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KW1
Keynote 
11/7/2012 8:30 AM 
 
 
 
 
 
 
 

"Games Software People Play:
Reasoning, Tactics, Biases,
Fallacies"
 
 
 

Presented by:
Philippe Kruchten
Kruchten Engineering Services, Ltd.
 
 
 
 
 

Brought to you by: 
 

 
 
340 Corporate Way, Suite 300, Orange Park, FL 32073 
888‐268‐8770 ∙ 904‐278‐0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
Philippe Kruchten
Kruchten Engineering Services, Ltd.
Philippe Kruchten has been a software architect for thirty-five years, first at Alcatel and then at
Rational Software (now IBM) working on large technical systems in telecommunication,
aerospace, defense, and transportation. Philippe is also a professor of software engineering at
UBC in Vancouver, where he teaches software project management and entrepreneurship, and
conducts research on software processes and software architecture including architecture
knowledge management, technical debt, and complexity. He is the founder of Agile Vancouver,
a senior member of the IEEE computer society, an editor of IEEE Software, a professional
engineer, and a frequent presenter worldwide—from agile conferences to Scrum gatherings.
See more atphilippe.kruchten.com.
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Games	
  SoCware	
  People	
  Play	
  
Philippe	
  Kruchten	
  
Orlando,	
  November	
  2012	
  

Philippe	
  Kruchten,	
  Ph.D.,	
  P.Eng.,	
  CSDP	
  
Professor	
  of	
  So)ware	
  Engineering	
  
NSERC	
  Chair	
  in	
  Design	
  Engineering	
  

Department	
  of	
  Electrical	
  and	
  Computer	
  Engineering	
  

University	
  of	
  BriJsh	
  Columbia	
  
Vancouver,	
  BC	
  Canada	
  
pbk@ece.ubc.ca	
  
	
  	
   	
  	
  
Founder	
  and	
  president	
  
Kruchten	
  Engineering	
  Services	
  Ltd	
  
Vancouver,	
  BC	
  Canada	
  
	
  
philippe@kruchten.com	
  	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

1	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Games	
  People	
  Play	
  
Eric	
  Berne,	
  1964	
  

TransacJonal	
  analysis	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

2	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

“Games	
  are	
  ritualisJc	
  
transacJons	
  or	
  behavior	
  
paTerns	
  between	
  
individuals	
  that	
  indicate	
  
hidden	
  feelings	
  or	
  
emoJons…”	
  

—What	
  Jme	
  is	
  it?	
  
—Three	
  o’clock.	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

3	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

—Can	
  you	
  pass	
  me	
  the	
  
salt,	
  please?	
  
—Why	
  did	
  not	
  you	
  think	
  
about	
  the	
  salt	
  before	
  you	
  
sat	
  down!	
  Go	
  and	
  fetch	
  it	
  
yourself	
  now.	
  This	
  will	
  
teach	
  you	
  something	
  about	
  
anJcipaJng.	
  

Outline	
  
• 
• 
• 
• 
• 
• 
• 
• 
• 

Kruchten
Engineering Services Ltd

Games	
  people	
  play	
  
Design	
  &	
  decision	
  making	
  
Reasoning	
  tacJcs	
  for	
  soCware	
  design	
  
CogniJve	
  biases,	
  reasoning	
  fallacies,	
  
and	
  poliJcal	
  games	
  
A	
  gallery	
  of	
  simple	
  games	
  
NasJer	
  games	
  
Debunking	
  and	
  debiasing	
  
Design	
  RaJonale	
  
CriJcal	
  thinking	
  

Copyright	
  ©	
  KESL	
  2011	
  

4	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Design	
  =	
  Decisions	
  
•  Designers	
  use	
  a	
  decision-­‐making	
  process	
  
•  The	
  ra:onale,	
  when	
  expressed,	
  makes	
  it	
  
parJally	
  visible	
  
–  Arguments	
  for…	
  

•  TacJcs,	
  heurisJcs	
  

ArchitecJng	
  is	
  making	
  decisions	
  
	
  The	
  life	
  of	
  a	
  so(ware	
  architect	
  is	
  a	
  long	
  (and	
  
some:mes	
  painful)	
  succession	
  of	
  subop:mal	
  
decisions	
  made	
  partly	
  in	
  the	
  dark.	
  (me)	
  

AK	
  =	
  AD	
  +	
  ADD	
  	
  
(Hans	
  van	
  Vliet,	
  Patricia	
  Lago,	
  me)	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

5	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

On	
  the	
  posiJve	
  side:	
  
• 
• 
• 
• 
• 
• 
• 
• 
• 

Divide	
  and	
  conquer	
  
Bring	
  an	
  outsider	
  
Reframe	
  the	
  problem	
  
Change	
  level	
  of	
  abstracJon	
  
Checklists,	
  catalogues	
  
Remove	
  constraints	
  one	
  by	
  one	
  
Round-­‐trip	
  gestalt	
  design	
  
Backtrack	
  
Spread	
  1/N	
  

On	
  the	
  posiJve	
  side	
  (cont.)	
  
• 
• 
• 
• 
• 
• 
• 

Kruchten
Engineering Services Ltd

Time-­‐bounded	
  consensus	
  seeking	
  
Write	
  it	
  down	
  
Formalize	
  it	
  (e.g.,	
  math)	
  
Explain	
  it	
  to	
  a	
  friend	
  
Sleep	
  over	
  it	
  
De	
  Bono’s	
  6	
  hats	
  (?)	
  
…	
  

Copyright	
  ©	
  KESL	
  2011	
  

6	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

On	
  the	
  darker	
  side	
  
•  CogniJve	
  biases	
  
•  Reasoning	
  fallacies	
  
•  PoliJcal	
  games	
  

CogniJve	
  biases	
  
•  SoCware	
  designers	
  rely	
  oCen	
  on	
  intuiJon	
  
•  But	
  intuiJon	
  may	
  be	
  flawed.	
  
•  CogniJve	
  bias	
  	
  
	
  =	
  a	
  paTern	
  in	
  deviaJon	
  of	
  judgment	
  from	
  
accuracy	
  or	
  logic	
  
	
  =>	
  can	
  lead	
  to	
  perceptual	
  distorJon,	
  
inaccurate	
  judgment,	
  or	
  illogical	
  interpretaJon	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

7	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

CogniJve	
  biases	
  
• 
• 
• 
• 

Confirmatory	
  bias	
  
Availability	
  bias	
  
RepresentaJveness	
  bias	
  
…	
  

Reasoning	
  Fallacies	
  
•  Flawed	
  arguments,	
  incorrect	
  reasoning	
  
=>	
  PotenJally	
  wrong	
  decision	
  
•  Argument	
  /=	
  belief	
  or	
  opinion	
  
•  Good	
  argument	
  
–  Relevant,	
  accurate,	
  fair	
  premises	
  
–  Logical	
  

•  Beliefs	
  oCen	
  presented	
  as	
  true	
  facts.	
  
•  Reasoning	
  fallacies	
  are	
  more	
  likely	
  to	
  be	
  
accidental	
  than	
  deliberate,	
  …	
  or	
  not?	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

8	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

PoliJcal	
  games	
  
•  A	
  set	
  of	
  arguments,	
  all	
  superficially	
  plausible,	
  
possibly	
  leading	
  	
  to	
  a	
  design	
  decision,	
  but	
  with	
  
a	
  concealed	
  ulterior	
  moJvaJon,	
  maybe	
  
unrelated	
  to	
  the	
  design.	
  

A	
  gallery	
  of	
  games	
  soCware	
  
people	
  play	
  
Biases,	
  fallacies	
  and	
  poliJcal	
  games	
  
found	
  in	
  real	
  life	
  soCware	
  projects	
  
over	
  a	
  period	
  of	
  30	
  years	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

9	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Golden	
  hammer	
  
•  When	
  you	
  have	
  a	
  hammer,	
  everything	
  looks	
  
like	
  	
  a	
  nail	
  
•  aka:	
  we	
  have	
  found	
  the	
  “silver	
  bullet”	
  
•  An	
  architect	
  has	
  developed	
  some	
  deep	
  
experJse	
  in	
  some	
  technique/tool/technology,	
  
and	
  this	
  becomes	
  the	
  first	
  or	
  someJme	
  only	
  
possible	
  soluJon	
  to	
  any	
  new	
  problem	
  
presented	
  to	
  her.	
  
•  See	
  Anchoring	
  

Elephant	
  in	
  the	
  room	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

10	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Elephant	
  in	
  the	
  room	
  
•  All	
  architects	
  are	
  fully	
  aware	
  of	
  some	
  major	
  
issue	
  that	
  really	
  must	
  be	
  decided	
  upon,	
  but	
  
everyone	
  keeps	
  busy	
  tackling	
  small	
  items,	
  
ignoring	
  the	
  big	
  issue,	
  pretending	
  it	
  does	
  not	
  
exist,	
  hoping	
  maybe	
  that	
  it	
  will	
  vanish	
  by	
  
magic	
  or	
  that	
  someone	
  else	
  will	
  take	
  care	
  of	
  it.	
  

Not	
  invented	
  here	
  
•  Avoid	
  using	
  or	
  buying	
  something	
  because	
  it	
  
comes	
  from	
  another	
  culture	
  or	
  company,	
  and	
  
redo	
  it	
  internally.	
  
•  SomeJmes	
  used	
  jointly	
  with	
  Golden	
  hammer,	
  
as	
  a	
  way	
  to	
  jusJfy	
  the	
  hammer.	
  
•  Can	
  be	
  used	
  as	
  a	
  poliJcal	
  game	
  
•  aka:	
  reinvenJng	
  the	
  wheel	
  	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

11	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Anchoring	
  
•  Relying	
  heavily	
  on	
  one	
  piece	
  of	
  
informaJon,	
  to	
  the	
  detriment	
  of	
  
other	
  pieces	
  of	
  informaJon,	
  to	
  
jusJfy	
  some	
  choice.	
  
•  Related	
  to	
  “blind	
  spot”	
  or	
  “golden	
  
hammer”	
  
•  SomeJmes	
  re-­‐inforced	
  by	
  
confirmatory	
  bias	
  

Blink	
  
•  Gladwell’s	
  2005	
  book:	
  Blink:	
  the	
  power	
  of	
  
thinking	
  without	
  thinking	
  
•  Aka.	
  Fast	
  and	
  frugal	
  (Gigerenzer)	
  
•  Extreme	
  form	
  of	
  anchoring?	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

12	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

“Obviously...”	
  
•  When	
  there	
  is	
  no	
  relaJonship	
  between	
  the	
  
premises	
  and	
  the	
  conclusion	
  (or	
  decision),	
  and	
  
there	
  is	
  nothing	
  obvious	
  to	
  any	
  other	
  stakeholder.	
  
•  Reasoning	
  fallacy	
  
•  aka:	
  Non	
  sequitur	
  
•  See	
  also:	
  	
  
–  post	
  hoc	
  ergo	
  propter	
  hoc:	
  temporal	
  succession	
  
implies	
  a	
  causal	
  relaJon.	
  	
  
–  um	
  hoc	
  ergo	
  propter	
  hoc:	
  correlaJon	
  implies	
  a	
  causal	
  
relaJon	
  

“Yes,	
  but…”	
  
•  A	
  delaying	
  tacJc	
  which	
  pushes	
  back	
  onto	
  the	
  
requirements	
  side	
  to	
  know	
  more,	
  get	
  more	
  
details,	
  someJmes	
  on	
  minute	
  details	
  or	
  
secondary	
  use	
  cases...	
  
•  Aka.	
  Analysis	
  paralysis	
  (?)	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

13	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

PerfecJon	
  or	
  bust	
  
•  We	
  need	
  an	
  opJmal	
  soluJon	
  (the	
  fastest,	
  
cheapest,	
  nicest,	
  etc.	
  way	
  to…	
  
•  Aka:	
  searching	
  for	
  	
  the	
  silver	
  bullet	
  
•  Decision	
  avoidance	
  strategy	
  or	
  delaying	
  
technique.	
  Though	
  one	
  ‘saJsficing’	
  soluJon	
  
maybe	
  known,	
  rather	
  than	
  provisionally	
  using	
  
it	
  and	
  moving	
  on,	
  architects	
  conJnue	
  the	
  
search	
  for	
  something	
  beTer,	
  or	
  opJmal.	
  
•  Unboundedly	
  raJonal	
  decision	
  maker	
  	
  

Cargo	
  cult	
  
•  A	
  group	
  of	
  people	
  who	
  imitate	
  the	
  superficial	
  
exterior	
  of	
  a	
  process	
  or	
  system	
  without	
  having	
  
any	
  understanding	
  of	
  the	
  underlying	
  
substance.	
  
•  a	
  flawed	
  model	
  of	
  causaJon,	
  when	
  necessary	
  
condiJon	
  are	
  confused	
  for	
  sufficient	
  
condiJons	
  
•  Straddling	
  between	
  	
  
cogniJve	
  bias	
  and	
  	
  
reasoning	
  fallacy	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

14	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

It	
  has	
  worked	
  before	
  
•  The	
  condiJons	
  when	
  it	
  has	
  worked	
  before	
  
were	
  significantly	
  different,	
  though.	
  
•  This	
  is	
  oCen	
  following	
  a	
  “blink”,	
  as	
  a	
  first	
  line	
  
of	
  defense.	
  
•  Related	
  to	
  “Hasty	
  generalizaJon”	
  
•  RepresentaJveness	
  bias	
  with	
  a	
  sample	
  of	
  1	
  ?	
  

Not	
  ripe	
  and	
  just	
  good	
  for	
  scoundrels	
  
•  French:	
  “Ils	
  sont	
  trop	
  
verts	
  et	
  bon	
  pour	
  des	
  
goujats”	
  from	
  a	
  fable	
  
by	
  La	
  Fontaine	
  (1668),	
  
where	
  the	
  fox,	
  unable	
  
to	
  catch	
  some	
  grapes,	
  
decides	
  that	
  they	
  are	
  
probably	
  “not	
  ripe	
  and	
  
just	
  good	
  for	
  
scoundrels”	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

15	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Not	
  ripe	
  and	
  just	
  good	
  for	
  scoundrels	
  
•  Architects	
  try	
  to	
  use	
  a	
  certain	
  soluJon/tool/
technology/method,	
  but	
  by	
  lack	
  of	
  Jme,	
  	
  
resources,	
  understanding,	
  training	
  or	
  other,	
  
they	
  fail	
  to	
  make	
  it	
  work,	
  and	
  then	
  decide	
  that	
  
it	
  is	
  intrinsically	
  a	
  bad	
  soluJon/tool/method.	
  
(Ironically,	
  3	
  months	
  later,	
  they	
  are	
  leap-­‐
frogged	
  by	
  their	
  compeJJon,	
  who	
  have	
  
successfully	
  used	
  the	
  said	
  technology.)	
  
•  See	
  also	
  Pilot	
  study	
  

Swamped	
  by	
  evidence	
  
•  RepeaJng	
  something	
  in	
  public	
  oCen	
  enough	
  
that	
  in	
  the	
  end,	
  it	
  becomes	
  familiar	
  and	
  will	
  
look	
  more	
  likely	
  to	
  be	
  true	
  (seen	
  as	
  true)	
  in	
  a	
  
subsequent	
  argument.	
  

•  PoliJcal	
  game	
  element,	
  with	
  intent	
  to	
  induce	
  a	
  
reasoning	
  fallacy	
  
•  Aka.	
  Argumentum	
  verbosium	
  (?)	
  

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Copyright	
  ©	
  KESL	
  2011	
  

16	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

“It’s	
  a	
  secret”	
  
•  Impose	
  a	
  soluJon	
  withholding	
  any	
  evidence,	
  
claiming	
  that	
  there	
  are	
  some	
  business	
  reasons	
  
to	
  do	
  it	
  that	
  cannot	
  be	
  disclosed	
  at	
  this	
  state.	
  
•  PoliJcal	
  game	
  
•  Milder	
  form:	
  “it	
  is	
  too	
  hard	
  to	
  explain	
  now...”	
  
and	
  “ Trust	
  me	
  on	
  this…”	
  
•  Contemptuous	
  form:	
  “You	
  would	
  not	
  be	
  able	
  
to	
  understand”	
  

Teacher’s	
  pet	
  
•  Aka:	
  The	
  boss	
  will	
  like	
  it	
  
•  Though	
  there	
  is	
  no	
  technical	
  evidence	
  	
  
of	
  it,	
  a	
  soluJon	
  is	
  adopted	
  just	
  because	
  one	
  
stakeholder	
  in	
  posiJon	
  of	
  power	
  need	
  to	
  be	
  
appeased,	
  pleased,	
  and	
  this	
  can	
  be	
  used	
  later	
  to	
  
trade	
  something	
  else	
  (maybe	
  not	
  at	
  all	
  related	
  to	
  
this	
  project)	
  
•  PoliJcal	
  game	
  
•  May	
  be	
  played	
  as	
  an	
  alternate	
  to	
  “it’s	
  a	
  secret”.	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

17	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Groupthink	
  
•  Within	
  a	
  deeply	
  cohesive	
  in-­‐group	
  whose	
  
members	
  try	
  to	
  minimize	
  conflict	
  and	
  reach	
  
consensus	
  without	
  criJcally	
  tesJng,	
  analyzing	
  
and	
  evaluaJng	
  	
  ideas.	
  
•  aka:	
  bandwagon	
  effect,	
  	
  
herd	
  behaviour,	
  	
  
lemming	
  behaviour	
  
•  CogniJve	
  bias	
  

Let	
  us	
  have	
  a	
  vote	
  
•  SomeJmes	
  thought	
  of	
  a	
  technique	
  to	
  resolve	
  
a	
  deadlock,	
  it	
  is	
  oCen	
  a	
  poliJcal	
  strategy	
  by	
  
the	
  responsible	
  person	
  to	
  avoid	
  taking	
  a	
  
personal	
  risk.	
  
•  Related	
  to:	
  “they	
  made	
  me	
  do	
  it...”	
  
•  PoliJcal	
  game	
  

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Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

18	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Conscious	
  	
  	
  	
  versus	
  	
  	
  	
  	
  	
  Unconscious	
  

Accidental	
  	
  versus	
  Deliberate	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

19	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Naïve	
  	
  	
  	
  	
  versus	
  	
  	
  	
  	
  	
  Malevolent	
  

Assemble	
  your	
  own	
  game	
  
•  Deliberate,	
  maybe	
  malevolent	
  
•  Exploit	
  one	
  or	
  more	
  bias	
  to	
  your	
  advantage	
  
•  AcJve	
  destrucJon	
  of	
  trust	
  
•  Example:	
  	
  
the	
  Pilot	
  Project	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

20	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Note:	
  Straddlers	
  
•  Anchoring-­‐and-­‐adjustment	
  
–  Possible	
  reasoning	
  tacJc	
  
–  Bad	
  only	
  when	
  proper	
  adjustments	
  do	
  not	
  occur	
  

•  Blink	
  
–  PracJced	
  by	
  inexperienced	
  people	
  
–  May	
  leave	
  out	
  many	
  great	
  possibiliJes	
  

•  Divide-­‐and-­‐Conquer	
  
–  When	
  no	
  integraJon	
  occurs,	
  or	
  late	
  

•  …	
  

Debiasing,	
  debunking	
  
•  Increased	
  awareness	
  could	
  help	
  
•  Contrarian	
  in	
  the	
  team	
  (the	
  debunker)	
  
•  Reframing	
  problems	
  so	
  that	
  more	
  informaJon	
  is	
  
visible	
  
•  Re-­‐structuring	
  arguments	
  
–  Premise	
  1,	
  premise	
  2,	
  …	
  premise	
  n,	
  =>	
  Conclusion	
  

•  Challenge	
  the	
  premises	
  
•  See	
  “posiJve	
  tacJcs”	
  (earlier)	
  

•  Back	
  to	
  the	
  importance	
  of	
  design	
  ra:onale	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

21	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

CriJcal	
  thinking	
  
Richard	
  Paul	
  &	
  Linda	
  Elder	
  
www.criJcalthinking.org	
  

We	
  think,	
  we	
  reason…	
  
• 
• 
• 
• 
• 
• 
• 
• 

Kruchten
Engineering Services Ltd

for	
  a	
  purpose,	
  
within	
  a	
  point	
  of	
  view,	
  
based	
  on	
  some	
  assump:ons,	
  
leading	
  to	
  implica:ons	
  and	
  consequences.	
  
We	
  use	
  data,	
  facts,	
  and	
  experiences	
  
to	
  make	
  inferences	
  and	
  judgments	
  
based	
  on	
  concepts	
  and	
  theories	
  
to	
  answer	
  a	
  ques:on	
  or	
  solve	
  a	
  problem.	
  

Copyright	
  ©	
  KESL	
  2011	
  

22	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Intellectual	
  standards	
  
•  Clarity	
  
•  Accuracy	
  
•  Precision	
  
•  Depth	
  
•  Breadth	
  

•  Relevance	
  
•  Logic-­‐ness	
  
•  Significance	
  
•  Completeness	
  
•  Fairness	
  

Paul-­‐Elder	
  CriJcal	
  Thinking	
  Model	
  

hTp://louisville.edu/ideastoacJon/what/criJcal-­‐thinking/paul-­‐elder-­‐framework	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

23	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Dual	
  process:	
  System	
  one,	
  system	
  two	
  
•  S1	
  
–  Unconscious,	
  implicit,	
  experienJal	
  
–  fast	
  

•  S2	
  
–  Conscious,	
  explicit,	
  raJonal,	
  analyJcal	
  
–  Slow	
  
–  result	
  of	
  evoluJon	
  of	
  Homo	
  Sapiens,	
  50,000y	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

24	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

Research	
  

•  Evidence	
  of	
  cogniJve	
  biases	
  in	
  soCware	
  engineering	
  
•  ExperimentaJon	
  on	
  some	
  specific	
  biases	
  
–  Lab,	
  then	
  pracJJoners	
  

•  Hypotheses	
  on	
  miJgaJon	
  strategies	
  
•  ExperimentaJons	
  on	
  miJgaJon	
  strategies	
  
•  Interdisciplinary	
  

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

25	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

References	
  (1)	
  
•  Berne, E. (1964). Games People Play, the Psychology of Human
Behavior. New York: Grove Press."
•  Calikli, G., Bener, A., & Arslan, B. (2010). An analysis of the effects of
company culture, education and experience on confirmation bias levels
of software developers and testers. Paper presented at the Proceedings
of the 32nd ACM/IEEE International Conference on Software
Engineering - Volume 2. "
•  Damer, T. E. (2009). Attacking Faulty Reasoning—A practical guide to
fallacy-free arguments (6th ed.). Belmont, CA: Wadsworth Cengage."
•  Dörner, D. (1996). The logic of failure. Cambridge, MA: Perseus Pub."
•  Epley, N., & Gilovich, T. (2006). The anchoring-and-adjustment
heuristic--why the adjustments are insufficient. Psychological Science,
17(4), 311-."
•  Gigerenzer, G., & Goldstein, D. G. (1996). Reasoning the Fast and
Frugal Way: Models of Bounded Rationality. Psychological Review,
103(4), 650-669."
•  Gladwell, M. (2005). Blink: The Power of Thinking Without Thinking.
New York: Little, Brown and Company."

References	
  (2)	
  
•  Hammond, J. S., Keeney, R. L., & Raiffa, H. (2006). The hidden traps in
decision making. Harvard Business Review, 84(1), 118-126."
•  Janis, I. (1983). Groupthink: psychological studies of policy decisions
and fiascoes (2 ed.): Houghton Mifflin."
•  Kahneman, D. (2011). Thinking, Fast and Slow. New York: Farrar,
Straus and Giroux."
•  Levy, M., & Salvadori, M. G. (1992). Why buildings fall down: how
structures fail. New York: W. W. Norton."
•  Nutt, P. C. (2002). Why decisions fail: Avoiding the blunders and traps
that lead to debacles. San Francisco: Berrett-Koehler Pub."
•  Parsons, J., & Saunders, C. (2004). Cognitive Heuristics in Software
Engineering: Applying and Extending Anchoring and Adjustment to
Artifact Reuse. IEEE Trans. on Software Engineering, 30, 873-888."
•  Paul, R. W., & Elder, L. (1999). The Miniature Guide to Critical Thinking :
Concepts and Tools. USA: The Foundation for Critical Thinking."
•  Robbins, J. E., Hilbert, D. M., & Redmiles, D. F. (1998). Software
architecture critics in Argo. Paper presented at the Proceedings of the
3rd international conference on Intelligent user interfaces. "
•  Schön, D. A. (1983). The reflective practitioner: How professionals think
in action. New York: Basic Books."

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

26	
  
November	
  2012	
  

Games	
  so(ware	
  people	
  play	
  

References	
  (3)	
  
•  Siau, K., Wand, Y., & Benbasat, I. (1996). When parents need not have
children—Cognitive biases in information modeling. In P.
Constantopoulos, J. Mylopoulos & Y. Vassiliou (Eds.), Advanced
Information Systems Engineering (Vol. 1080, pp. 402-420) Berlin:
Springer.	
  
•  Simon, H. A. (1991). Bounded rationality and organizational learning.
Organization Science, 2(1), 125-134."
•  Stacy, W., & MacMillan, J. (1995). Cognitive bias in software
engineering. Communications of the ACM, 38(6), 57-63."
•  Tang, A. (2011). Software Designers, Are You Biased? Paper to be
presented at the SHARK workshop at ICSE 2011."
•  Wendorff, P., & Apšvalka, D. (2005, April 14-15). Human Knowledge
Management and Decision Making in Software Development Method
Selection. Paper presented at the 12th Annual Workshop of the German
Informatics Society Special Interest Group WI-VM, Berlin."
•  Williams, T., Samset, K., & Sunnevåg, K. (2009). Making essential
choices with scant information: front-end decision-making in major
projects. Basingstoke, UK: Palgrave Macmillan."

Kruchten
Engineering Services Ltd

Copyright	
  ©	
  KESL	
  2011	
  

27	
  

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Games Software People Play: Reasoning, Tactics, Biases, Fallacies

  • 1.           KW1 Keynote  11/7/2012 8:30 AM                "Games Software People Play: Reasoning, Tactics, Biases, Fallacies"       Presented by: Philippe Kruchten Kruchten Engineering Services, Ltd.           Brought to you by:        340 Corporate Way, Suite 300, Orange Park, FL 32073  888‐268‐8770 ∙ 904‐278‐0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
  • 2. Philippe Kruchten Kruchten Engineering Services, Ltd. Philippe Kruchten has been a software architect for thirty-five years, first at Alcatel and then at Rational Software (now IBM) working on large technical systems in telecommunication, aerospace, defense, and transportation. Philippe is also a professor of software engineering at UBC in Vancouver, where he teaches software project management and entrepreneurship, and conducts research on software processes and software architecture including architecture knowledge management, technical debt, and complexity. He is the founder of Agile Vancouver, a senior member of the IEEE computer society, an editor of IEEE Software, a professional engineer, and a frequent presenter worldwide—from agile conferences to Scrum gatherings. See more atphilippe.kruchten.com.
  • 3. November  2012   Games  so(ware  people  play   Games  SoCware  People  Play   Philippe  Kruchten   Orlando,  November  2012   Philippe  Kruchten,  Ph.D.,  P.Eng.,  CSDP   Professor  of  So)ware  Engineering   NSERC  Chair  in  Design  Engineering   Department  of  Electrical  and  Computer  Engineering   University  of  BriJsh  Columbia   Vancouver,  BC  Canada   pbk@ece.ubc.ca           Founder  and  president   Kruchten  Engineering  Services  Ltd   Vancouver,  BC  Canada     philippe@kruchten.com     Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   1  
  • 4. November  2012   Games  so(ware  people  play   Games  People  Play   Eric  Berne,  1964   TransacJonal  analysis   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   2  
  • 5. November  2012   Games  so(ware  people  play   “Games  are  ritualisJc   transacJons  or  behavior   paTerns  between   individuals  that  indicate   hidden  feelings  or   emoJons…”   —What  Jme  is  it?   —Three  o’clock.   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   3  
  • 6. November  2012   Games  so(ware  people  play   —Can  you  pass  me  the   salt,  please?   —Why  did  not  you  think   about  the  salt  before  you   sat  down!  Go  and  fetch  it   yourself  now.  This  will   teach  you  something  about   anJcipaJng.   Outline   •  •  •  •  •  •  •  •  •  Kruchten Engineering Services Ltd Games  people  play   Design  &  decision  making   Reasoning  tacJcs  for  soCware  design   CogniJve  biases,  reasoning  fallacies,   and  poliJcal  games   A  gallery  of  simple  games   NasJer  games   Debunking  and  debiasing   Design  RaJonale   CriJcal  thinking   Copyright  ©  KESL  2011   4  
  • 7. November  2012   Games  so(ware  people  play   Design  =  Decisions   •  Designers  use  a  decision-­‐making  process   •  The  ra:onale,  when  expressed,  makes  it   parJally  visible   –  Arguments  for…   •  TacJcs,  heurisJcs   ArchitecJng  is  making  decisions    The  life  of  a  so(ware  architect  is  a  long  (and   some:mes  painful)  succession  of  subop:mal   decisions  made  partly  in  the  dark.  (me)   AK  =  AD  +  ADD     (Hans  van  Vliet,  Patricia  Lago,  me)   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   5  
  • 8. November  2012   Games  so(ware  people  play   On  the  posiJve  side:   •  •  •  •  •  •  •  •  •  Divide  and  conquer   Bring  an  outsider   Reframe  the  problem   Change  level  of  abstracJon   Checklists,  catalogues   Remove  constraints  one  by  one   Round-­‐trip  gestalt  design   Backtrack   Spread  1/N   On  the  posiJve  side  (cont.)   •  •  •  •  •  •  •  Kruchten Engineering Services Ltd Time-­‐bounded  consensus  seeking   Write  it  down   Formalize  it  (e.g.,  math)   Explain  it  to  a  friend   Sleep  over  it   De  Bono’s  6  hats  (?)   …   Copyright  ©  KESL  2011   6  
  • 9. November  2012   Games  so(ware  people  play   On  the  darker  side   •  CogniJve  biases   •  Reasoning  fallacies   •  PoliJcal  games   CogniJve  biases   •  SoCware  designers  rely  oCen  on  intuiJon   •  But  intuiJon  may  be  flawed.   •  CogniJve  bias      =  a  paTern  in  deviaJon  of  judgment  from   accuracy  or  logic    =>  can  lead  to  perceptual  distorJon,   inaccurate  judgment,  or  illogical  interpretaJon   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   7  
  • 10. November  2012   Games  so(ware  people  play   CogniJve  biases   •  •  •  •  Confirmatory  bias   Availability  bias   RepresentaJveness  bias   …   Reasoning  Fallacies   •  Flawed  arguments,  incorrect  reasoning   =>  PotenJally  wrong  decision   •  Argument  /=  belief  or  opinion   •  Good  argument   –  Relevant,  accurate,  fair  premises   –  Logical   •  Beliefs  oCen  presented  as  true  facts.   •  Reasoning  fallacies  are  more  likely  to  be   accidental  than  deliberate,  …  or  not?   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   8  
  • 11. November  2012   Games  so(ware  people  play   PoliJcal  games   •  A  set  of  arguments,  all  superficially  plausible,   possibly  leading    to  a  design  decision,  but  with   a  concealed  ulterior  moJvaJon,  maybe   unrelated  to  the  design.   A  gallery  of  games  soCware   people  play   Biases,  fallacies  and  poliJcal  games   found  in  real  life  soCware  projects   over  a  period  of  30  years   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   9  
  • 12. November  2012   Games  so(ware  people  play   Golden  hammer   •  When  you  have  a  hammer,  everything  looks   like    a  nail   •  aka:  we  have  found  the  “silver  bullet”   •  An  architect  has  developed  some  deep   experJse  in  some  technique/tool/technology,   and  this  becomes  the  first  or  someJme  only   possible  soluJon  to  any  new  problem   presented  to  her.   •  See  Anchoring   Elephant  in  the  room   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   10  
  • 13. November  2012   Games  so(ware  people  play   Elephant  in  the  room   •  All  architects  are  fully  aware  of  some  major   issue  that  really  must  be  decided  upon,  but   everyone  keeps  busy  tackling  small  items,   ignoring  the  big  issue,  pretending  it  does  not   exist,  hoping  maybe  that  it  will  vanish  by   magic  or  that  someone  else  will  take  care  of  it.   Not  invented  here   •  Avoid  using  or  buying  something  because  it   comes  from  another  culture  or  company,  and   redo  it  internally.   •  SomeJmes  used  jointly  with  Golden  hammer,   as  a  way  to  jusJfy  the  hammer.   •  Can  be  used  as  a  poliJcal  game   •  aka:  reinvenJng  the  wheel     Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   11  
  • 14. November  2012   Games  so(ware  people  play   Anchoring   •  Relying  heavily  on  one  piece  of   informaJon,  to  the  detriment  of   other  pieces  of  informaJon,  to   jusJfy  some  choice.   •  Related  to  “blind  spot”  or  “golden   hammer”   •  SomeJmes  re-­‐inforced  by   confirmatory  bias   Blink   •  Gladwell’s  2005  book:  Blink:  the  power  of   thinking  without  thinking   •  Aka.  Fast  and  frugal  (Gigerenzer)   •  Extreme  form  of  anchoring?   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   12  
  • 15. November  2012   Games  so(ware  people  play   “Obviously...”   •  When  there  is  no  relaJonship  between  the   premises  and  the  conclusion  (or  decision),  and   there  is  nothing  obvious  to  any  other  stakeholder.   •  Reasoning  fallacy   •  aka:  Non  sequitur   •  See  also:     –  post  hoc  ergo  propter  hoc:  temporal  succession   implies  a  causal  relaJon.     –  um  hoc  ergo  propter  hoc:  correlaJon  implies  a  causal   relaJon   “Yes,  but…”   •  A  delaying  tacJc  which  pushes  back  onto  the   requirements  side  to  know  more,  get  more   details,  someJmes  on  minute  details  or   secondary  use  cases...   •  Aka.  Analysis  paralysis  (?)   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   13  
  • 16. November  2012   Games  so(ware  people  play   PerfecJon  or  bust   •  We  need  an  opJmal  soluJon  (the  fastest,   cheapest,  nicest,  etc.  way  to…   •  Aka:  searching  for    the  silver  bullet   •  Decision  avoidance  strategy  or  delaying   technique.  Though  one  ‘saJsficing’  soluJon   maybe  known,  rather  than  provisionally  using   it  and  moving  on,  architects  conJnue  the   search  for  something  beTer,  or  opJmal.   •  Unboundedly  raJonal  decision  maker     Cargo  cult   •  A  group  of  people  who  imitate  the  superficial   exterior  of  a  process  or  system  without  having   any  understanding  of  the  underlying   substance.   •  a  flawed  model  of  causaJon,  when  necessary   condiJon  are  confused  for  sufficient   condiJons   •  Straddling  between     cogniJve  bias  and     reasoning  fallacy   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   14  
  • 17. November  2012   Games  so(ware  people  play   It  has  worked  before   •  The  condiJons  when  it  has  worked  before   were  significantly  different,  though.   •  This  is  oCen  following  a  “blink”,  as  a  first  line   of  defense.   •  Related  to  “Hasty  generalizaJon”   •  RepresentaJveness  bias  with  a  sample  of  1  ?   Not  ripe  and  just  good  for  scoundrels   •  French:  “Ils  sont  trop   verts  et  bon  pour  des   goujats”  from  a  fable   by  La  Fontaine  (1668),   where  the  fox,  unable   to  catch  some  grapes,   decides  that  they  are   probably  “not  ripe  and   just  good  for   scoundrels”   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   15  
  • 18. November  2012   Games  so(ware  people  play   Not  ripe  and  just  good  for  scoundrels   •  Architects  try  to  use  a  certain  soluJon/tool/ technology/method,  but  by  lack  of  Jme,     resources,  understanding,  training  or  other,   they  fail  to  make  it  work,  and  then  decide  that   it  is  intrinsically  a  bad  soluJon/tool/method.   (Ironically,  3  months  later,  they  are  leap-­‐ frogged  by  their  compeJJon,  who  have   successfully  used  the  said  technology.)   •  See  also  Pilot  study   Swamped  by  evidence   •  RepeaJng  something  in  public  oCen  enough   that  in  the  end,  it  becomes  familiar  and  will   look  more  likely  to  be  true  (seen  as  true)  in  a   subsequent  argument.   •  PoliJcal  game  element,  with  intent  to  induce  a   reasoning  fallacy   •  Aka.  Argumentum  verbosium  (?)   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   16  
  • 19. November  2012   Games  so(ware  people  play   “It’s  a  secret”   •  Impose  a  soluJon  withholding  any  evidence,   claiming  that  there  are  some  business  reasons   to  do  it  that  cannot  be  disclosed  at  this  state.   •  PoliJcal  game   •  Milder  form:  “it  is  too  hard  to  explain  now...”   and  “ Trust  me  on  this…”   •  Contemptuous  form:  “You  would  not  be  able   to  understand”   Teacher’s  pet   •  Aka:  The  boss  will  like  it   •  Though  there  is  no  technical  evidence     of  it,  a  soluJon  is  adopted  just  because  one   stakeholder  in  posiJon  of  power  need  to  be   appeased,  pleased,  and  this  can  be  used  later  to   trade  something  else  (maybe  not  at  all  related  to   this  project)   •  PoliJcal  game   •  May  be  played  as  an  alternate  to  “it’s  a  secret”.   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   17  
  • 20. November  2012   Games  so(ware  people  play   Groupthink   •  Within  a  deeply  cohesive  in-­‐group  whose   members  try  to  minimize  conflict  and  reach   consensus  without  criJcally  tesJng,  analyzing   and  evaluaJng    ideas.   •  aka:  bandwagon  effect,     herd  behaviour,     lemming  behaviour   •  CogniJve  bias   Let  us  have  a  vote   •  SomeJmes  thought  of  a  technique  to  resolve   a  deadlock,  it  is  oCen  a  poliJcal  strategy  by   the  responsible  person  to  avoid  taking  a   personal  risk.   •  Related  to:  “they  made  me  do  it...”   •  PoliJcal  game   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   18  
  • 21. November  2012   Games  so(ware  people  play   Conscious        versus            Unconscious   Accidental    versus  Deliberate   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   19  
  • 22. November  2012   Games  so(ware  people  play   Naïve          versus            Malevolent   Assemble  your  own  game   •  Deliberate,  maybe  malevolent   •  Exploit  one  or  more  bias  to  your  advantage   •  AcJve  destrucJon  of  trust   •  Example:     the  Pilot  Project   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   20  
  • 23. November  2012   Games  so(ware  people  play   Note:  Straddlers   •  Anchoring-­‐and-­‐adjustment   –  Possible  reasoning  tacJc   –  Bad  only  when  proper  adjustments  do  not  occur   •  Blink   –  PracJced  by  inexperienced  people   –  May  leave  out  many  great  possibiliJes   •  Divide-­‐and-­‐Conquer   –  When  no  integraJon  occurs,  or  late   •  …   Debiasing,  debunking   •  Increased  awareness  could  help   •  Contrarian  in  the  team  (the  debunker)   •  Reframing  problems  so  that  more  informaJon  is   visible   •  Re-­‐structuring  arguments   –  Premise  1,  premise  2,  …  premise  n,  =>  Conclusion   •  Challenge  the  premises   •  See  “posiJve  tacJcs”  (earlier)   •  Back  to  the  importance  of  design  ra:onale   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   21  
  • 24. November  2012   Games  so(ware  people  play   CriJcal  thinking   Richard  Paul  &  Linda  Elder   www.criJcalthinking.org   We  think,  we  reason…   •  •  •  •  •  •  •  •  Kruchten Engineering Services Ltd for  a  purpose,   within  a  point  of  view,   based  on  some  assump:ons,   leading  to  implica:ons  and  consequences.   We  use  data,  facts,  and  experiences   to  make  inferences  and  judgments   based  on  concepts  and  theories   to  answer  a  ques:on  or  solve  a  problem.   Copyright  ©  KESL  2011   22  
  • 25. November  2012   Games  so(ware  people  play   Intellectual  standards   •  Clarity   •  Accuracy   •  Precision   •  Depth   •  Breadth   •  Relevance   •  Logic-­‐ness   •  Significance   •  Completeness   •  Fairness   Paul-­‐Elder  CriJcal  Thinking  Model   hTp://louisville.edu/ideastoacJon/what/criJcal-­‐thinking/paul-­‐elder-­‐framework   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   23  
  • 26. November  2012   Games  so(ware  people  play   Dual  process:  System  one,  system  two   •  S1   –  Unconscious,  implicit,  experienJal   –  fast   •  S2   –  Conscious,  explicit,  raJonal,  analyJcal   –  Slow   –  result  of  evoluJon  of  Homo  Sapiens,  50,000y   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   24  
  • 27. November  2012   Games  so(ware  people  play   Research   •  Evidence  of  cogniJve  biases  in  soCware  engineering   •  ExperimentaJon  on  some  specific  biases   –  Lab,  then  pracJJoners   •  Hypotheses  on  miJgaJon  strategies   •  ExperimentaJons  on  miJgaJon  strategies   •  Interdisciplinary   Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   25  
  • 28. November  2012   Games  so(ware  people  play   References  (1)   •  Berne, E. (1964). Games People Play, the Psychology of Human Behavior. New York: Grove Press." •  Calikli, G., Bener, A., & Arslan, B. (2010). An analysis of the effects of company culture, education and experience on confirmation bias levels of software developers and testers. Paper presented at the Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 2. " •  Damer, T. E. (2009). Attacking Faulty Reasoning—A practical guide to fallacy-free arguments (6th ed.). Belmont, CA: Wadsworth Cengage." •  Dörner, D. (1996). The logic of failure. Cambridge, MA: Perseus Pub." •  Epley, N., & Gilovich, T. (2006). The anchoring-and-adjustment heuristic--why the adjustments are insufficient. Psychological Science, 17(4), 311-." •  Gigerenzer, G., & Goldstein, D. G. (1996). Reasoning the Fast and Frugal Way: Models of Bounded Rationality. Psychological Review, 103(4), 650-669." •  Gladwell, M. (2005). Blink: The Power of Thinking Without Thinking. New York: Little, Brown and Company." References  (2)   •  Hammond, J. S., Keeney, R. L., & Raiffa, H. (2006). The hidden traps in decision making. Harvard Business Review, 84(1), 118-126." •  Janis, I. (1983). Groupthink: psychological studies of policy decisions and fiascoes (2 ed.): Houghton Mifflin." •  Kahneman, D. (2011). Thinking, Fast and Slow. New York: Farrar, Straus and Giroux." •  Levy, M., & Salvadori, M. G. (1992). Why buildings fall down: how structures fail. New York: W. W. Norton." •  Nutt, P. C. (2002). Why decisions fail: Avoiding the blunders and traps that lead to debacles. San Francisco: Berrett-Koehler Pub." •  Parsons, J., & Saunders, C. (2004). Cognitive Heuristics in Software Engineering: Applying and Extending Anchoring and Adjustment to Artifact Reuse. IEEE Trans. on Software Engineering, 30, 873-888." •  Paul, R. W., & Elder, L. (1999). The Miniature Guide to Critical Thinking : Concepts and Tools. USA: The Foundation for Critical Thinking." •  Robbins, J. E., Hilbert, D. M., & Redmiles, D. F. (1998). Software architecture critics in Argo. Paper presented at the Proceedings of the 3rd international conference on Intelligent user interfaces. " •  Schön, D. A. (1983). The reflective practitioner: How professionals think in action. New York: Basic Books." Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   26  
  • 29. November  2012   Games  so(ware  people  play   References  (3)   •  Siau, K., Wand, Y., & Benbasat, I. (1996). When parents need not have children—Cognitive biases in information modeling. In P. Constantopoulos, J. Mylopoulos & Y. Vassiliou (Eds.), Advanced Information Systems Engineering (Vol. 1080, pp. 402-420) Berlin: Springer.   •  Simon, H. A. (1991). Bounded rationality and organizational learning. Organization Science, 2(1), 125-134." •  Stacy, W., & MacMillan, J. (1995). Cognitive bias in software engineering. Communications of the ACM, 38(6), 57-63." •  Tang, A. (2011). Software Designers, Are You Biased? Paper to be presented at the SHARK workshop at ICSE 2011." •  Wendorff, P., & Apšvalka, D. (2005, April 14-15). Human Knowledge Management and Decision Making in Software Development Method Selection. Paper presented at the 12th Annual Workshop of the German Informatics Society Special Interest Group WI-VM, Berlin." •  Williams, T., Samset, K., & Sunnevåg, K. (2009). Making essential choices with scant information: front-end decision-making in major projects. Basingstoke, UK: Palgrave Macmillan." Kruchten Engineering Services Ltd Copyright  ©  KESL  2011   27