Knowledge Management and Creativity Practices in Software Engineering

Broderick Crawford, Claudio León de la Barra, Ricardo Soto, Sanjay Misra, Eric Monfroy


An increasing number of organizations are trending to teams for innovation and creativity. In software engineering it is the same, in the last years the traditional perspective on software development is changing and agile methods have received considerable attention. Among other attributes, the agilists claim that fostering knowledge sharing and creativity is one of the keys to response to common problems and challenges of software development today. The development of new software products requires the generation of novel and useful ideas. Here, we fixed some concepts from knowledge management and creativity in relation with new software engineering trends.


  1. Beck, K. (2000). Extreme programming explained: embrace change. Addison-Wesley Longman Publishing Co., USA.
  2. Boden, M. (2004). The Creative Mind: Myths and Mechanisms. Routledge, USA.
  3. Chau, T. and Maurer, F. (2004). Knowledge sharing in agile software teams. In Lenski, W., editor, Logic versus Approximation: Essays Dedicated to Michael M. Richter on the Occasion of his 65th Birthday, volume 3075 of Lecture Notes in Artificial Intelligence, pages 173-183. Springer.
  4. Chau, T., Maurer, F., and Melnik, G. (2003). Knowledge sharing: Agile methods versus tayloristic methods. Twelfth International Workshop on Enabling Technologies: Infrastructure for Collaborative Enterprises, WETICE, pages 302-307.
  5. Cockburn, A. and Highsmith, J. (2001). Agile software development: The people factor. IEEE Computer, 34(11):131-133.
  6. Crawford, B. and Leon de la Barra, C. (2007). Enhancing creativity in agile software teams. Lecture Notes in Computer Science, 4536:161-162.
  7. Crawford, B. and Leon de la Barra, C. (2008). Integrating creativity into extreme programming process. In Cordeiro, J. and Filipe, J., editors, ICEIS (3-1), pages 216-219.
  8. Glass, R. (1995). Software creativity. Prentice-Hall, USA.
  9. Gu, M. and Tong, X. (2004). Towards hypotheses on creativity in software development. PROFES, 3009:47- 61.
  10. John, M., Maurer, F., and Tessem, B. (2005). Human and social factors of software engineering: workshop summary. ACM SIGSOFT Softw. Eng., Notes, 30:1-6.
  11. Kotler, P. and Trías de Bes, F. (2004). Marketing Lateral. Editorial Pearson/Prentice Hall, Spain.
  12. Leon de la Barra, C. and Crawford, B. (2007). Fostering creativity thinking in agile software development. Lecture Notes in Computer Science, 4799:415-426.
  13. Maiden, N. and Gizikis, A. (2001). Where do requirements come from? IEEE Software, 18:10-12.
  14. Maiden, N., Gizikis, A., and Robertson, S. (2004). Provoking creativity: Imagine what your requirements could be like. IEEE Software, 21:68-75.
  15. Mich, L., Anesi, C., and Berry, D. (2005). Applying a pragmatics-based creativity-fostering technique to requirements elicitation. Requir. Eng., 10:262-275.
  16. Mishra, A. and Misra, S. (2010). People management in software industry: the key to success. ACM SIGSOFT Software Engineering Notes, 35(6):1-4.
  17. Moe, N., Dingsoyr, T., and Dyba, T. (2010). A teamwork model for understanding an agile team: A case study of a scrum project. Information and Software Technology, 52:480-491.
  18. Ringstad, M., Dingsoyr, T., and Moe, N. (2011). Agile process improvement: Diagnosis and planning to improve teamwork. Communications in Computer and Information Science, 172:167-178.
  19. Robertson, J. (2002). Eureka! why analysts should invent requirements. IEEE Software, 19:20-22.
  20. Robertson, J. (2005). Requirements analysts must also be inventors. IEEE Software, 22:48-50.
  21. Rus, I. and Lindvall, M. (2002). Knowledge management in software engineering. IEEE Software, 19(3):26-38. Available at
  22. Sanz, L. F. and Misra, S. (2011). Influence of human factors in software quality and productivity. In Murgante, B., Gervasi, O., Iglesias, A., Taniar, D., and Apduhan, B. O., editors, ICCSA (5), volume 6786 of Lecture Notes in Computer Science, pages 257-269. Springer.
  23. Sutherland, J. (2001). Agile can scale: Inventing and reinventing scrum in five companies. Cutter IT Journal, 14:5-11.
  24. Takeuchi, H. and Nonaka, I. (1986). The new new product development game. Harvard Business Review.

Paper Citation

in Harvard Style

Crawford B., León de la Barra C., Soto R., Misra S. and Monfroy E. (2012). Knowledge Management and Creativity Practices in Software Engineering . In Proceedings of the International Conference on Knowledge Management and Information Sharing - Volume 1: KMIS, (IC3K 2012) ISBN 978-989-8565-31-0, pages 277-280. DOI: 10.5220/0004141002770280

in Bibtex Style

author={Broderick Crawford and Claudio León de la Barra and Ricardo Soto and Sanjay Misra and Eric Monfroy},
title={Knowledge Management and Creativity Practices in Software Engineering},
booktitle={Proceedings of the International Conference on Knowledge Management and Information Sharing - Volume 1: KMIS, (IC3K 2012)},

in EndNote Style

JO - Proceedings of the International Conference on Knowledge Management and Information Sharing - Volume 1: KMIS, (IC3K 2012)
TI - Knowledge Management and Creativity Practices in Software Engineering
SN - 978-989-8565-31-0
AU - Crawford B.
AU - León de la Barra C.
AU - Soto R.
AU - Misra S.
AU - Monfroy E.
PY - 2012
SP - 277
EP - 280
DO - 10.5220/0004141002770280