GBGunnar Rye Bergersen

Gunnar Rye Bergersen

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Gunnar Rye Bergersen has a total of 14 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Stochastic Games for User Journeys

    by Paul Kobialka, Andrea Pferscher, Gunnar R. Bergersen, Einar Broch Johnsen, Silvia Lizeth Tapia Tarifa

    Industry is shifting towards service-based business models, for which user satisfaction is crucial. User satisfaction can be analyzed with user journeys, which model services from the user’s perspective. Today, these models are created manually and lack both formalization and tool-supported analysis. This limits their applicability to complex services with many users. Our goal is to overcome these limitations by automated model generation and formal analyses, enabling the analysis of user journeys for complex services and thousands of users. In this paper, we use stochastic games to model and analyze user journeys. Stochastic games can be automatically constructed from event logs and model checked to, e.g., identify interactions that most effectively help users reach their goal. Since the learned models may get large, we use property-preserving model reduction to visualize users’ pain points to convey information to business stakeholders. The applicability of the proposed method is here demonstrated on two complementary case studies.


  • Open Access

    Challenges in Understanding the Relationship between Teamwork Quality and Project Success in Large-Scale Agile Projects

    by Torgeir Dingsøyr, Phillip Schneider, Gunnar Rye Bergersen, Yngve Lindsjørn

    A number of methods for large-scale agile development have recently been suggested. Much of the advice in agile methods focuses on teamwork. Prior research has established that teamwork quality influences project success both for traditional software development teams and agile teams. Further, prior studies have also suggested that teamwork quality may play out differently in large projects compared to small. We investigated the relationship between teamwork quality and project success with a survey of 196 project participants across 34 teams in four projects, replicating a previous study on single teams. The new data do not fit the previously established theoretical model, which raises several concerns. The observed effect of teamwork quality on project success operates differently across projects. We discuss possible reasons, which include disagreements on what characterises success in large-scale agile development, "concept drift" of teamwork quality factors, the possibility that interteam factors might have more influence on project success than intrateam factors, and finally, that our study design does not capture all relevant levels and functions. We conclude with a call for more studies on the quality and frequency of interaction between teams in addition to internal team factors to further advance theory and practice within large-scale agile software development.


  • Open Access

    User journey games: automating user-centric analysis

    by Paul Kobialka, S. Lizeth Tapia Tarifa, Gunnar R. Bergersen, Einar Broch Johnsen

    The servitization of business is moving industry to business models driven by customer demand. Customer satisfaction is connected with financial rewards, forcing companies to invest in their users’ experience. User journeys describe how users maneuver through a service. Today, user journeys are typically modeled graphically, and lack formalization and analysis support. This paper proposes a formalization of user journeys as weighted games between the user and the service provider and a systematic data-driven method to derive these user journey games from system logs, using process mining techniques. As the derived games may contain cycles, we define an algorithm to transform user journeys games with cycles into acyclic weighted games, which can be model checked using "Image missing" to uncover potential challenges in a company’s interactions with its users and derive company strategies to guide users through their journeys. Finally, we propose a user journey sliding-window analysis to detect changes in the user journey over time by model checking a sequence of generated games. Our analysis pipeline has been evaluated on an industrial case study; it revealed design challenges within the studied service and could be used to derive actionable recommendations for improvement.


  • Simulating User Journeys with Active Objects

    by Paul Kobialka, Rudolf Schlatte, Gunnar Rye Bergersen, Einar Broch Johnsen, Silvia Lizeth Tapia Tarifa


  • Weighted Games for User Journeys

    by Paul Kobialka, Silvia Lizeth Tapia Tarifa, Gunnar Rye Bergersen, Einar Broch Johnsen


  • Open Access

    Construct Validity in Software Engineering

    by Dag I. K. Sjøberg, Gunnar Rye Bergersen

    Empirical research aims to establish generalizable claims from data. Such claims may involve concepts that must be measured indirectly by using indicators. Construct validity is concerned with whether one can justifiably make claims at the conceptual level that are supported by results at the operational level. We report a quantitative analysis of the awareness of construct validity in the software engineering literature between 2000 and 2019 and a qualitative review of 83 articles about human-centric experiments published in five high-quality journals between 2015 and 2019. Over the two decades, the appearance in the literature of the term construct validity increased sevenfold. Some of the reviewed articles we reviewed employed various ways to ensure that the indicators span the concept in an unbiased manner. We also found articles that reuse formerly validated constructs. However, the articles disagree about how to define construct validity. Several interpret construct validity excessively by including threats to internal, external, or statistical conclusion validity. A few articles also include fundamental challenges of a study, such as cheating and misunderstanding of experiment material. The diversity of topics included as threats to construct validity calls for a more minimalist approach. Based on the review, we propose seven guidelines to improve how construct validity is handled and reported in software engineering.


  • Relations Between Effort Estimates, Skill Indicators, and Measured Programming Skill

    by Magne Jorgensen, Gunnar Rye Bergersen, Knut Liestol

    There are large skill differences among software developers, and clients and managers will benefit from being able to identify those with better skill. This study examines the relations between low effort estimates, and other commonly used skill indicators, and measured programming skill. One hundred and four professional software developers were recruited. After skill-related information was collected, they were asked to estimate the effort for four larger and five smaller programming tasks. Finally, they completed a programming skill test. The lowest and most over-optimistic effort estimates for the larger tasks were given by those with the lowest programming skill, which is in accordance with the well-known Dunning-Kruger effect. For the smaller tasks, however, those with the lowest programming skill had the highest and most over-pessimistic estimates. The other programming skill indicators, such as length of experience, company assessed skill and self-assessed skill, were only moderately correlated with measured skill and not particularly useful in guiding developer skill identification. A practical implication is that for larger and more complex tasks, the use of low effort estimates and commonly used skill indicators as selection criteria leads to a substantial risk of selecting among the least skilled developers.


  • Open Access

    Teamwork Quality and Team Performance: Exploring Differences Between Small and Large Agile Projects

    by Yngve Lindsjørn, Gunnar R. Bergersen, Torgeir Dingsøyr, Dag I. K. Sjøberg

    Agile principles were originally developed for small projects but are now widely used in larger projects with hundreds of developers. Teamwork quality is essential in any development work, but how does teamwork quality differ in small and large agile projects? We report from an explorative survey with 64 agile teams and 320 team members and team leaders, from 31 teams in small projects and 33 teams in large projects. For small projects, teamwork quality was considered by both team members and team leaders to primarily affect product quality. For large projects, the effect of teamwork quality on product quality was positive when it was rated by team members but was negative when rated by team leaders. At a finer granularity, the six dimensions of teamwork quality that we investigated affected team performance differently in small and large projects. These findings question to what extent findings from previous studies on teamwork in agile development in small projects apply to large projects.


  • Open Access

    Are Daily Stand-up Meetings Valuable? A Survey of Developers in Software Teams

    by Viktoria Stray, Nils Brede Moe, Gunnar R. Bergersen