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    Analyzing Software Teams Using

    Belbins Innovative Plant Role

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    Analyzing Software Teams Using

    Belbins Innovative Plant Role

    Dr. Stevens received his B.S. in Computer Science from Ohio

    University in Athens, OH. He received his M.S. (1988) and Ph.D. (1998) from Virginia

    Tech, Blacksburg, VA. Between both his undergraduate and graduate degrees, Dr.

    Stevens worked in industry at AT&T and Wang Labs, inspiring his interest in software

    development teams and teamwork. His primary interests lie in the people-oriented facets

    of software development. His research interests include teamwork, software engineering,

    software psychology, agents, and design patterns. He is currently an Assistant Professor

    in the Department of Computer & Information Science at the University of Mississippi.

    Dr. Stevens is a member of ACM and IEEE.

    Dr. Henry received her B.S. in Mathematics and Computer Science from

    the University of Wisconsin LaCrosse. Her M.S. and Ph.D. are in Computer Science

    from Iowa State University. She is currently an Associate Professor in the Computer

    Science Department at Virginia Tech, Blacksburg, VA. Dr. Henrys research interests

    include software engineering, software product and process metrics, object oriented

    metrics, reusability and empirical experimentation. Dr. Henry is a member of IEEE and

    ACM.

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    Analyzing Software Teams Using

    Belbins Innovative Plant Role

    This paper presents a controlled experiment demonstrating the utility of forming teams

    based on Belbins team roles. The overall research focuses on the utility of Belbins roles

    in improving team performance. This experiment explores Belbins Plants, who add

    innovation and new ideas to teams. The results of this experiment show that Plants

    improve team performance. The specific conclusion is that the mean time-to-completion

    to solve programming problems is smaller for teams consisting of only Plant members.

    This empirical evidence is useful in both formation and evaluation of teams, which can be

    useful to managers of programmers as well as educators.

    Keywords: Team Formation, Empirical Studies, Software Engineering, Roles

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    As Brooks says, there is no "silver bullet" [6] to resolve the monumental problems

    that software engineers must address in meeting the demands of the current software

    market. Improving the performance of software developers is a key issue in todays

    workplace. In the vein of Brooks contention, we have an innovative approach to

    improving the performance of teams of software developers, namely by forming teams

    based on who can work effectively together. Instead of approaching performance issues

    on a level of individual personnel performance, we are interested in the overall

    performance of teams of programmers. As DeMarco and Lister [10] say, teams can gel,

    which means the team displays a synergy such that the overall performance of the team is

    greater than its individual parts.

    The effectiveness of teams can be described in terms of two aspects, performance

    and viability [25], which correspond to the dual problems of productivity and turnover

    costs [4, 7, 10]. This investigation focuses on the issues of performance. More

    specifically, the performance of team effectiveness is measured and compared using

    completion times of teams that develop software solutions to problems given to the teams

    in a controlled environment. The teams for this study are formed using Belbins team

    roles, which has been used previously to form effective management teams [1].

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    This research project began with the following informal observation, Why is it

    that a team of very gifted individual programmers doesnt necessarily make agreat

    team? This led to a non-traditional investigation of the software development process,

    similar to some previous work [8, 23, 30]. For example in the 1980s, the realization that

    software could not keep pace with hardware improvements focus(ed) attention on human

    factors in the process of system development as well as the performance of the end user

    of computer systems [19]. We approach the performance issue from this type

    perspective, drawing from previous work in psychology and management.

    This research is based upon some psychological concepts that may be uncommon

    to those outside of that field, therefore some terms and concepts need to be provided.

    First of all, role theory is useful to examine. As a social psychology term, a role is the

    behavior associated with a particular position in a social system [11]. Further, a social

    role also carries expectations held by others about the behavior that is appropriate for the

    occupant of the position [11]. Role theory is an interdisciplinary theory in that its

    variables are drawn from studies of culture, society, and personality [21]. Two

    important concepts in role theory arefunctional requisite and role complement, which are

    essentially the foundation of Belbins work [1] described below. Functional requisites are

    functions that are necessary for the survival or maintenance of a social system [3]. A

    role complement is a set of roles defined for a given context, for example a programming

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    team. These two concepts combine to form the functional requisites that are embodied by

    Belbins complement of team roles. For this investigation, we are interested in whether

    Belbins team roles can be used to make teams performance better.

    R. Meredith Belbin conducted a series of experiments that established the

    foundation of this research. He developed a model of management teams based on a

    complement of roles that needs to be present for a management team to be successful.

    His investigation began with a simple idea that different types of people interact in

    different ways. Through extensive observation and experimentation in controlled

    settings, Belbin identified eight team roles based on these observed types: Chairman,

    Shaper, Plant, Monitor-Evaluator, Resource Investigator, Team Worker, Company

    Worker, and Completer-Finisher. His full work is described in [1, 2].

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    Name Symbol Typical Features Positive Qualities Allowable Weaknesses

    Chairman CH Calm, self-

    confident,controlled

    A capacity for treating and wel-

    coming all potential contributors ontheir merits and without prejudice.

    Strong sense of objectiveness

    No more than ordinary in

    terms of intellect orcreative ability

    Shaper SH Highly strung Drive and a readiness to challenge

    inertia, ineffectiveness,

    complacency or self-deception

    Proneness to provocation,

    irritation and impatience

    Plant PL Individualistic,

    serious-minded,

    unorthodox

    Genius, imagination, intellect,

    knowledge

    Up in the clouds, inclined

    to disregard practical

    details or protocol

    Resource

    Investigator

    RI Extroverted, en-

    thusiastic, curious,

    communicative

    A capacity for contacting people

    and exploring anything new. An

    ability to respond to challenge

    Liable to lose interest

    once the initial fascination

    has passedMonitor-

    Evaluator

    ME Sober,

    unemotional,

    prudent

    Judgement, discretion, hard-

    headedness

    Lacks inspiration or the

    ability to motivate others

    Company

    Worker

    CW Conservative,

    dutiful, predictable

    Organizing ability, practical

    common sense, hard-working, self-

    discipline

    Lack of flexibility, un-

    responsiveness to

    unproven ideas

    Team

    Worker

    TW Socially oriented,

    mild, sensitive

    Ability to respond to people and to

    situations, & to promote team spirit

    Indecisiveness at

    moments of crisis

    Completer-

    Finisher

    CF Painstaking,

    orderly, con-

    scientious, anxious

    A capacity for follow-through,

    perfectionism

    A tendency to worry

    about small things, a

    reluctance to let go

    Table 2.1 provides a brief description of all of the Belbin roles in terms of their

    team role behaviors and personality characteristics. More complete descriptions can be

    found in the Appendix.

    One of these roles, the Plant, is particularly interesting for this investigation

    because its primary characteristic is innovation, which is a key element in software

    development. Therefore, this role is used in the controlled experiment described in

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    Section 3. Plant team members advance new approaches and ideas with special attention

    to major issues. A Plant is typically introverted, unorthodox, imaginative, and intelligent

    but inclined to disregard practical details or protocols [1]. The Plants are the

    brainchildren who must be nurtured and occasionally drawn back into the real world

    because they tend to be absorbed in thought. They are considered one of the intellectual

    types in a team. The Plant received this label because some innovative individuals

    were implanted on some teams in controlled experiments in order to discover how such

    members affected teams. These innovation characteristics seem vital to developing

    software.

    One should note that Belbins view of roles is different than the traditional,

    functional view described above in Section 2.1. He has shown that team members can be

    viewed with respect to their participation as part of the team, i.e., in terms of their

    . For any particular team member, her or his role in the traditional, functional sense

    might be a typist on a programming team, whereas her or his team role might be to focus

    the team on attention-to-detail and meeting deadlines, viz. a Completer-Finisher. The

    describes how the individual relates to the team and functions for the team, as

    opposed to some technical or domain-specific function. We are interested in

    investigating how these team roles affect the performance of software development

    teams.

    As part of his development of the team roles, Belbin also developed an instrument

    to measure the roles. The Belbin Self-Perception Inventory [1] consists of a

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    questionnaire with seven sections. The test produces indicators of an individuals natural

    propensity towards filling each role, similar to psychometrics such as the MBTI [18]. For

    each of the seven sections, an individual distributes ten points among eight statements,

    based on how strongly he or she feels about each statement. Each of the eight statements

    corresponds to one of Belbins roles. It should be noted that if an individual takes the test

    and distributes the points as evenly as possible, each role would have the average of

    8.751. Therefore, we consider a score of 9 or less as insignificant, a 10 as weak, an 11 or

    higher as significant, and a 20 or higher as very significant. In other words, when

    forming teams based on these roles, a member would need at least an 11 for a given role,

    in order to have that role filled.

    1 8.75 = (7 sections * 10 points/section) / 8 roles

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    Section 2: If I have a possible shortcoming in teamwork, it could be that:

    ____1. I am not at ease unless meetings are well structured and controlled and generallywell conducted.

    ____2. I am inclined to be too generous towards others who have a valid viewpoint that

    has not been given proper airing.

    ____3. I have a tendency to talk too much once the group gets on to new ideas.

    ____4. My objective outlook makes it difficult for me to join in readily and

    enthusiastically with colleagues.

    ____5. I am sometimes seen as forceful and authoritarian if there is a need to get

    something done.

    ____6. I find it difficult to lead from the front, perhaps because I am over-responsive to

    group atmosphere.

    ____7. I am apt to get caught up in ideas that occur to me and so lose track of what is

    happening.

    ____8. My colleagues tend to see me as worrying unnecessarily over detail and the

    possibility that things may go wrong.

    Another concern in conducting this research is that it involves human subjects

    participating in controlled experiments. For this investigation, we used collegiate

    computer science majors in a senior-year software engineering class. These students are

    typically among the top of their class and highly motivated. Most of them had had part-

    time employment, internships, and/or summer professional programming experience

    during their college careers.

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    Some previous studies have examined how to form programming teams

    consisting of students at various experience levels. For example, Henry evaluates

    methods to set up programming teams for software engineering classes [12]. She

    presents a heuristic for establishing teams that is based on amount of free time, schedule

    conflicts, and grade point average. Scott and Cross also discuss issues in setting up

    student programming teams in an effort to make them relatively equivalent [22]. Some of

    the issues that they present are academic performance (grades), team and project size, and

    psychological profiles including the MBTI. Unfortunately, their treatment is superficial;

    they only consider psychological issues such as a team needing an introvert and an

    extrovert because their class requires written and oral presentations. Clearly, they

    conclude, an Extrovert will be more comfortable with an oral presentation, while an

    Introvert may produce a better written report [22].

    Finally, the issue of using student programmers in experiments introduces the

    concern that such research does not directly apply to industry programmers. In addition

    to the high quality of the participants of this work, Holt, et al. provides support for using

    students in studies. They demonstrate that advanced students and professional

    programmers are statistically similar in terms of comparing their mental representation

    and various performance measures [14].

    Numerous studies have been conducted on software development teams in general

    [5, 15, 17, 23, 24, 26, 27, 28, 29, 31, 32]. One investigation by Thomsett is of particular

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    interest for this experiment since it applies Belbins roles to software developers [26].

    His study presents a qualitative analysis of software teams in Australia using various

    measurement instruments, including the MBTI and the Belbin Self-Perception Inventory.

    Thomsett reports some impressive, albeit qualitative, results. One company

    participating in the study showed immediate productivity increases of 200 percent,

    reported by the senior management of the computing group [26]. Also, Thomsett

    describes some intuitive reasons for the uncommon data distributions of the Belbin roles

    and MBTI types: a cloning effect. This effect means that managers hire employees

    who are similar to themselves because clearly they themselves (the managers) are good

    employees, and therefore, they should hire other people like themselves. Further, he

    observes that at best, because of the relative lack of Team Worker and effective

    Chairpersons , computing teams and managers generally lack the required interpersonal

    skills, [26] thus making the teams less effective than they could be.

    Unfortunately, there are deficiencies with this investigation: the analysis is

    qualitative and the conclusions are not substantiated quantitatively at all. Therefore,

    Thomsett presents an interesting study with some initial findings that need further

    investigation. He presents general information that appears very useful but has only

    intuitive supporting arguments and no empirical evidence. Quantitative analysis needs to

    be performed on objective data in order to support his ideas. Such quantitative analysis

    and empirical support are exactly the focus of this work.

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    This paper describes a single experiment that is part of a larger research

    investigation. The fundamental issue that the overall research addresses is how to

    improve the effectiveness of software development teams by using various attributes

    including some taken from role theory and personality characteristics. This includes

    analyzing extant teams and forming new teams. This phase of the project consists of a

    controlled experiment to test the importance of Belbins Plant role to software

    development team performance.

    Curtis has shown that the initial phase of software development consists of

    developing potential solutions to a problem [9]. The innovation necessary in this phase is

    obvious, and the natural propensity to innovate is the key characteristic of a Plant.

    Therefore, members who score significantly high on the Self-perception Inventory for the

    Plant role should be an important component of a software development team.

    The performance of the teams is the aspect of effectiveness that is examined in

    this experiment. For a quantitative analysis, some objective measure of performance

    needs to be used to provide a measure of success. The performance measure used here

    is the time-to-completion for correct solutions. All of the teams were given the same

    software problem to solve, and teams that completed a correct solution the quickest were

    considered better. The teams were formed such that some were anticipated to perform

    well, and other teams were anticipated to perform poorly. After all of the teams finish,

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    the completion-time data was analyzed by comparing the mean completion time of all of

    the good teams to the mean completion time of all of the bad teams.

    It could certainly be argued that time-to-completion is a overly simple measure of

    success, but this measure was used because it is objective, quantitative, and easy to

    collect. A solution was not accepted until it was correct, so that each team submitted

    solutions until they got it right, and no subjective quality measure was gathered. Thus,

    this experiment demonstrates that teams containing the specified role(s) perform better,

    i.e. faster, than teams that do not possess that role(s). Specific details on conducting the

    experiments is addressed later in Section 3.2.

    The specific purpose of these experiments is to produce empirical results

    supporting Thomsetts results [26]. Several hypotheses were proposed to focus the

    research on issues that could be directly tested. The hypothesis that was ultimately

    selected investigates the importance of Plants on a team. Specifically, the null and

    alternate hypotheses for statistical testing are:

    H0: Teams containing all innovative members, i.e. Plants, perform

    equivalently to teams with one such member

    H1: Teams containing all innovative members, i.e. Plants,

    perform equivalently to teams with one such member

    To understand how this experiment was performed, the terms and

    must be defined within the context of this work. are the three-member unit under

    investigation. Each team is classified as belonging to one of three : All Plants,

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    Some Plants, or No Plants. These group names indicate the number of Plants on each

    individual team. Each team in the All Plants group has three Plants, whereas each

    team in the No Plants group has none. Each team in the Some Plants group has one

    or two members who are Plants.

    Using a table similar to Table 3.1 but including all of the teams, the participants

    were formed into teams, and the teams were identified as being in a particular group.

    Two teams were formed for the successful group, i.e. the teams anticipated to complete

    the programming problems quickest. Three teams were formed for each of the other two

    groups, with the anticipation that they would perform worse than the successful teams (in

    terms of the mean completion times of the groups).

    To mitigate any other factors that could influence the teams performance, the

    other Belbin roles were made as equivalent as possible across the teams, and the team

    members scholastic grade point average (GPA) was used as a blocking factor. Such

    tactics help distinguish the role under scrutiny as the reason the groups perform

    differently.

    Table 3.1 shows the information used to accomplish the team formation. Rows in

    the table contain team member data. For example, Team X consists of three team

    members, whose data are in the three rows after Team X. In each row, the first column

    designates the team name. The second column shows member numbers. The subsequent

    columns represent the members data for the Belbin roles: Chairman (CH), Shaper (SH),

    Plant (PL), Resource Investigator (RI), Monitor-Evaluator (ME), Company Worker

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    (CW), Team Worker (TW), and Completer-Finisher (CF). The final column shows the

    members GPA, which is used to make the teams equivalent, mitigating the chances that

    the successful teams simply contained better programmers.

    Team X

    1 c1 - - - - W2 - F9 2.9

    2 - s2 p0 - m0 - - - 3.1

    3 - s0 p7 - m5 w0 - - 3.6

    The data in each cell in the table represents that member's score on the Belbin

    Self-Perception Inventory. Cells containing a dash (-) indicate that the score was not

    significantly high enough to take into account when forming the teams. As described

    above, a score of 9 or less is insignificant; a 10 is weak; an 11 or higher is significant;

    and a 20 or higher is very significant. Cells not containing a dash contain a letter and a

    digit that indicates the team members score on the Belbin Self-Perception Inventory.

    The letter represents the role, which is also shown by the column headers abbreviations,

    and the digit indicates the score on the Belbin test. Scores in the range 10 to 19 are

    indicated with a lower case letter for the role, e.g. c1 indicates a Chairman score of 11.

    Scores of 20 and above, which are very high scores, are indicated with a capital letter, e.g.

    W2 indicates a Company Worker score of 22. This scheme was used because it removes

    extraneous information, making comprehensible the large amount of data that was used to

    form the teams.

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    To determine a members potential roles even after discarding insignificant

    scores, several factors were taken into consideration:

    1. An individual fills more than one role by having significant scores for multipleroles, typically two or three roles.

    2. Although an individual might have a number that appears to make him or her fillthat role, he or she may not fill that role because he or she has a stronger tendency

    to fill other roles. For example, in Table 3.1, member 1 probably does not fill the

    Chairman role because the W2 and F9 values are much higher.

    3. Other team members may keep an individual from filling a role in the case that theother member is stronger in the role. This is particularly true if the member has

    roles that are significantly stronger. For example, member 3 in Table 3.1 would

    not fill the Shaper role because of his or her other stronger roles (p7, m5) as well

    as member 2 being such a strong Shaper (s8).

    4. Because the scores are relative, not absolute, sometimes a score of ten (10) oreleven (11) is significant, sometimes not. If a members highest scores are 12 in

    two roles and 10 in another role, then the 10 would be considered significant,

    because the individual has a tendency to assign a few points to all of the

    statements in the Belbin Self-Perception Inventory. Member 1 in Table 3.1 is a

    good example of when a low score of 11 is not significant; Member 2 is a good

    example of when a low score of 10 might be considered significant.

    One basic assumption of this research is that some roles can conflict within a

    team, such that a team is better with only one of that role type on the team. This

    appears to be true for certain roles, such as Shaper, where conflicts can occur [13]. As

    demonstrated below, other roles appear not to demonstrate this effect; teams with all

    Plants perform the best. It is very important to note that the results of this test indicate

    individuals who have a natural propensity to these roles. The teams formed

    based on previous experience or any other factors, and no member was designated as the

    leader for each team. Also, the participants had no knowledge of Belbin roles nor of

    other qualities that members might possess unless they discussed it amongst themselves.

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    The teams and groups were formed prior to the commencement of the

    experiments (see Table 3.2), and the participants met in a laboratory where there were

    nine computers used in the experiment. The twenty-four (24) student participants had

    been formed into eight teams, and each team was limited to one computer apiece. One

    computer was used by the experimenter to test and accept problem solutions. Each

    participant was given a copy of the problem to be solved that day. Each problem was

    intended to be solved in a little over an hour, although some teams ended up requiring up

    to two hours. The teams could use any editors, C or C++ compilers, and utilities they

    wished. All of the systems were equivalently equipped. Teams emailed their solutions to

    the experimenter as soon as they felt that they had a correct solution, and the

    experimenter tested the solutions with his own acceptance data, which was not provided

    to the participants. A completion time for each team was only recorded once a submitted

    solution tested correctly with the acceptance data. Although the problem statements

    included some example test data, the participants were informed that they should create

    test data themselves in order to have their solution pass all of the acceptance tests.

    1 A

    All 1 - s1 P0 r2 - - - - 3.2

    Plants 2 - - p3 r0 m1 w4 - - 2.73 c0 - p0 - - w0 t4 - 3.4

    H

    1 - s0 P2 - - - - f5 3.5

    2 - s0 p3 - - w1 t6 - 2.6

    3 - - p0 - - w4 t3 f0 3.6

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    3 B

    No 1 - - - - m1 w1 t8 - 3.0

    Plants 2 - - - - M0 W5 T0 - 4.0

    3 c0 s2 - r2 m2 - - - 2.6

    F

    1 - s1 - - m4 - - - 3.0

    2 - - - - - w9 t5 - 3.3

    3 c3 - - - - W2 - f9 3.1

    G

    1 - s2 - - - w2 - - 2.7

    2 - - - - - w4 - f1 3.4

    3 c0 - - - m4 w1 - - 3.4

    2 C

    Some 1 - s2 - r2 - w0 - - 2.8

    Plants 2 - s3 p7 - m3 w0 - - 2.9

    3 c4 - - - - w5 t4 f2 3.5

    D

    1 - s0 p3 - - w4 - - 2.9

    2 - s4 p2 - m0 - - - 3.3

    3 - s9 - - m3 w3 - - 3.0

    E

    1 c0 s4 - - - w1 - f2 3.6

    2 - - P0 - - w1 - - 3.5

    3 - s3 - - m6 w7 - f0 3.0

    The experiment consisted of four problems that were solved in four separate lab

    sessions. During each of the four sessions, the teams were given one problem to

    complete during that lab session. The means of all four problems for each group was

    calculated and compared in the following analysis. Having the teams work together on

    four different problems acted like replication, strengthening the results by having more

    than one data point per team.

    The use of one computer per team is an important feature of the experiment. The

    intent was to force individuals to work as a team, instead of examining individuals. If the

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    members were allowed to separate and work independently, then the experiment would

    simply measure which member on each team could solve the problem first.

    This experiment provides quantitative results comparing the mean-time-to-

    completion performance of software development teams. As shown in Table 3.2, the

    teams were formed into groups so that some teams had all members who were Plants

    (Group 1, All Plants), some teams had one or two Plant members (Group 2, Some Plants),

    and some teams had no members who were Plants (Group 3, No Plants). Teams A and H

    form Group 1 (All Plants); Teams C, D, and E form Group 2 (Some Plants); and Teams

    B, F, and G form Group 3 (No Plants).

    The initial hope was that these three groups would all be statistically different, but

    as shown below in the statistical analysis, only two of the groups could be differentiated.

    The mean-time-to-completion for the All Plant group is statistically different from the

    Some Plants group, 54.13 and 100.75 minutes, respectively. Further, since the mean of

    the completion times for the All Plant group is smaller, we can state that the All Plant

    group performs better. In fact, All Plant teams require only 53.73% of the time to

    complete the problems as teams with one Plant, on average.

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    More formally, this experiment on innovation on a team has a null hypothesis and

    attendant alternative hypothesis of:

    H0: Teams containing all innovative members, i.e. Plants, perform

    equivalently to teams with one such member

    H1: Teams containing all innovative members, i.e. Plants,

    perform equivalently to teams with one such member

    An ANOVA using Proc GLM in SAS [16] shows that the groups are statistically

    different by F-test (p=0.0412). The means are 100.75, 86.25, and 54.13 for group 2, 3,

    and 1 respectively (See Figure 3.1) with standard deviations of 55.81, 56.77, and 26.43

    respectively. The R-Squared is 0.5024. This allows the null hypothesis to be rejected,

    indicating that the groups are different. Further, Duncans New Multiple Range Test [20]

    indicates differences among the group means. For two of the groups, Some Plants and

    All Plants, the data shows a significant difference between the groups.

    This raises questions about why the All Plants group might appear to perform

    better than the Some Plants group but not statistically better than teams with No

    Plants. The easiest aspect to question is the size of the sample, in other words the

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    number of teams in the study. We believe that a larger sample size this would remedy

    this, with the No Plants joining the Some Plants group. With a mean of 86.25, the

    No Plants group is certainly closer to the Some Plants group (100.75) than to the All

    Plants group (54.13). This idea has some statistical support because, when just the data

    for the All Plant and No Plants are analyzed, the groups are different by F-test

    (p=0.1011), but this p-value is not statistically different. Thus, although there is a

    difference, a statistically significant difference might emerge if a larger number of teams

    were analyzed. The difficulty is that finding large numbers of volunteers to participate in

    such experiments is difficult. On the All Plants teams, all of the members are

    innovators; they have a tendency not only to come up with many different ideas but also

    to understand others ideas more easily. This is an obvious shortcoming of some of the

    other teams, as indicated by other team members on a post-experiment questionnaire.

    Some subjective observations from the participants, as well as the experimenter

    who took notes both during and immediately after each lab session, include positive and

    negative perceptions. Notes about the teams predicted to perform well include: No

    negative aspects to this team; everyone worked well together. The coordination within

    the group worked very well; the work was divided up very well. (Person 1) figured out

    the algorithm quickly. (Persons 2 and 3) would quickly produce an initial

    implementation. (Person 2) would then type it in incredibly quickly, while (Persons 1 and

    3) looked for bugs in the algorithm and made sure that (Person 2) wasnt making typos.

    All three members of this team identify team coordination and functional roles as the

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    key to their success. Some comments from, and about, the unsuccessful teams include:

    Motivation wasnt all that (sic) present; the team couldnt think of many good

    solutions. The quiet/reserved team member didnt participate much, which is very

    unfortunate since this person is a strong Plant. Sometimes good ideas were ignored

    because they almost had it even though the other solution would have been better;

    We thought in different ways. This made coming up with a single, well-understood, and

    good solution next to impossible. Further comments include no motivation, no division

    of labor and some ego problems caused good decisions and ideas from all members to

    get tossed out the window.

    This experiment demonstrates the usefulness of forming teams using Belbins

    roles. It shows that Belbins test can be used to identify characteristics of team members

    that can be used to make teams perform better.

    Obviously, the formal conclusion of this study is the alternate hypothesis stated

    above: Teams composed of all Plant team members perform better than teams with some

    Plants. Intuitively, it appears obvious that it is good to have innovative members on a

    development team; however, controlled experiments are necessary to prove the fact. As

    this research continues, more statements that are definitive will be verified. This research

    provides guidance to managers in forming successful teams as well as in evaluating

    extant teams to identify deficiencies. The intent for evaluating teams would be to rectify

    deficiencies and to take full advantage of the positive aspects of the team. It should be

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    noted that this was a limited controlled study. Results may be different for long term

    projects simply because human interactions over an extended period tend to be different

    than for short-term projects.

    As described at the beginning of Section 3, because these conclusions were drawn

    from a controlled experiment, other factors can and indeed do affect the performance of

    teams. To say otherwise would be ridiculous and misleading. It should also be obvious

    that not all development teams can be composed of all Plants, because there are only a

    limited number of Plants. Further, teams composed of all Plants are not guaranteed to

    perform great because other factors affect team performance; statistically speaking,

    teams composed of all Plant members are more likely to perform better. The significance

    of this work is that the existence of Plant roles on a team does in fact affect team

    performance and can be used as part of the formation of teams. This result should be

    used in conjunction with other factors when forming or evaluating teams.

    Additional experiments need to be performed on each of the Belbin Roles to

    determine which of the other roles are important to software development teams. Some

    conclusions about the other Belbin roles have already been reached [13]. Some of the

    roles intuitively appear to be less significant than others, for software development teams.

    Some of the roles may in fact have a negative impact on a team; some of them may not

    have much of an impact because the role is extremely common in the computer science

    field. The basic concept that Belbin developed, his complement of roles for management

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    teams, needs to be empirically tested for the computer science domain. Possibly, a

    different complement needs to be defined for computer science.

    In closing, although some software development managers mightuse personality

    information directly to hire computer science types, the literature indicates that team

    improvement can be accomplished by combining personality information, such as the

    concepts of team roles, with other important factors such as the need to have diverse

    teams. The above analysis demonstrates the utility of Belbins team roles in forming

    teams; evaluating software development teams with this approach is an obvious

    extension. Further, if teams are properly formed using roles, then the team members are

    happier and more likely to remain with an employer, thus increasing the viability of the

    team. All in all, applying Belbins role concepts to software development teams can be

    used to improve both the performance and the viability of teams and, therefore, team

    effectiveness.

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