Managing the development of large software systems: concepts and techniques
By W. Royce. International Conference on Software Engineering, 2021
1,705 citations recorded by the source corpus.
INTRODUCTION l am going to describe my pe,-.~onal views about managing large software developments. I have had various assignments during the past nit,.: years, mostly concerned with the development of software packages for spacecraft mission planning, commanding and post-flight analysis. In these assignments I have experienced different degrees of successwith respect to arriving at an operational state, on-time, and wi th in costs. I have become prejudiced by my experiences and I am going to relate some of these prejudices in this presentation.
Subfields: Computer Networks and Communications
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Citations in the corpus
- A Simulation Model for the Waterfall Software Development Life Cycle (2012, methodology): “Formally, a software development methodology is known as SDLC short for Software Development Life Cycle and is majorly used in several engineering and industrial fields such as systems engineering, software engineering, mechanical engineering, computer science, computational sciences, and applied…”
- A Unified Model of Requirements Elicitation (2004, neutral): “Classic software development follows a well-defined series of phases, traditionally called a waterfall model [38].”
- of Model-Based Systems Engineering ( MBSE ) Methodologies (2008, methodology): “These are 1) Royce’s Waterfall Model [8], Boehm’s Spiral Model [9], and Forsberg and Moog’s “Vee” Model [10],[11].”
- Lean principles, learning, and knowledge work: Evidence from a software services provider (2011, methodology): “Projects for Telco typically used a waterfall project management approach (similar to stage gates, Royce, 1970).”
- A Multidimensional Conceptualization of Environmental Velocity (2010, methodology): “These frameworks include the waterfall model (Royce, 1970) and the stage-gate method (Cooper, 1990), which assume and impose structures or “scaffolds” that restrict the amount of iterative feedback.”
- Minecraft, beyond construction and survival (2011, neutral): “Persson rejects a “waterfall” model (e.g., Royce, 1970), in which relatively-rigid stages of software development follow one after another, without the flexibility to create an appropriate solution to a changing problem or changing needs of the software’s users.”