StartCards : A method for early-stage software startups
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This is a self-archived version of an original article. This version may differ from the original in pagination and typographic details. Author(s): Title: Year: Version: Copyright: Rights: Rights url: Please cite the original version: CC BY 4.0 https://creativecommons.org/licenses/by/4.0/ StartCards : A method for early-stage software startups © 2023 The Author(s). Published by Elsevier B.V. Published version Kemell, Kai-Kristian; Nguyen-Duc, Anh; Suoranta, Mari; Abrahamsson, Pekka Kemell, K.-K., Nguyen-Duc, A., Suoranta, M., & Abrahamsson, P. (2023). StartCards : A method for early-stage software startups. Information and Software Technology, 160, Article 107224. https://doi.org/10.1016/j.infsof.2023.107224 2023
Information and Software Technology 160 (2023) 107224 Available online 9 April 2023 0950-5849/© 2023 The Author(s). Published by Elsevier B.V. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/). Contents lists available at ScienceDirect Information and Software Technology journal homepage: www.elsevier.com/locate/infsof StartCards — A method for early-stage software startups Kai-Kristian Kemell a,∗, Anh Nguyen-Duc b, Mari Suoranta c, Pekka Abrahamsson d aDepartment of Computer Science, University of Helsinki, Yliopistonkatu 3, Helsinki, 00014, Finland bBusiness School, University of South Eastern Norway, Gullbringvegen 36, Bø i Telemark, 3800, Norway cJyvaskyla University School of Business and Economics, University of Jyvaskyla, Seminaarinkatu 15, Jyvaskyla, 40014, Finland dFaculty of Information Technology and Communication Sciences, Tampere University, Kanslerinrinne 1, Tampere, 33014, Finland ARTICLE INFO Keywords: Software startups Requirements engineering Validation Software engineering method Action research ABSTRACT Context: Software startups are important drivers of economy on a global scale, and have become associated with innovation and high growth. However, the overwhelming majority of startups ends in failure. Many of these startup failures ultimately stem from software engineering issues, and requirements engineering (RE) ones in particular. Despite the emphasis placed on the importance of RE activities in the startup context, many startups continue to develop software without a clear market or customer, having never had meaningful contact with their would-be customer. Objective: We develop a method aimed at early-stage startups that is intended to help startups through the initial stages of the startup process: StartCards. The method emphasizes the importance of idea and product validation activities in particular in order to tackle anti-patterns related to (a lack of) RE in startups. This method is based on existing literature, both grey and academic literature. Method: StartCards was developed using the Canonical Action Research (CAR) approach, over the course of 4 AR cycles. During the AR process, the method was used by 44 student startup teams in a practical course setting. Data from the use of the method was collected through self-reporting in the form of modified learning diaries, mentoring meetings with the startup teams, and a qualitative survey. Results: We consider the current version of StartCards useful for early-stage startups based on the data we have collected. The method can also be used as a pedagogical tool in startup education. Conclusions: The paper presents the first published version of the method. While work on the method continues, the method is deemed ready for use. 1. Introduction Software startups remain important drivers of economy across the globe. There are currently more than 140000 startups in Europe, and roughly a third of these have managed to acquire at least one round of funding [1]. In total, this adds up to some e43,3 billion invested in European tech startups in 2019 [1], with similar projected numbers for 2020 despite the unforeseen effects of the pandemic year. US startups, on the other hand, saw investment up to 140 billion $USD in 2019 [2]. Yet most software startups fail [3–5], and up to 98% of all new product ideas in general fail [6] (p. 3). As a result, most of these investments are wasted. Various extant studies (e.g., [5,7,8]) investigate the reasons behind these software startup failures and the challenges startups face. Many of these studies suggest that software startups struggle with Software Engineering (SE) as much as they struggle with business, and sometimes these two aspects are very interlinked in the software ∗Corresponding author. E-mail address: [email protected] (K.-K. Kemell). startup context. Klotins et al. [8] in particular argue that many of the seemingly business-related failures may in fact stem from SE factors, and especially requirements engineering. While there is arguably no silver bullet for business or software startup success, it seems that experienced startup founders are more likely to be successful in their business ventures [9]. As such, there seems to be something that can be gained from various lessons learned and good practices in the startup context as well. To this end, various startup practices are discussed in academic literature and grey literature alike, including the Minimum Viable Product (MVP) [10] [11], pivoting [12,13], and the build–measure–learn loop [14]. On the other hand, the suitability of existing SE practices and methods has been questioned in the startup context, as software startups differ from more traditional software organizations, including small and micro-sized companies, in various ways [15]. Startups are temporary https://doi.org/10.1016/j.infsof.2023.107224 Received 4 February 2022; Received in revised form 16 March 2023; Accepted 3 April 2023
Information and Software Technology 160 (2023) 107224 2 K.-K. Kemell et al. organizations. They either grow into established software organizations or fail somewhere along the way. Startups are characterized by disadvantage [16], which can stem from various factors that can vary from startup to startup, including uncertainty, lack of resources, inexperienced team, and time pressure [17,18]. These differences between startups and other software organizations are also a relevant issue from the point of view of software development processes. When it comes to SE, startups seem to seldom utilize methods at all and prefer singular agile practices [17], especially early on in the startup life cycle [19]. It is not clear why this is the case. One explanation, as Bosch et al. [20] argue, could be that: ’’[Agile methods] are mainly applied in situations where the problem is fairly well understood but the solution is not. In a startup context, however, neither the problem nor the solution is well understood’’. In this light, methods that account for the unique context of software startups could help. However, few such methods exist. The lean startup of Eric Ries [14] is the most well-known such method. In practice, though, the lean startup has been difficult to utilize, and is more of a philosophy than a method, consisting of a few actionable practices but no process. As a result, it has been difficult to utilize in practice [20], and various handbooks and guidelines (e.g., [21]) to help software startups and other organizations use it have been published. Many of the challenges faced by startups, as highlighted by Wang et al. [7] and Klotins et al. [8] are related to Requirements Engineering (RE). In startup literature, these activities are typically referred to as ‘validation’ activities, and focus on validating the idea and the solution (software). I.e., validating whether the problem the startup is trying to solve is a real problem (or whether the value they are trying to deliver has any real value to their would-be customers or users), and whether the product or service they have chosen to do so with is the right choice for the given business context [7]. Given the lack of suitable existing methods for startups, we seek to address this gap by developing one, placing emphasis on validation activities. In this paper, we propose a method for early-stage software startups: StartCards. By early-stage startup, we refer to startups still working on their product or service concept and those in the early stages of the development process (as we discuss in more detail in Section 3.1). The method focuses on helping such startups validate as early as possible whether their idea is worth pursuing in the first place, as working on an idea without validating it by involving customers is dangerous [8]. This is line with the idea of failing fast, which is emphasized in lean startup [14]. Of course, the idea is to not fail, but if the idea was never going to work in the first place, it is best to realize this early on, which is why we have chosen to focus on early-stage startups in particular. As Klotins et al. [22] summarize: ‘‘exploring the problem domain and user needs is one of the key practices in early stage start-ups’’. If problems with the business idea are discovered while validating it, a startup can then either pivot [23], i.e., change the idea in some way, or re-evaluate its plans entirely. While validation is, ideally, a continuous process where multiple Minimum Viable Products (MVPs) [10] of different types are built, starting with low fidelity MVPs early on and utilizing increasingly technical prototypes later on, this process is best started early. By already validating early on, it is possible to avoid spending resources working on an unfeasible idea, or to confirm early on that the idea is indeed worth pursuing. Larger pivots (such as drastically changing the underlying business idea itself, as opposed to, e.g., simply targeting a different customer or user segment) can be easier to make earlier on when there are less sunk costs involved, and especially if the product or service is still just an idea or only in the early stages of the development process. The method we propose in this paper, StartCards, contains a set of good practices for startups, which is based on existing academic literature and grey literature. These practices are depicted as a deck of cards. Though its primary focus is on validation activities, the method contains other good startup practices as well. The method has been developed using an Action Research (AR) approach, and specifically the canonical AR approach described by Davison et al. [24], based on the cyclical AR model of Susman & Evered [25]. Using this approach, the method has been developed iteratively over the course of four years. In the process, we have used data from 44 startups while deploying the method in a learning ‘‘through’’ entrepreneurship [26] practical course setting. The rest of this paper is structured as follows. In Section 2, we discuss the theoretical background of this paper. In Section 3, we present the method this paper proposes. In Section 4, we discuss the research method of the paper. In Section 5, we present the results of the AR process. In Section 6, we discuss the implications of the method and the results of the AR process, as well as validity threats. Finally, Section 7concludes the paper. 2. Background The theoretical background of this paper is split into two subsections. In the first one, we discuss SE in startups. In the second subsection, we discuss requirements engineering and idea and solution validation. 2.1. Software engineering in startups As touched upon in the introduction, one of the main arguments behind software startup research in SE has been their uniqueness: ’’software startups are quite distinct from traditional mature software companies, but also from micro-, small-, and medium-sized enterprises, introducing new challenges relevant for software engineering research’’. [15]. Wang & Nandhakumar [16] summarize that startups are characterized by disadvantage. This disadvantage, extant literature argues, stems from various factors, such as some of the following characteristics commonly associated with software startups: (1) highly reactive, (2) innovation, (3) uncertainty, (4) rapidly evolving, (5) timepressure, (6) third party dependency, (7) small team, (8) one product, (9) low-experienced team, (10) new company, (11) flat organization, (12) highly risky, (13) not self-sustained, (14) lack of resources, and (15) little working history [17]. Because of this unique context, existing research findings, lessons learned, and SE methods aimed at traditional software organizations may be poorly applicable to software startups. According to Paternoster et al. [17] ‘‘agile and more traditional methodologies struggle to get adopted by startups due to an excessive amount of uncertainty and high time-pressure‘‘ and ’’software development practices are reported to be adopted only partially and mostly in a late stage of the startup life cycle’’. In this regard, however, an interesting question to pose is whether startups even should be using agile methods at all, if, as Bosch et al. [20] argue, they are not so well-suited for startups. In SE and IS in general, we consider method use ideal and it is the norm out on the field as well. Not using methods goes against our idea of conventional SE. While we now know that startups are seemingly averse to utilizing agile methods and other traditional SE methods [17], we do not know exactly why this is the case. Perhaps, indeed, these methods are not so suitable for startups, and hence go unused. Yet startups do continue to utilize individual agile practices [19], although often in an ad hoc fashion [27], and the iterative way of working at the heart of agile is present in lean startup [14] as well. Not all existing practices, as such, seem completely unsuited for the startup context. However, the agile practices startups favor [28] seem to differ from those commonly favored in the industry in general (based on, e.g., the State of Agile Report [29]). To characterize how startups develop software, Giardino et al. [18] propose the Greenfield Startup Model. According to this model, software development in startups is characterized by a severe lack of resources, which is a characteristic widely discussed in other extant literature as well (e.g., [7,30]). According to the model, this lack of
Information and Software Technology 160 (2023) 107224 3 K.-K. Kemell et al. resources leads to the team being the one (and perhaps only) key resource the startup has (as also emphasized by, e.g., [31–33]), as well as quality having low priority (as also discussed by, e.g., [22]). Together, these result in speed being the focus in product development, which in turn results in technical debt being accumulated. In the Greenfield Startup Model, initial growth later hinders performance, as a result of said technical debt [18]. Technical debt is ‘‘a metaphor for immature, incomplete, or inadequate artifacts in the software development life cycle that cause higher costs and lower quality in the long run’’. [34]. In software startups, product quality is seldom a priority [8] and speed is prioritized and corners are cut to develop faster, leading to the accumulation of technical debt [18]. This is arguably useful, as it facilitates the lean startup [14] idea of failing fast by shortening the time it takes to develop the system. Should the startup fail, the technical debt never realizes in the first place, and even if the startup does not fail, being faster has its benefits when dealing with a lack of resources. As to how this technical debt is handled when startups do not fail, it seems to be common for startups to later simply abandon these systems or components riddled with technical debt in favor of new ones, as opposed to attempting to refactor or otherwise fix them [19]. Startups also commonly focus on one product or service [17,30]. Consequently, the entire company is built around that one development endeavor, making business aspects closely intertwined with SE. This ties to the argument of Klotins et al. [8] who argue that some of the seemingly business-related failures in startups may in fact stem from SE decisions, as we discussed in the introduction. We have established that startups seldom utilize conventional SE methods. However, SE methods specifically tailored towards startups are scarce. The most common method associated with startups is the lean startup methodology of Ries [14]. However, though it is often referred to as a methodology, the lean startup is more akin to a philosophy featuring a handful of practices as opposed to a process. Just as ‘‘doing agile’’ can mean many things [35], ‘‘doing lean startup’’ can mean many things. On the other hand, the practices included in lean startup have become widely discussed in startup literature. The main practices discussed in lean startup are the MVP, pivoting, and the build–measure– learn loop [14]. While the extent of their utilization out on the field remains a question, they are also widely discussed in other grey literature on startups. Finally, existing studies have presented some tools aimed at software startups. Bosch et al. [20] present a model to help startups operationalize lean startup, and specifically its Build–Measure–Learn (BML) loop. Melegati et al. [36] propose HyMap, a tool to help startup practitioners validate business assumptions by turning them into testable hypotheses. Such tools are useful for what they are tailored towards. However, we are not aware of a method being proposed by extant literature. With the lack of method use in startups being considered an issue, we aim to tackle this problem by presenting one aimed at startups in this paper (see Section 3). The method focuses on validation activities in particular, which can be likened to requirements engineering in conventional SE, as we discuss next. 2.2. Requirements engineering and idea and product validation Zave [37] defines Requirements Engineering (RE) as follows: ‘‘Requirements engineering is the branch of software engineering concerned with the real-world goals for, functions of, and constraints on software systems. It is also concerned with the relationship of these factors to precise specifications of software behavior, and to their evolution over time and across software families’’. More concisely, it could be said that requirements engineering is about understanding ‘what’ should be built and ‘why’ [38]. This is achieved by understanding the needs of the stakeholders, such as users or clients, and documenting and analyzing them to formulate requirements for the system being built [38,39]. Various practices for doing so exist, including face-to- face communication, customer involvement, and prototyping, among various others (as, e.g., discussed by Inayat et al. [39]). Startups also carry out RE [40], especially past the earlier stages. Once the startup has secured some initial customers or would-be customers, it is possible to work with them using more conventional RE approaches, as discussed by some of the case startups of Melegati et al. [40]. For early-stage startups, on the other hand, it can be difficult to utilize these conventional RE practices. Many of these practices rely on interacting with users or customers [39], and startups are known to develop software without having had meaningful contact with their planned users or customers [8]. Consulting a customer to formulate requirements in a traditional manner cannot be done without a customer to consult. Potential users should still be involved in order to understand their needs, however [8], but doing so requires different practices. Such practices in startup literature are commonly referred to as validation activities as opposed to requirements engineering ones, even though their goal is ultimately the same: to understand the ‘what’ and ‘why’ of the planned (or on-going) development endeavor. In the context of conventional RE, validation has a different meaning. There, it refers to the last stage of the RE process, where the final set of requirements before implementation by having an analyst check them [41,42]. For early-stage startups still in the process of conceptualizing their business idea, understanding who their (future) users are or should be is also important (e.g., as denoted by the business model canvas [43]). From this follows that, in addition to the ‘what’ and ‘why’, ’for whom’ is also a question an early-stage startup may need to pose. As a result of early-stage startups having no clients to consult (and sometimes not even having a clear idea of their target users at all other than in the form of an assumption), the context of RE in startups can be very different from conventional RE, and is often referred to as validation as opposed to RE in startup literature. As a result of this unique context, RE or validation practices aimed at the startup context have been proposed. In particular, all the key practices of lean startup [14] (i.e., the Minimum Viable Product (MVP), pivoting, and the Build–Measure–Learn loop) focus on validation. According to lean startup, every startup should build MVPs in order to validate their business idea [14]. To this end, Ries [14] posits that MVPs are data collection tools that should only be built with some clear goal in mind for said data. In practice, an MVP be anything from a landing page to a mock-up or a functional prototype. While a prototype can be an MVP, various other types of MVPs exist as well [10,11,14]. In lean startup [14], MVPs are a part of the build–measure–learn (BML) loop that recommends an iterative working approach that utilizes MVPs. In the BML loop, as its name indicates, an MVP is first built, then used to measure something while data is collected in the process, and that data is then used to learn something about the business idea or the product being built. In this fashion, MVPs should be used as a part of an iterative process where multiple, different types of MVPs provide validation for the idea (though startups seem to seldom do so in practice [10]). Finally, based on the data gathered in the process, a startup should evaluate whether to pivot, i.e., change direction, or to persevere, i.e., keep executing the current plan [14]. Pivots can vary in scope, from changing the entire business idea to changing the platform the software is being developed for, or changing the customer segment being targeted [12,14,23]. However, though MVPs are intended to be used as data collection tools, their use in practice is more multi-faceted. MVPs are often reused and retooled where possible [10]. Finally, though both academic and grey literature places emphasis on these types of validation activities, lack of validation remains an issue in startups [8,36]. This can result in a situation where software is developed without a solid understanding of the core value its users want it to provide [8].
Information and Software Technology 160 (2023) 107224 4 K.-K. Kemell et al. Fig. 1. Our method’s scope in the Startup life cycle. Source: Wang et al. [7]. 3. StartCards This section presents the method itself: StartCards. In the first subsection, we discuss the theoretical background of the method. In the second subsection, we present the method. In the third subsection, we discuss how the method is used in practice. 3.1. Theoretical background of the method The method of this paper is intended to help early-stage software startups. The focus of the method is on (1) formulating the business idea and the product idea, and (2) validating the idea. We have chosen to focus on early-stage startups because developing software without conducting proper validation continues to be an issue in software startups [8,36], as we have also discussed in the preceding sections. We hope to discourage such situations by emphasizing the importance of validation early on. When speaking of early-stage startups, we refer to a startup life cycle model presented in existing literature to illustrate what this means. In this regard, we use the life cycle model of Wang et al. [7] to position the method in Fig. 1. In this model, the StartCards are aimed at startups in their earlier stages who are still working on the concept and its early, initial development, as illustrated by the circled area labeled StartCards in Fig. 1. In the context of another life cycle model we have proposed in an existing paper [44], the method is aimed at the first stage, the pre-startup stage. As we began to design the method in practice, we chose a card-based approach. Using cards in SE to facilitate work is common practice. One example of such use of cards is Planning Poker or Scrum Poker, which is among the more commonly utilized practices according to the 14th State of Agile report [29]. User stories are also a card-based practice. The cards describe various startup practices based on existing literature, both academic and grey literature. The cards themselves also include references to literature, intended to serve as further reading for the users of the cards. For this purpose, we have utilized literature we felt could be of interest for practitioners. These references are detailed in Table 1. The cards describe practices. However, these are rather general practices, and many of the cards could arguably be split into more atomic practices. E.g., there are various types of MVPs that could each have a card dedicated to them, as opposed to having one MVP card supposedly covering them all. However, this is not done because (1) we wanted to keep the method concise and lightweight, and (2) the references on the cards are intended to tackle this issue by providing further reading that can help the users of the cards familiarize themselves with more specific practices in the context of each card. The suitability of such more atomic practices can also vary greatly between startups. This is nonetheless a potential validity threat related to construct validity that we discuss in the validity threats section. Describing practices is a recurring topic of discussion in SE [45]. 3.2. Method description StartCards, as the name implies, is a card-based method that consists of a deck of 14 cards. Each card describes a startup practice. These practices, and consequently the cards, are based on both academic and practitioner literature on software startups. The cards are numbered and sorted to reflect startup life cycle models, in particular that of Wang et al. [7]. Table 1 provides an overview of the cards, listing the titles of the cards and providing brief description of each card. The method can be found on figshare: https://doi.org/10.6084/m9.figshare.20151722. v1. The content on each card is split into three parts: (1) motivation (why this is important), (2) what to do (the activity itself), and (3) common mistakes (to avoid), i.e., the ‘‘don’ts’’. Additionally, the cards include references to literature as further reading. For example, the references on the MVP card discuss different types of MVPs in more detail. The cards can be utilized in conjunction with existing methods. In fact, the cards actively refer to other tools and practices related to the contents of the cards, and encourage their users to actively reflect on their way-of-working. The cards also support and encourage iterative work. Iterative development is the norm in agile and SE in general today, and startups in particular are also encouraged to work iteratively from a business point of view. For example, the build–measure–learn loop of the lean startup is entirely based on working in an iterative fashion. 3.3. How to use the method in practice As StartCards consists of a deck of cards, using the method is about using the cards. While the cards do not form a strictly linear process, the cards are numbered and should initially be used starting from the first one and proceeding in order. The cards start with early ideation and proceed towards solution validation towards the end of the deck. Activities on earlier cards may have to be carried out before activities on later cards can be carried out. For example, in order to validate an idea, one has to first formulate the idea. However, this is not a linear process in practice. For example, a pivot may result in taking steps backwards should one treat it as one, and similarly, the use of MVPs is intended to be an iterative process. To start using the cards, we recommend that you start from card 1 and work your way up. For each card, consider whether the topic is (still, or currently) relevant for your startup. This is best done by involving multiple startup team members. If you feel that you have already passed the point where, e.g., the Appealing Idea (1) card is relevant, feel free to disregard it. Some practices are more relevant for very early-stage startup than others. Overall, the deck is primarily aimed at early-stage startups still working on the initial version of their product. The cards are modular. They encourage their users to pick the cards that are most relevant for their current situation. For example, if you
Information and Software Technology 160 (2023) 107224 5 K.-K. Kemell et al. Table 1 The cards included in the method. # Card title Description References 1 Appealing Idea Advice for idea generation. [4,14,46] 2 Great Pitch Advice for presenting the idea briefly (i.e. ‘‘pitching’’). [47,48] 3 Validating the Appealing Idea Advice for idea validation. [4,14,21,36] 4 Get the Right Team Together Emphasizes the importance of the startup team. [32,33] 5 Create a Business Model Advice for creating a business model. [33,43] 6 Mapping the Competition Advice for understanding the competition in the target market. [21] 7 Establish Your Initial Way-of-Working Tips on establishing initial wok processes. [49,50] 8 Validating the Potential Solution Advice for solution (product/service) validation. [10,20,36] 9 Frequent Early Pivots Emphasizes the importance of pivoting (changing direction) when the idea of some part of it starts looking unviable. [12,13,23] 10 Utilize Metrics Advice for utilizing data in the form of metrics in various ways. [51] 11 Minimum Viable Product Advice for using MVPs to validate the idea and solution. [4,10,11] 12 Startup Spirit Emphasizes the importance of having the mindset of an entrepreneur. – 13 The Learn–Measure– Build Loop Further advice for using MVPs in a planned manner. [4,14,20] 14 Calculate the Financial Metrics Advice on how to better convince potential investors with financial numbers. [47,52] wish to build an MVP, cards 3, 8, 10, 11, and 13 are all related to MVPs in some way. In this fashion, the cards can be arranged into various smaller processes as they are used. The cards are meant to provide motivation and instructions for utilizing the practices. However, they ultimately only contain the basic idea of the practices. For example, the cards contain the basics of creating and utilizing MVPs, but for tips on how to best utilize specific types of MVPs, further reading is encouraged. The aim of the cards is to encourage their users to seek more information on the topics if and when needed, after providing an introduction to the practices. The Internet is full of various tips and tricks on various startup matters, including the ones described in the cards. As each startup and business idea is unique, one cannot recommend any one practice that would be the best for validating one’s business idea in every case, for example. 4. Research method StartCards were devised using Action Research (AR), over the course of 4 AR cycles and 4 years. More specifically, we utilized the Canonical Action Research (CAR) approach described by Davison et al. [24]. CAR provided us a way of developing the method iteratively, as we wanted to keep deploying it in practice to gather feedback, then changing it based on the feedback where applicable, and deploying it again. While AR is a common methodology in organizational research and we deployed the method in software startups, we did so in an educational setting in a project-based course. The rest of this section details this process as follows. In Section 4.1 we discuss the study setting (the course) in detail. In Section 4.2 we discuss the types of data used in this paper (data collection). In Section 4.3 we discuss how this data was analyzed. In Section 4.4, we discuss the cyclical AR process, going over the five stages of CAR and its five principles [24] in the context of this study. 4.1. Study setting StartCards were developed using data from a course on software startup entrepreneurship, Venture Lab & Lean Startups, at the University of Jyväskylä (JYU) in Finland. This course was originally taught in the Faculty of IT, but became a joint course between the IT Faculty and the Business School during the AR process. The course was a master’s level course aimed at both IT (Information Systems and SE) and business students. Thus, students taking the course were typically at least third year students. In the curriculum of the IT faculty, the course was a part of the startup entrepreneurship study module. Positioning this course in existing typologies for such courses, this course was a learning ‘‘through’’ entrepreneurship course [26] or an action-based entrepreneurship course [53]. During the course, students created startups as teams based on ideas they came up with at the start of the course or based on existing ideas they already had in mind. Additionally, students already involved in startups were encouraged to work on that startup in the context of the course by recruiting some course participants to work with them for the duration of the course. Some of these startups have participated in some of our extant studies as well (e.g., some of the cases in [33,50] were ‘real’ startups from this course). Thus, the startups in the course could be categorized into three types: (1) pre-existing, real-world startups, (2) startups founded at the start of the course that were intended to become real businesses, and (3) startups that were purely course projects. In some cases, type (2) startups could become type (3) startups during the course if the team concluded, as a result of the practical course activities, that the idea did not seem feasible after all. At the start of the course, the students were asked to think of potential startup ideas for the first lecture. During the first lecture, these ideas were then pitched to the class. While organizing into teams, the students could team up with a student whose idea they found particularly interesting, if they did not have an idea of their own
Information and Software Technology 160 (2023) 107224 6 K.-K. Kemell et al. Table 2 Generalized course outline. Week Lecture topic(s) Weekly task(s) 1 Business ideas, forming teams Forming a team. Deciding on business idea. Preparing an initial pitch and pitch materials for the idea. 2 Business models Using business model canvas to describe business. Idea validation by collecting secondary and primary data to support the idea. Mapping the current competition on the target market. 3 Startup methodologies and tools Further idea validation by collecting secondary and primary data to support the idea. Mapping the current competition on the target market. 4 Customer development Planning an MVP, building it, and using it to validate idea/solution. 5 Startup fundamentals, IPRs, metrics Devising a plan for using different metrics and executing it to what extent currently possible. 6 Acquiring funding Preparing detailed financial calculations (expenses vs. revenue) for the idea, while being advised by a practitioner expert. 7 Pitching Preparing a high-quality final pitch. 8 Ending event Idea is pitched at a live event for a panel of practitioner experts. they would have rather worked on. Similarly, those students with preexisting startups could also pitch their business at this stage. Some re-organizing was done to create teams of 4–5 students, in order to avoid pairs or teams of ten students. By having at least 4 students in a team, one student per team could drop out during the course without reducing their former team into a pair of students. The course was punctuated by weekly lectures and weekly mentor meetings. The lectures were on Mondays, while the mentor meetings were set up based on the schedules of the mentors and the teams. These mentor meetings were conducted by authors 1, 3, and 4, in addition to a research assistant who acted as a fourth mentor. The intended duration of the mentor meetings was 20 min per team per week. During the weekly mentor meetings, the teams received guidance and were coached by the teaching team (and occasionally by practitioner experts) based on their current situation and progress. During the rest of the week, the teams were to work on their startups. Each week there was a set of tasks to be completed by each team, which set the bar for the minimum amount of work for each week. In addition to these mandatory tasks, the teams were encouraged to work on their ideas as they best saw fit in order to progress. Each week, during the lecture, the teams showcased their progress by means of a pitch, or by presenting their weekly progress in some other manner (this varied between course iterations). The course proceeded in this fashion for 8 weeks. The contents of the course are outlined in Table 2. In the table, the theme for each week is outlined. However, this is a generalization as we discuss the use of the method over the course of four course instances (2018, 2019, 2020, and 2021), and the schedule was not the exact same for each year. While the general outline is largely the same between all iterations of the course, some lectures may have taken place a week earlier or later due to guest speaker availability. Finally, while the course was technically a linear process, we acknowledge the iterative nature of working on a startup. Pivots were expected and encouraged during the course. To facilitate this, the weekly tasks could be completed regardless of the stage the startup was at. For example, when building an MVP, the team could choose an MVP that best matched their current progress and idea. After a pivot, the teams were also urged to repeat some tasks for the new idea, such as carrying out validation activities for the new idea as well. 4.1.1. The role of the method in the course setting During the course, every week the students were introduced to one or more cards from the StartCards card deck. These cards were distributed at the end of each lecture. Each team received a physical copy of the card(s) before leaving the classroom in the 2018 and 2019 iteration of the course. Due to COVID-19, the 2020 iteration was entirely online and as such no physical cards were handed out. The 2021 course was carried out physically with online participation being possible, although the cards were once again digital as a result to accommodate this hybrid more of teaching. The use of the cards and the method in general was voluntary. The students were directly told that their use or lack of use of the method would not affect grading in any way. Similarly, they were told that the method is under development and that if they used the cards, any feedback, positive or negative, would be welcome, and, again, would have no bearing on grading. Documenting their use of the cards and reflecting on it was simply one way for the students to produce content for their learning diary during the course (which we discuss next in Section 4.2). By introducing the method in this fashion, we wanted to see whether the method was considered useful. Given that its use was voluntary, we hoped that the students would only use it if they considered it to be beneficial to their startup in some way. 4.2. Data collection We utilized multiple (three) types of data during the AR process, as is typical in AR. Data was collected from 44 startup teams in total, as depicted in Table 3.Table 4 describes the types of data collected during each of the four AR cycles, and Fig. 2 describes when, during the course iterations, this data was collected. First, we collected data through modified learning diaries we call Startup Scratch Books (SSB). Secondly, we utilized data from the weekly mentor meetings. Thirdly, at the end of the fourth and final AR cycle, we collected survey data from the participants of the 2021 course iteration. First, the SSBs. We have discussed the concept of the SSB in detail in an existing paper [54] (and it has also been featured in a teaching innovation competition [55]). The SSB is a novel concept that, in terms of existing approaches, can be best likened to a learning diary. The aim of the SSB is to ‘‘open the startup black box’’. We know that startups work largely in an unorganized or ad hoc fashion, but understanding their work approaches in more depth is still of interest in SE. There
Information and Software Technology 160 (2023) 107224 7 K.-K. Kemell et al. Table 3 Startup teams involved in the study. Year Startup teams 2018 11 2019 8 2020 12 2021 13 Total 44 Table 4 Data types used in the study. Data type Description AR Cycle Startup Scratch Books (SSBs) The SSBs can be considered modified learning diaries. Each year, each team produces an SSB during the course. The SSBs were analyzed for any content related to the method and its use. 1–4 Mentor meetings Each year during the course, every team had a weekly mentor meeting with a member of the teaching staff (or a practitioner expert). During these mentor meetings, the use of the method was occasionally discussed. These can be likened to informal interviews. 1–4 Survey A post-course survey was conducted to collect additional data about the use of the method during the 2021 course. 4 is seldom any paper trail to be analyzed for startups. A failed earlystage startup simply disappears in many cases, especially if the failure happens before the startup even becomes a company in the legal sense. As we teach a course on startups where students work on startups, we wanted to better understand what happens inside these early-stage startups during our course. We wanted to also look at their inner workings as opposed to simply looking at their results in the form of pitches, or as they discuss them in the mentor meetings. The SSB is not just a learning diary, but also a scrap book. In addition to traditional learning journal (or learning diary) [56] content such as reflection, the SSBs also include work products such as sketches, data, and even communication logs if the team feels comfortable including them. In this fashion, rather than making the students always tell us retroactively what they were doing and why, we wanted them to also show us what they were doing. An SSB proceeds in a chronological order from the start of the course to the end of the course. The content of an SSB is split into logical sections at the team’s discretion. The minimum length for an SSB is 100 pages, and while this may sound like a lot on paper, the SSBs are intended to include various full-page illustrations and other such content that ultimately makes reaching that threshold reasonably easy. For this paper, we utilized any content in the SSBs that was related to the use of the cards. Secondly, the mentor meetings. For the purposes of this paper, and from the point of view of AR, these mentor meetings acted as informal interviews, as opposed to formal ones. Data from these meetings related to the method and its use was collected as notes, mental or physical. Only data related to the use of the cards was of interest from the point of view of this paper. The purpose of the mentor meetings overall was to help the startups progress during the course by analyzing their current situation and providing guidance. In the process, we occasionally discussed the method and its use with the teams. Thirdly, at the end of the 2021 course iteration, we conducted a brief survey. In this survey, we asked more directly for feedback on the cards. The two main questions of the survey were (1) ‘‘Please describe Fig. 2. Data collected during the course. how the cards were used by you or your project/startup team, if at all’’ and (2) ‘‘Were the cards useful? Why or why not?’’. Because the method was considered tentatively ready (for potential publication and further testing elsewhere), we wanted to utilize another type of data for triangulation purposes. In an attempt to make untruthful answers less likely, the survey was largely anonymous, with the only identifying data being the team number or team name. Moreover, the survey was conducted after the course had already ended and been graded, in order to avoid any (mis)conception of the responses being able to affect grading negatively. 4.3. Data analysis As we used three different types of data (Table 4), different approaches to their analysis were also utilized. First, in the case of the SSBs, we went over the contents of each SSB, looking for content related to the method and its use. There were two general types of data in this regard: (a) data documenting the use of StartCards (e.g., mentions of the use of the cards in communication logs, use notes written on the cards themselves, etc.), and (b) reflection and feedback on the use of StartCards. More specifically, these two types of data related to the use of the method could appear in different forms in the SSBs: (1) as direct feedback about the cards, (2) as reflection about their use, (3) as use notes on the cards themselves, (4) as the inclusion of the cards into the scratch book, or (5) indirectly in the task-related outputs of the team. For example, when carrying out a course task, the use of StartCards could be seen to have impacted the end result even if the use of the cards was not discussed in relation to that task in the SSB. Overall, though, most of the content in the SSBs (which had a minimum length of 100 pages) was simply related to the course in general and was not related to the use of the cards. Arguably, in some cases, it was not straightforward to determine to what extent the method influenced the task if it was not explicitly reflected upon. In total, data from 44 SSBs across 4 years was analyzed, with each team producing one SSB. In order to provide an overview of the data, we scored the SSBs on a scale of 0 to 3 regarding the use of the method, ranging from no use to high use extent. This scoring is explained in Table 5. However, our reflection was largely based on the qualitative analysis of the SSBs and their other data (e.g., the direct feedback). This use extent analysis was combined with paying attention to which of the StartCards were (not) used. When we discuss our results in Section 5, these SSBs are attributed to numbered teams (e.g., Team 5), but for the sake of anonymizing
Information and Software Technology 160 (2023) 107224 8 K.-K. Kemell et al. Table 5 Framework used for scoring SSBs in Section 5. Score Description 0 No data on method use present in SSB. 1 Minimal data on method use. SSB details the use of some cards. 2 Data on method use. SSB details the use of half of the cards. 3 Extensive data on method use. SSB details the use of all or nearly all of the cards. Table 6 Action research cycles. AR Cycle Duration 1 2018 2 2019 3 2020 4 2021 the data, these team numbers are not the same as during the course. Moreover, the startups had company names past the first lecture, which are not included in the data here. Secondly, data from the mentor meetings was collected separately by the authors, with each startup having one mentor per week. Data from these mentor meetings was discussed by the authors in an ad hoc manner as feedback was received. In particular, Authors 1 and 4 regularly sat down to discuss data from mentor meetings that was related to StartCards. Larger changes to the method were done after each cycle or in the diagnosis and action planning stage of a new cycle, but potential future changes were already discussed during the course in this manner. As these mentor meetings were not recorded (given that they mostly focused on the course and the startups rather than the method alone), such discussions and the resulting notes were a way of keeping track of data collected from them. Finally, the data from the post-course survey of 2021 was analyzed using a qualitative approach. It received one or more responses per team. The responses were binary yes or no responses to whether the method was considered useful, as well as the reasoning behind the response. These responses were used to evaluate what points of improvement the method might still have, in conjunction with the other data. 4.4. Action research process As mentioned at the start of Section 4, we utilized Canonical Action Research (CAR) [24] in this study. Four AR cycles were conducted between 2018 and the end of 2021, as detailed in Table 6. These cycles were centered around the course discussed in Section 4.1, which took place between October and December of each year. However, work on the method was not limited solely to these time periods. In the two subsections that follow (Sections 4.4.1 and 4.4.2), we discuss this AR process in detail from the point of view of the five stages and five principles of CAR, as described by Davison et al. [24]. Section 4.4.1 covers the five stages of CAR: Diagnosis, Action Planning, Intervention (Action taking), Evaluation (Assessment), and Reflection (Learning). Section 4.4.2 covers the five principles of CAR: the Principle of Researcher–Client Agreement (RCA), the Principle of the Cyclical Process Model (CPM), the Principle of Theory, the Principle of Change through Action, and the Principle of Learning through Reflection. 4.4.1. AR stages We provide a brief overview of the AR process in this section. The process is detailed in Section 5where we report our results. Diagnosis. At the start of the cycle 1, the diagnosis phase was focused on understanding the problem, i.e., startup challenges and failures, and zoomed in on validation activities as a part of this problem. We studied existing literature, both grey and academic, in order to begin addressing the problem. Moreover, the researchers behind this paper have an extensive list of publications related to software startups (particularly the second and fourth author) and the findings of these studies have contributed to the creation of this method alongside other existing literature. In cycles 2–4, the diagnosis phases were focused on both better understanding the problem, but also on the method itself and its deployment during the course. We returned to our reflection from the preceding cycle(s) in the diagnosis phases of the later cycles. We also continued to study new startup research at the start of each new cycle so as to ensure that our method was up to date as far as academic research is considered. Action Planning. In cycle 1, the method was devised during the action planning stage. Its testing was also planned during this stage. We decided to develop the method in the local startup course (Section 4.2). The course had been carried out once in the preceding year of 2017 but in a different fashion. After 2018 it proceeded in the manner described in this paper. In cycles 2–4, the Action Planning stages of the process were focused on planning the introduction of the method for each course iteration, and also determining whether further changes should be made to the method before the next intervention. This also included plans for data collection. For example, the SSB concept was originally devised in 2018 (cycle 1) and improved during the AR process, primarily between cycle 1 and 2 (see [54] for more details). Intervention (Action taking). The intervention in all phases has been the introduction of the method into the project context of each team. On a general level, the interventions proceeded in a similar manner in all cycles. However, as we discuss while reporting our results in Section 5, we changed our approach slightly after cycle 2. Evaluation (Assessment). Evaluation was carried out using the three types of data described in Table 4 in Section 4.2, the analysis of which was discussed in Section 4.3. Evaluation proceeded in a similar manner between all cycles, with the exception of the post-course survey in cycle 4. Reflection (Learning). The main focus of the reflection phases has been on how to improve the method based on what was learned during the AR cycle. This reflection had two main focuses: (1) were the contents of the cards relevant and useful, and (2) were the cards, and the method in general, being presented in a clear manner. In addition to evaluating the method, we also evaluated our intervention approach (including the SSB concept). Reflection was primarily carried out between the course iterations. Occasional reflective discussions to take note of feedback from mentor meetings in order to plan potential future changes were also conducted while the course was still on-going, but the bulk of the reflection happened after each course. To this end, it is not completely straightforward to draw a clear line between the reflection stage of the preceding cycle and the diagnosis stage of the following cycle in this process. 4.4.2. CAR principles Below, we describe how the CAR principles and their criteria described by Davison et al. [24] fit into this study. However, Davison et al. [57] recently remark that these ‘‘five principles were intended to form the foundation of CAR, with the criteria reflecting specific details that researchers should pay attention to. Recognizing the infinite variety of organizational circumstances, and hence the need for methodological flexibility, adherence to these criteria was never intended to be an absolute or inflexible requirement’’. In the case of this AR endeavor as well, not all of the criteria are fulfilled, for the most part due to the course setting.
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