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- 3.2: Factors that impact workdays
- Vast research body available.
- human aspects are left out generally - liike job satisfaction (which is general fulfilment - influenced by good and bad workdays)
- affective states impact the assessment of a good and bad workday
- Positive affective state => Positive effect on problem solving skills and productivity
- Previous work -> +ve emotion = good workday. Hope is a mediator. Positive emotions at work increase openness to new experiences, dedication, work engagement.
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Sheldon et al have further shown that on good days, students feel they have higher levels of autonomy and competence which reulsts in better outcomes.
- What does "students" mean in this case?
- Others found that variety of tasks and nonrepetitive tasks are good for developer morale.
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- Microsoft (30K devs across >12 dev centers with their own processes)
- 4.1
- Data saturation point (diminishing returns) (7 interviews but conducted 10 anyways)
- Sorted the activities using card sorting approach
- 4.2
- 4 sections in survey:
- Demographics (position, team, experience)
- Activities (??), allowed to add more
- If previous work is a typical workday or not
- asked more questions.
- Minimize fatigue of survey by giving a smaller questionnaire
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> Did they check for congruence?
- Only 6.6% responded twice.
- 4 sections in survey:
- 4.3 Validity of self-reported data.
- Time use data canbe achieved through various ways but the authors chose self-reports because they scale better, have a holistic approach (than automated tracking), and show perceptions of the devs actually.
- Self-reporting is influenced easily so it was run with 10 people before.
- asked about the previous day because it's more fresh than a general case.
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- Answers RQ1
- What factors influence good and typical developer workdays and how do they interrelate?
- 5.1 Good workdays
- "Would you consider yesterday a good day? Why or why not?
- 5.1.1 Data Analysis
- ...
- Binary rating of either good or not good by applying various methods.
- 5.1.2 Conceptual Framework
- 11 Factors identified - value creation, efficient use of time, and sentiment
- Initially thought that quality is important factor, since some respondents described good workdays as days they improved the quality of the software or did not break something.
- Good workday
- Value creation 68%
- Efficient use of time 54%
- Perception 9%
- 5.2 Developers' Typical Workdays
- "Was Yesterday typical?"
- If "No" answered, then asked more question
- Applied the same coding strategy from before.
- 5.2.2 Conceptual Framework
- Thought that a key component is whether the dev has control over the factor - but turns out it is the contrast between expectation and reality.
- 7 high level factorrs
- When the work was not dev-related, devs rated the day as atypical. They think these days are slower.
- On-call phase is atypical
- Type of workday - when allocated for coding, bug-fixing, etc then they do not pursue activities perceived as distracting.
- External - meetings (no control over these) cause atypical day, lack of knowledge, fixing stuff,
- Location - Non office work (WFH gives agency)
- Main work tasks - Unplanned tasks
- Personal - health related only
- When the work was not dev-related, devs rated the day as atypical. They think these days are slower.
- 5.3 Interrelationship between good and typical days
- In our analysis of related work, we found an interconnection
between job satisfaction, goodness, routine, typicality and
productivity. - Agency is very important - meetings disrupt agency
- In our analysis of related work, we found an interconnection
between job satisfaction, goodness, routine, typicality and
- Answers RQ1
-
- Use of same binary rating system
-
- This means that
although typical and atypical workdays are both more likely
to be considered good than bad, the percentage of typical
workdays that were considered good (62.9%, good typical
days over all typical days) is higher than the percentage
of atypical workdays that were considered good (56.7%,
good atypical days over all atypical days) to a statistically
significant degree.
- This means that
although typical and atypical workdays are both more likely
- 6.2 Time spent on activities at work
- ^^Authors bash old research here^^
- Time spent is > 8 hours
- Devs are working overtime - this is seen previously in German and Finnish workers who had autonomy over their working time.
- activities are grouped into "Dev heavy" and "collab heavy" and "other"
- Most time is spent on dev-heavy things, then collaborating.
- Both, on good and typical workdays, developers spend considerably more time with development related activities.
- And on good workdays, they spend about half an hour less in collaborative activities, than on bad workdays.
- 6.3 Workday Types
- Separate workdays into different types - coding, bugfix, collaboration, meeting, various
- devs like working alone and become happy when they're writing code.
- dev-heavy workdays are considered more typical than other days.
- 6.4 Collaboration
- ^^Authors bash old research here^^
- Old research shows interruptions as one of the biggest impediments to productive work.
- 15 mins resume period, 4 interruptions (1 hour wasted)
- Meetings are inefficient but useful
- about 2 impromptu meetings, rarely unplanned meetings - unplanned meetings - longer on bad workdays
- 20% in and preparing for meetings in a total workday.
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- 7.1 Optimizing dev workdays
-
Generally, it is advisable to minimize administrative tasks and infrastructure issues, and reduce
interruptions and meetings.> However, they cannot work for long on meetings either way?
- Uninterrupted work might be easier to achieve in smaller offices shared with only a few colleagues rather than the currently omnipresent open-plan offices.
-
> Major point here.
- WFH helps in less context-switching and interruptions
- seniority means more atypical days
-
- 7.2. Agency: Manage competition over attention and time
- Tradeoff
- veto power, free will to change their work schedule.
- During non-dev work, meetings are perceived as productive and not the same during other times.
- Seniors value collaboration more than juniors do.
- 7.3 Evaluation of contributions at work
- Devs who reflect about this value coding over collaboration.
- Good output = good volume of work produced, not collaboration.
- Teams are considering other factors during performance reviews.
- Learning something new is rarely considered as a successful day?!
- 7.1 Optimizing dev workdays
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- 8.1 External validity
- Single organization!
- However, acquired, diversity, regions, culture are varied.
- Single organization!
- Construct validity
- ...
- Internal validity
- Anonymous - so the data might be corrupt between days when the devs were not the same!
- Wellbeing could've affected survey answers.
- Stereotype threat - ?
- 8.1 External validity
- 3.2: Factors that impact workdays
Created
January 11, 2024 07:10
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