsourcing

divide and tradetransformational approach

PrototypingModel driven techniques

Visualization and simulationVE

Creative computingPattern Design

DocumentationDecision making

informal spaceRisk TakingPersistence

Hall of FameTrainning

GroupwareOrganisation practices

36

use of creativity workshops ([S62][S71][S80][S88][S89][S70][S10]) as a technique used

in software organizations to foster creativity among employee. The nature of open source

software development approaches, allowing open contribution from diverse source does

promotes creative output ([S42], [S22], [S75], [S87], [S11]). The model driven

architectural concept, which is regarded as the development of software in series of model

transformations, whereby requirements are translated into sketches and, sketches into

codes, has been adapted to software development to resolve abstraction and complexities

in software design and also to foster creativity in software development ( [S57][85]).

Agile software development approach; XP does allows interaction and exploration in

bringing out their creative potentials among developers ([S69], [S48], [S4],[S13], [S73]).

In early stages of software design, adoption of sketching model in manifestation of idea

is creative process that fosters creativity in software architectural design ([S76], [S18],

[S40]). Sketching, a source of creativity (VanDijk and WillemVos, 2011), could

supplement for poorly written conventional source code comments (Baltes and Diehl,

2014) and in software design, sketches compensate for short-term memory and augment

information processing (Suwa, Gero, Purcell, 2000; Gross and Do, 1996). Baltes et.al

2014, concluded that in software development, sketches aids better understanding of

source codes and enhance development work flow. In software architecture, the use of

conventional software diagramming tools results in rigid design that is difficult to modify

and does not adapt to other flexible sketching approaches, thus restrain development

creativity (Grundy and Hosking, 2007). The adoption of flexible approach to software

construction encourages developer’s self-organization and team coordination with

positive potential of fostering creativity among team ([S63], [S1], [S29], [S30], [S61],

[S65], and [S23]). The diagrammatic representation of an idea accords developer’s an

opportunity to convey pictorial representation of their thoughts and conception([S76],

[S18], [S40], [S30], [S59], [S32], [S60], [S65], [S77], [S56], [S49], [S38], [S58], [S23],

[S75]) hence, promoting communication([S2], [S30], [S4], [S39], [S31], [S23], [S54],

[S35], [S65], [S88], [S36]) among developers, which could results in creative problem

solving approach ([S10], [S70], [S6], [S71], [S39], [S33].)

Scenarios ([S71], [S59], [S47], [S62], [S23], [S35], [S36]), visual aid ([S35], [S36]) and

storyboarding ([S49], [S10], [S35], [S36]) are creativity techniques that does articulates

developers creative skills (Katterfeldt and Schelhowe, 2008; Riedl, Rowe and Elson,

2008).Software development models that allow randomly combination of ideas ([S47],

[S61], [S33], [S58], [S74], [S88]) and the uses of analogical reasoning ([S33], [S14],

37

[S10], [S23], [S72]) could generate new and useful ideas ([S73]). Games have also been

adopted in software development as an inspirational source for developers in creating

creative software solution ([3], [S30], [S80], [S84], [S89]). Selected creativity techniques

like; transformational([S58], [S23], [S88]), combinatory ([S47], [S61], [S33], [S58],

[S74], [S88]) and exploratory ([S12], [S16], [S53], [S58], [S88]) have been adapted to

system goals modeling in the creation of a well-structured creative requirement, which

could serves as requirements for the development of large complex critical system in

software engineering (Jennifer Horkoff, Neil Maiden, James Lockerbie, 2015). Team

work improve performance and foster higher creativity in software development project

rather than as a single individual ([S66], [S24], [S79], [S83], [S47], [S3], [S15], [S58],

[S39], [S51], [S2], [S30], [S31], [S86], [S35], [S36], [S7], [S54], [S44], [S10]). The

adoption of work and playful techniques during collaborative requirement elicitation does

foster creativity among software developer team ([S30], [S81], [S79], [S80], [S84],

[S49]). Motivation in terms of incentive and good working condition for software

developers has also been recognized as an assets in software development in enhancing

developers creativity potential ([S52], [S61], [S63], [S79], [S81], [S83], [S54]). The

encouragement of good organizational practices could stimulate good working practices

and in turn motivates developer to work creatively ([S8]). Among other creativity

techniques identified in the current study in introducing creativity during software

development are persistence([S49]), risk taking([S36]), delay in decision making ([S23]),

utilization of well documented best practices ([S21],[S64]), adoption of creative

computing ([S50]), prototyping ([S71], [S49]), groupware ([S66]), adopting mindset of

famous personas and asking them how they will behave in using certain approach([S58]),

crowdsourcing ([S56], [S86], [S44]), adoption of divide and trade concept among group

during requirement elicitation phase of software development([S62],[S33].)

4.3 What are tools used in introducing/enhancing creativity in SE?

The summary in table 13 below represents the reported tools in the primary studies used

in introducing/enhancing creativity during software development. It was reflected that

most pronounced tools, were tools that facilitates interaction and collaboration among

engineers ([S65],[S84], [S71], [S34], [S84], [S57], [S59]) during software development

since no single person possess the absolute knowledge in completing whole task. This

was in agreement with the notion that creative software development activities embraces

collaboration among team to aid better communication and promotes knowledge sharing

38

([13][55][75].)

Table 13: Distribution of creativity supporting tools

Creativity Tools Ref_ID Frequency

Wiki, MikiWiki [S65] [S84] [S31] [S75] 4

MindMap, Wikimap [S34] [S43] [S84] [S85] 4

AgroUML, UML [S18] [S57] [S65] 3

Calico [S56] [S18] [S77] 3

IdeaVIS, Pen and paper [S56] [S57] [S75] 3

Whiteboard [S57] [S38] [S77] 3

Game (jigsaw puzzle, LEGO bricks, Toy) [S80] [519] [S79] 3

FLEXISKETCH, CSCW Sketching tool [S59] [S76] [S77] 3

Scribbler [S38] [S40] 2

Groove [S3] [S6] 2

CSCT Computer supported cooperative Training [S3] [S77] 2

Brainstorming [S18] 1

Cards(DIXIT and PLEX) [S46] 1

Commune(prototyping tool) [S56] 1

Storyboarding [S14] 1

CEL, an iPad application [S57] 1

CoDICE (COdesigning DIgital Cultural

Encounters) [S49] 1

Groupware, Rose, DCSS, Lotus Notes, SOLVEIT,

CoNex, We-Met, Web-CCAT [S3] 1

Syzygy Surfer [S50] 1

SILK, DENIM, InkKit [S40] 1

i-require, Requirement presenter [S71] 1

TopCoder (TC) [S86] 1

Crowd Lang [S55] 1

The illustration in figure 12 below depicts frequency distribution plot of tools identified

in the study for fostering creativity during software development.

39

Figure 12: Frequency distribution of creativity supporting tools

4.3.1 Analysis and Discussion

The most prevailing tool identified in the current studies is Wiki ([S65], [S84], [S31],

[S75], [S84]) which possess an open structure and foster social creativity among

developers. The use of mind mapping tools such Wikimindmap is used in creative

knowledge search ([S34], [S43], [S84], [S85]). Also brainstorming was identified as a

tool used in enhancing creativity during software development ([S18]) while in most

studies brainstorming was identified as a technique in inducing creativity ([3][14][17].)

Different sketching tools have also been adopted in software engineering to foster

creativity. Adoption of tool such as Groove ([3]) allows collaborative activity like

brainstorming among teams. Sketching tools such as Flexisketch Team([S59], [S76],

[S77]) supports collocated and multi-display collaborative sketching and modeling, SILK

([S40]) supports creative process, Pen and Paper ([S75]), IdeaVis, which is a digital pen

for improving traditional paper sketching ([S56], [S57]), Scribbler ([S38], [S40])domain

specific modeling tool and InkKit ([S40]) were reported in the current study as creativity

supporting tools. Computer supported cooperative training CSCT which is a synchronous

collaborative system has been adopted by diverse geographically located developer in

fostering creativity in large programming tasks ([S38], [S40]). Cards; PLEX and DIXIT

has been used during software design in inspiring creative process and generating

intriguing ideas to foster creativity ([S46]). A game (Jigsaw puzzle) is also reported in

0

1

2

3

4

5

6

Wik

i

Min

d M

ap

UM

L

Cal

ico

Pen

an

d P

ape

r

Wh

ite

bo

ard

Flex

iske

tch

tea

m

Scri

bb

ler

Gro

ove

CSC

T

Bra

inst

orm

ing

Insp

irat

ion

car

ds

Co

mm

un

e

Sto

ryb

oar

d

CEL

Co

DIC

E

Gro

up

war

e

RO

SE

DC

SS

Lotu

s N

ote

s

SOLV

EIT

Co

NeX

We-

Met

Web

-CC

AT

Syzy

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SILK

DEN

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LEG

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Toy

gam

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Top

Co

de

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Co

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Lan

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40

the current studies to induce fun and promotes creativity at the inception of elicitation

meetings ([S80]). TopCoder was identified as the largest software development platform

that embraces crowdsourcing ([S86]), this in turn facilitates contribution from diverse

knowledge in developing creative solution. Adoption of traditional tools has been

reported to limits developer creativity ([S6]), such tools impose a non-flexible approach

to software development processes. The transition from one software configuration

toolkit to another, denied programmers’ of their most esteem tools, forces him to adopt

some divergent working principles which might affects his creativity (Mahler and

Lampen, 1988). In contrast, Melis and Buechley, 2001 argues that the adoption of flexible

development tools support creativity and proffers more dynamic functions in software

design. Adoption of computational tools supports creativity ([S77], [S3]) by allowing

rapid transformation of rough idea into interactive simulations to aid communication

(Gross and Do, 1996). The identified creativity tools such as Wiki, mind map, sketching

tools and storyboarding does possess the tendency to influence developer’s traits and

impacts their motivational potential towards collaboration and knowledge sharing.

According to Amabile, 1996, motivation and creativity skills does influence person’s

creative potential. The adoption of the above reported tools could positively impacts and

enhances developers thinking in the construction of creative architectural software

design. Different reported creativity supporting tools could support or adapt to certain

creativity techniques or methods in fostering creativity, see figure 13 below.

Figure 13: Thematic mapping of the creativity supporting tools to creativity techniques

41

4.4 What are the factors that influence creativity in SE (RQ 3)?

The rationale for the above research question was to find out the reported factors that

could influence creativity in software engineering.

4.4.1 Results

The table 14 below gives a summary of reported factors influencing creativity in software

engineering.

Table 14: Distribution of Creativity Factors

Creativity Factors Paper_ID Frequency

Communication and social

interaction [S69], [S5], [S23], [S66], [S79], [S81], [S82],

[S28], [S15], [S19], [S39], [S51], [S2], [S30],

[S4], [S31], [S86], [S35], [S36], [S54], [S44],

[S5]

22

Collaboration and

coordination [S66], [S24], [S79], [S83], [S47], [S3], [S15],

[S58], [S39], [S51], [S2],[S30], [S31], [S86],

[S35], [S36], [S7], [S54], [S44], [S10]

20

Domain knowledge [S22], [S66], [S67], [S24], [S79], [S27], [S3],

[S50], [S58], [S51], [S31], [S52], [S10], [S62],

[S86], [S29], [S74], [S82], [S9]

19

Intrinsic motivation

Affective state, Beginner's

Mind

[S22], [S68], [S24], [S47], [S51], [S41], [S42],

[S52], [S62], [S86],[S46], [S74], [S51], [S30],

[S54], [S69], [S25]

17

Time [S70], [S72], [S83], [S28], [S6], [S39], [S16],

[S51], [S10], [S62], [S35],[S86], [S36], [S25] 14

Extrinsic motivation [S83], [S28],[S1], 1806, [S51], [S30], [S4],

[S42], [S52], [S86], [S35], [S36], [S37],[S44] 14

Flexibility [S70], [S69], [S50], [S51], [S40], [S30], [S4],

[S21], [S61], [S63], [S29] 11

Stress and pressure [S70], [S79], [S66], [S79], [S80], [S1], [S36] 7

Relationship and trust [S74], [S7], [S58], [S39],[S51], [S35], [S54] 7

Constraints/Conflicts

management [S28], [S80], [S7], [S39], [S35], [S36] 6

Control/guidance [S50], [S58], [S39], [S42], [S61] 5

Cultural diversity [S19], [S39], [S51], [S42], [S13] 5

Task/practice problem [S68], [S24], [S6], [S7] 4

42

Access to resources [S79], [S28], [S10], [S35] 4

Informal space [S79], [S81], [S30] 3

Game [S80], [S30], [S44] 3

Play [S81], [S51], [S30] 3

Informal combination [S22], [S56] 2

Free hand sketching [S23] [S30] 2

Visual aid [S46] [S79] 2

Use of Analogies [S80] 1

Test case [S16] 1

Competition/Challenge [S51] 1

Fixation [S33] 1

The figure 14 below depicts frequency distribution of factors influencing creativity in

software engineering.

Figure 14: Frequency distribution of Creativity Factors

4.4.2 Analysis and Discussion

As represented in the figure14 above, the prevalent factors reported in the selected

primary studies influencing creativity are communication ([S69][S5][S23]), collaboration

([S66][S24][S79]), domain knowledge ([S22][S66][S24][36]) and intrinsic motivation

2220

1917

14 14

11

7 76

5 54 4

3 3 32 2 2

1 1 1 1

0

5

10

15

20

25

43

([S22], [S68], [S24], [S47]) respectively. Communication resulting from geographically

distribution of developers has been identified to directly/indirectly influence creativity of

software development ([S66]). Communication facilitated due to social gathering, relaxed

atmosphere, where engineers get into informal discussion could improve their creative

potential ([S79]). Communication among groups will results in creative synergy ([S15],

[S19], [S12]) unlike in individual with lesser amount of creative practice, hence combined

group are much effective in terms of creativity and quality ([S2]), and in decision making

([S28]). Diverse communication pattern within developers group will enhance their

performance and creativity ([S19]), unlike a centralized communication that might

impede creativity ([S15]). Communication gap and innovate idea does exhibit inverse

relationship, that is as communication gap between developers get central, it hinders the

influx of creative ideas and vice versa but in contrast, centrality was an absolute

determinant for developers group performance([S15]). A good working condition and

environment does stimulate creative communication among member

([S4]).Communication and knowledge sharing within people of diverse background is of

good practices for solving complex issues and source of creative idea but could be

difficult in terms of language variation that might obstruct common understanding, hence

hindering creative potential ([S31]). Communication has aided conflicts resolution,

constraints removal, improve collaboration, minimize pressure, encourage learning

among team and promote organizational structure, which are important factors for

creativity facilitation within group ([S35], [S36], [S54].)

Collaboration among team can improve their individual creative potential via knowledge

sharing ([S66]), though for effective collaboration one need to have an appropriate

knowledge of the subject domain and capacity ([S27]). Collaborating among team with

trust and openness are potential for creative performance ([S54], [S35). Appropriate

domain knowledge and expertise could stimulate creativity ([S66]) since creativity in

software design depends on this knowledge to be applied during software development

([S67]). Existing domain knowledge and expertise is needed for creative collaboration

([S27], [S66], [S67]). Knowledge sharing does directly/indirectly influence creativity and

creativity relies on knowledge ([S66]). Knowledge diversity could be an essential factor

in generating useful and valuables ideas ([S24]) and organisation depends solely on

employee knowledge for task actualization ([S81]). Also the unanticipated combinations

of knowledge from various discipline might results in creative ideas ([S50], [S29]) and

the manipulation of diverse knowledge might results in creative solution ([S10], [S22].)

44

In software development task, giving room for time will promote creative thinking ([S6],

[S10], [S62], [S86]) and in contrast extra working time might result in accumulated stress

and hinders developers creativity ([S83]). Working with specified deadline could hinders

developers’ ability to explore and in return obstruct task creativity ([S28], [S39], [S51],

[S10], [S72]) but exploration without time constraint will encourage creative possibilities

([S16]). Resources such as time is a fundamental issue emphasized in creativity hence its

availability will enhance group performance and creativity ([S51], [S35], [S36], [S10],

[S28]). Inadequate time management could hinder developer’s creative potential ([S25].)

Factors such as salary increase, reward system (money-wise or not), training

, relaxed atmosphere, good working environment, access to resources could influence

developers creative potential and allow worker to shoulder risk ([S83], [S52], [S86],

[S37]). Establishing flexible good relationship among developers and stakeholders by

allowing customers active involvement in development process, embracing developers’

opinion does enhance their motivation to work creatively ([S83],[S51]). Management of

software organisation could embrace a working ethics that allows creative expression and

flexible practices in boosting creativity ([S1]). Trust ([S51]) and participation in

workshops are factors that could enhance creative practices among team ([S1]). Task

oriented and positive minded team results in better creative output unlike relationship

oriented team which might yield lesser performance ([S1], [S39]). Organization policy

should support employees to perform as desirably in other to foster creativity ([S83],

[S36]).

Allowing play at work [70] can leads to employee freedom and creation of new ideas

unlike formal practices that are strict and could result in creative idleness ([S30], [S36]).

Developers’ affective states; moods and emotion ([S74], [S51], [S41], [S30], [S54]) are

essential intrinsic factor that might induce developers’ creativity and performance ([S52],

[S62], [S42], [S41], [S24], [S22]). Positive affective states enhances creative performance

unlike negative affective that impedes creativity ([S52]) but in contrast, positive affective

states does facilitate weak effect on creativity compared to negative affective state

([S52]). In similar sense, Fong (2006), concluded that there exist no specified relationship

between creativity and affective state ([S52]).

Happy software developers were observed to solve problem better and perform better

analytical reasoning ([S68]). Game could be used to enhance developer’s cognitive

potential which is essential factor creativity ([S44], [S30], [S36]). Developers’ flexibility

45

in working plan, procedure, and tools adoption could enhance developer’s creative

potential ([S70], [S69], [S50], [S51], [S40], [S30], [S4], [S21], [S61], [S63], [S29]).

Intrinsic task motivation, self-direction, one’s mental state are critical factor that might

inhibits developer's creativity ([S22], [S68], [S24], [S47], [S51], [S41], [S42], [S52],

[S62], [S86],[S46]). Stress generally inhibits one’s creative potential, distort ability to

think divergently, foster occupational incapacity and above all impedes developers’

creativity potential ([S66], [S79], [S80], [S1], [S36], [S70]).

Software startups companies possess the potential of being creative because they possess

strong motivation towards success and with their fresh partial mind in business, without

any recognized limitation in creative exploration ([S69], [S25]). Another factor such as

manipulating of freehand sketch could be essential in generating creative idea ([S23],

[S30]). Adoption of predesigned test cases does hinder the ability to explore but testing

without existing test cases allow the detection of more defects and this support

exploratory testing which makes use of Tester’s creativity ([S16]). Fixation in

development procedure inhibits creative possibilities ([S33].)

A good conflict resolution practices could promotes a relaxed environment that might

enhance cooperation among developers and in turn could improves employee creativity

([S80], [S7], [S68], [S39]). The occurrence of conflicts among team might results in team

division leading to poor performance and impedes information flow unlike positive

relation resulting in enhanced creativity ([S7]). Control and creativity are essential factors

in software development but aspect of computing need to be flexible for easy adaptation

and management ([S50]).

Software developers could be encourage to explore and express their creative potential

rather than following rigid practices that might hinders their cognitive ability ([S50]).

Developers’ performance is best noticed when they are less stressed ([S68], [S24], [S6],

[S7]). Tasks in form of challenge or competition could foster creativity among

developers’ due the attached reward ([S44]).

4.5 What are the ways of measuring creativity in SE (RQ4)?

The aim of the above research question was to gather reported evidences from selected

primary studies on how creativity is been measured. The interest is towards understanding

the ways in which creativity is quantified/ evaluated in software engineering domain.

46

4.5.1 Results

The table 15 below illustrates the summary of primary studies against corresponding

creativity metric/measurement. The frequency distribution plot is represented in figure 15

below.

Table 15: Distribution of Creativity Metrics/ Measurement

Creativity Metrics/Measurement Ref_ID Frequency

Numbers of added new features [S15][S87]

[S11][S89] 4

Williams creativity Assessment test [S82] [S9] 2

Number of redundant idea/ product idea

rating/information mobility and stability [S22] 1

consensus Value, novelty , open discussion,

diverse stakeholders opinion [199] 1

ratio of number of enhancements integrated in time

period to the number of bugs resolved in the same

time period

[S15] 1

fluctuations in quality as codes evolves [S42] 1

consensual Assessment Techniques [S52] 1

evaluation of creative process outcome [S52] 1

From figure15 below, added numbers of new features and William’s creativity

assessment task among other metric has been identified as the most significant metric for

quantifying creativity in software development.

47

Figure 15: Frequency distribution of Creativity metrics/measurement

4.5.2 Analysis and discussion

One of the metric used in evaluating software project creativity is by observing the

quantity of features or functions added per each release ([S15],[S68], [S87], [S11], [S89]).

Creativity level can be determined by measuring the mean score of the Williams Test

Score ([S82], [S9]). The present studies reported that measure of creativity could be

deduced by number of redundant ideas, ratings of product quality and by information

mobility and stability ([S22]). It could be measured in terms of the number of possible

solutions realized in response to a problem ([S15]) and also in the originality of the

solution in terms of its uniqueness from another ([51]). Although, some creativity

measure is dependent on factors such as originality of generated idea ([S51]).Creativity

process could be controlled, an instance is in free and open source software task in which

one can dynamically track the fluctuations in evolving codes([S42]). Creative

performance could be quantified in terms of process outcome resulting in creative output

([S52]). In evaluating creativity, there is need to review result of creative process or task

(Adams, 2005). In this perspective, the measurement of creativity through the adoption

of the Consensual Assessment Technique ([S51]), was based on the subjective judgement

of domain experts in field of creativity ([S52], [S89]). Creativity evaluation is complex

and difficult to attain in shorter time frame (Weiley and Edmonds, 2011) and still remain

a difficult approach in evaluating one’s creativity (Storme, Myszkowksi, Celik & Lubart,

2014.)

0 0,5 1 1,5 2 2,5 3 3,5 4 4,5

Added features

Williams CA Test

product quality

Stakeholders Opinion

enhnacements per bugs

codes fluntautions

CATs

Creative evaluation

Frequency

Cre

ativ

ity

mea

sure

men

tan

d m

etri

cs

Addedfeatures

WilliamsCA Test

productquality

Stakeholders

Opinion

enhnacements per

bugs

codesfluntautio

nsCATs

Creativeevaluatio

n

Frequency 4 2 1 1 1 1 1 1

48

5. Discussion

This section compared the findings from the primary studies to the existing knowledge of

software engineering regarding the research topic. The objective is to clearly provide a

rigid and exhaustive summary of reported evidences regarding the state of art of the

research on creativity in software engineering.

Having considered the various definitions and meanings assigned to creativity in the

primary studies ([27][62][22]), it's evident that the reported meanings was in agreement

with creativity definition by (Amabile, 1988; 1996; Sternberg and Lubart, 1999). The key

terms in the definition are; novelty and valuable. The term novelty and valuable as

described in literature by Amabile, 1988; Sternberg and Lubart, 1999, refers to the fact

that an idea or product must be original or unexpected and appropriate or useful or

adaptable to problem to be term creative. The process of generating such an idea is termed

creativity ([S72]) which affirmed Amabile, 1988 work describing creativity as a process.

The outcome of such creative process should be of value. Creativity is referred to as a

process (Amabile, 1988; [S72]) while being creative is an attributes associated with

people (Rhode, 1961; [S22];[S66]) and the outcome of such process should be of value

to man(Amabile, 1988 ; [S70],[S22]). The reported studies mirrored the attributes

considered in (Rhodes, 1991) ‘4ps model in describing the concept of creativity. Creative

idea is been created and used by Man, hence one could conclude that creativity starts and

end with man. Another important factor is that creativity has been soughed as being

contextual, which implies that it varies across domain (Kozbelt, Beghetto and Runco,

1990; Adams, 2006; Nguyen and Shanks, 2009; [S35]). The findings revealed that

creativity does not necessarily needs to be something new (idea, process or product) hence

it could be as a result of the combination of existing idea or solution or product,

transformation of existing knowledge or idea in forming new ones and exploring space

for newer idea (Maiden et.al, 2010; Boden, 2004; [58]).

In literature there has been vast numbers of methods, practices and techniques reported

to support creativity (Crawford et al., 2012), this also aligned with the reported finding

([S20][S61][S69][S76][S84]). Brainstorming has been identified as the most significant

technique in fostering creativity ([S3], [S71], [S80]; Aleven et al., 2008; Aragon, Poon,

Hernåndez and Aragon, 2009; Silva, Aureliano and Barbosa, 2006; VanDijk and

WillemVos, 2011; Ocnarescu, Pain, Bouchard, Aoussat and Sciamma, 2011). The need

to encourage creative and collaborative thinking in software development was reported

49

to induce creativity during software development ([S7], [S89], and [S70]; Aleven,

Ashley, Lynch and Pinkwart, 2008). Agile method of software development (XP) does

support creative thinking through effective communication among team which might

result in novel solution (Maiden et al., 2012; [S69][S48][S23][S10]). The findings from

the current study agree with the fact that, adopting open source software development

model could results in creative output ([S22], [S42], [S15]; Paulson, Succi and Eberlein,

2004). A significant number of studies is in support of using workshop in fostering

creativity ([S62], [S71], and [S58]; Shneiderman et. al., 2006). Workshop allows the

opportunity for stakeholders and developers from diverse background to meet and

informally interact, which might result in exchange and generation of new creative idea

([S70], [S10]). Thinking divergently allows developers to decipher issues from actual

solution, hence proffering better understanding (Basadur, Ellspermann and Evans, 1994;

([S52], [S27]). Literature have it that domain expertise is a function of divergent thinking

in that domain (Reiter-Pamon et al., 2009), which might results in one’s creative potential

in such domain (Schraagen, 1993; Silvia, Kauffman and Pretz, 2009; [S67]). An

interesting observation of the study finding was the use of technique referred to as Hall

of fame to induce creativity, in which an expertise of a particular domain is ask ;why and

how questions([S58]).

Software development organisation norms that consider the interest and welfare of its

employee will welcome trust, smooth and cordial relationship among staff. Such a

management style that provide access to good working tools([S65]), efficient reward

system([S28]), workshops and training([S88],[S58]), flexible leadership style([S23],

[S61]), enhance conflicts and constraints resolution approach ([S72], [S23]) is liable to

witness more creative success. These claims have been revealed also in the work of

(Amabile, 1996.)

Factors categorized as extrinsic and intrinsic motivation has contributed to developers

motivation. Findings from the present studies reported quite a number of factors

influencing creativity in software development. Intrinsic factors such as developer’s

personal traits, affective state (mood, knowledge, mental state, cognitive potentials, stress

and pressure) are said to be motivated by the external factors such as reward system,

infrastructure, culture, environment, play, occupation stress and leadership. The majority

of the identified factors in the primary studies was agreement with the work of (Amabile,

1983; 1996; 1997; Gu and Tong, 2004;[S22][S68][S24][S83][S28][52] ). Team of

developers need to establish good relationship to allow efficient work flow. In this

50

manner, geographically located team of software developers relies on trust and

relationship as essential factor in facilitating creativity and the overall project success

(Humayun, Gang and Masood, 2013; [S75][S54]).

Besides the identified creativity supporting tools; brainstorming ([S18]), wiki ([S84]) in

the current findings which are consistent with tools used in theory (Nguyen and Cybulski,

2008; Amabile, 1996), there exist some improvement to sketching tools, use in the

manifestation of thoughts. Tools such as pen and paper that is being used during

requirement elicitation or at the design phase of software design has been augmented with

tools such as CEL([S57]), CoDICE([S49]) and CaLICO([S18]), these enhanced tools has

the capability of supporting lightweight informal sketching, which provide avenue for

design exploration. CEL is an IPad application that support visual language for creating

and manipulating object oriented models while CoDice support high flexibility and

creativity expression

In the context of creativity measurement/evaluation, it is essential to review the creative

output (Adams, 2005). Creativity evaluation is complex and difficult to attain in shorter

time frame (Weiley and Edmonds, 2011; [S28], [S16]). The most widely accepted metrics

for creativity measurement was to evaluate the quantity of features or functions added per

each release (LeCompte, 2000; Paulson, Succi and Eberlein, 2004; [S11], [S89]). Judging

creative output is dependent on domain knowledge i.e the level of knowledge acquired in

such focused domain ([S10]). Amabile, 1996; 1983, reflects that domain knowledge is

required in evaluating creative output and in her opinion best approach of measuring

creativity is by judging a creative output. This was in line with findings from the present

study that judging creative output is subjective ([S15], [S9], [51], [S52].)

In essence, the research findings have shown much agreement to the existing knowledge

in terms of creativity definition, adopted tools, techniques and, evaluation and

measurement perspective. It will be an interesting task to find out how software industry

validates the reported evidences in the current study. Moreover, an empirical study could

be conducted to validate how the proposed improved creativity supporting tools will

behave over time in fostering creativity in software engineering domain.

51

6. Conclusion

This section describes the concluding part of the present research work. The validity

threats and limitations of the study were presented and the insights from the systematic

review were discussed. The research implication was also presented in this section.

The research identified 89 primary studies within (1992-2015) describing

methods/techniques/process, factors, tools and measurements adopted in software

engineering for emphasizing creativity. The definitions gathered from the study regarding

creativity conformed to the widely adopted definitions from literatures emphasizing that

an idea, product, or process should be novel and useful to be termed creative. The study

consisted of (77.5%) empirical, theoretical (20.2%) and opinion (2.3%) papers, this

reflects that more experimental and observational studies are been conducted in

enhancing and promoting creative practices in software engineering domain. The findings

reported the adoption of creative practices at the requirement elicitation (38.1%), design

(36.5%) and management (19.1%) phases of software development because this stage is

refers to the foundation for software development, where project planning and decisions

are made among the stakeholders and developers. The study context reflected (82%) and

(18%) studies conducted in the academic and industrial settings respectively. This

indicates that software development organisation could embrace more flexible

approaches/methods during development. The study findings revealed that creativity

measurement is subjective and can’t be benchmark to a single approach. The identified

creativity techniques and factors does have significant impact on software development

creative process. Augmented lightweight tools that support creative thinking and

expression was also reported. Further empirical research could be conducted to deduce

the influence of creativity techniques/method on creative problem solving in software

development. The reported creativity supporting tools could also be subjected to

industrial validation.

The findings from study does not specified or generalized any absolute

method/techniques/practice or approach to creativity, this implies that creativity is

subjective and varies with people and domain. The question to ask is that is there any

absolute new creation? In my opinion, every creation is an evolution and not

revolutionary; this implies that the creation started from modification of something in

existence. The creativity to the person that created it, is the feature that make it unique

from the existing one. Software engineering could embrace the adoption of alternative

52

flexible approaches to prevent limiting human imagination with specified development

model. The management of software organisation could embrace effective practices in

supporting the right creative mind, which are essential asset for creativity sustainability

in software engineering domain. The creative mind are expertise with enhance domain

knowledge and cognitive potential.

The systematic literature review present findings from literature, a colleague has

conducted an industrial questionnaires and survey related to same topic but there is need

to compare findings in future in order to identify the state-of-the practice of creativity in

software engineering.

6.1 Research implication

The reported findings in the current studies do possess some essential implications for the

adoption of creative practices in the development of software in SE domain for both

academic and industry. In the perspective of researchers and practitioners, the following

implications could be of relevance:

● The findings could contribute to an existing knowledge in software engineering

regarding creativity adoption. It revealed that creativity could be encouraged and

emphasized at requirement and design phases where planning and decisions

regarding development are made and also this phases are regarded as the

foundation for software development.

● The findings advocate the adoption of good management practices and flexible

leadership style in software organisation for continuous deployment of novel and

useful solutions.

● The study emphasizes the encouragement of knowledge sharing and collaboration

among developers. This findings has an important implication as it reflects that

researchers and practitioners could share ideas, help each other to see new

viewpoints, channels thought to trigger creative ideas.

● The study reaffirms the definition of creativity by emphasizing the key term;

novelty and usefulness as an important factor in describing creativity. This implies

that an idea, product, or process will be regarded as being creative if it does satisfy

the key terms.

● In terms of creativity supporting tools, the findings encourage the adoption of

tools that will explicitly support creative expression and foster creative thinking.

53

This implication could be of important to practitioners and researchers in making

decision regarding right tools to support creative thinking.

6.2 Validity threats and Limitations of study

The significant threats in the present study are resulting from the selection bias and in

data extraction. The data extraction was done by single researcher and this was a deviation

from kitchenham, (2004) guideline. The bias was reduced to minimal by adherence to the

outlined review protocol and repetitive iterative pilot test carried out multiple times at

each review phase. However, the supervisor was contacted for clarity in unsure situations.

Some relevant studies might have been omitted in the process of excluding studies related

to innovation which is a very close term to creativity, though distinction was made about

the two terms.

The searching phase of the study were subjected to certain limitations, an instance is the

searches carried out in ACM database, it was challenging importing search results to

reference manager due to number of searches. However, this was overcome by repeated

exportation with extreme caution.

The notion that creativity is a subjective concept that varies across knowledge and with

person, make the generalization about the findings on creativity in SE difficult.

The searched results from each probed databases was documented with corresponding

date and time such that it could allow study replication.

54

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