56,958 research outputs found
What influences the speed of prototyping? An empirical investigation of twenty software startups
It is essential for startups to quickly experiment business ideas by building
tangible prototypes and collecting user feedback on them. As prototyping is an
inevitable part of learning for early stage software startups, how fast
startups can learn depends on how fast they can prototype. Despite of the
importance, there is a lack of research about prototyping in software startups.
In this study, we aimed at understanding what are factors influencing different
types of prototyping activities. We conducted a multiple case study on twenty
European software startups. The results are two folds, firstly we propose a
prototype-centric learning model in early stage software startups. Secondly, we
identify factors occur as barriers but also facilitators for prototyping in
early stage software startups. The factors are grouped into (1) artifacts, (2)
team competence, (3) collaboration, (4) customer and (5) process dimensions. To
speed up a startups progress at the early stage, it is important to incorporate
the learning objective into a well-defined collaborative approach of
prototypingComment: This is the author's version of the work. Copyright owner's version
can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne,
German
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Prototyping a process-centered environment
This paper describes an experimental system developed and used as a vehicle for prototyping the Arcadia-1 software development environment. Prototyping is viewed as a knowledge acquisition process and is used to reduce risks in software development by gaining rapid feedback about the suitability of a production system before the system is completed. Prototyping a software development environment is particularly important due to the lack of experience with them. There is an acute need to acquire knowledge about user interaction requirements for software environments. These needs are especially important for the Arcadia project, as it is one of the first attempts to construct a process-centered environment. Our prototyping effort addresses questions about effective interaction with a process-centered environment by simulating how Arcadia-1 would interact with users in a representative range of usage scenarios. We built a prototyping system, called PRODUCER, and used it to generate a variety of prototypes simulating user interactions with Arcadia-1 process programs.Experience with PRODUCER indicates that our approach is effective at risk reduction. The prototypes greatly improved communication with our customer. They confirmed some of our design decisions but also redirected our research efforts as a result of unexpected insight. We also found that prototyping usage scenarios provides conceptual guides and design information for process programmers. Most of the benefits of our prototyping effort derive from developing and interacting with usage scenarios, so our approach is generalizable to other prototyping systems. This paper reports on our prototyping approach and our experience in prototyping a process-centered environment
Using Counts as Heuristics for the Analysis of Static Models
The upstream activities of software development are often viewed as both the most
important, in terms of cost, and the yet the least understood, and most problematic, particularly in terms of satisfying customer requirements. Business process modelling is
one solution that is being increasingly used in conjunction with traditional software
development, often feeding in to requirements and analysis activities. In addition,
research in Systems Engineering for Business Process Change, highlights the importance
of modelling business processes in evolving and maintaining the legacy systems that
support those processes. However, the major use of business process modelling, is to
attempt to restructure the business process, in order to improve some given aspect, e.g.,
cost or time. This restructuring may be seen either as separate activity or as a pre-cursor
to the development of systems to support the new or improved process. Hence, the
analysis of these business models is vital to the improvement of the process, and as a
consequence to the development of supporting software systems. Supporting this analysis
is the focus of this paper.
Business processes are typically described with static (diagrammatic) models. This paper
proposes the use of measures (counts) to aid analysis and comparison of these static
process descriptions. The proposition is illustrated by showing how measures can be
applied to a commonly used process-modelling notation, Role Activity Diagrams (RADs).
Heuristics for RADs are described and measures suggested which support those
heuristics. An example process is used to show how a coupling measure can be used to
highlight features in RADs useful to the process modeller.
To fully illustrate the proposition the paper describes and applies a framework for the
theoretical validation of the coupling measure. An empirical evaluation follows. This is
illustrated by two case studies; the first based on the bidding process of a large
telecommunications systems supplier, and the second a study of ten prototyping processes
across a number of organisations.
These studies found that roles of the same type exhibited similar levels of coupling across
processes. Where roles did not adhere to tentative threshold values, further investigation
revealed unusual circumstances or hidden behaviour. Notably, study of the prototyping
roles, which exhibited the greatest variation in coupling, found that coupling was highly
correlated with the size of the development team. This suggests that prototyping in large
projects had a different process to that for small projects, using more mechanisms for
communication. Hence, the empirical studies support the view that counts (measures)
may be useful in the analysis of static process models
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Mediating geovisualization to potential users and prototyping a geovisualization application
Towards a Design Methodology for Decision Support Systems
The authors propose the use of process models for DSS design. The kind of process models suggested are task structures and decision structures with simple graphical syntax and semantics. The process models form the basis for a coherent DSS design methodology, based upon the bounded rationality paradigm. The history of DSS and DSS design is discussed to form a theoretical position. The resulting methodology has been tested and evaluated in a laboratory experiment. The results of this evaluation will be used for continuous improvement of the methodolog
Survey on Additive Manufacturing, Cloud 3D Printing and Services
Cloud Manufacturing (CM) is the concept of using manufacturing resources in a
service oriented way over the Internet. Recent developments in Additive
Manufacturing (AM) are making it possible to utilise resources ad-hoc as
replacement for traditional manufacturing resources in case of spontaneous
problems in the established manufacturing processes. In order to be of use in
these scenarios the AM resources must adhere to a strict principle of
transparency and service composition in adherence to the Cloud Computing (CC)
paradigm. With this review we provide an overview over CM, AM and relevant
domains as well as present the historical development of scientific research in
these fields, starting from 2002. Part of this work is also a meta-review on
the domain to further detail its development and structure
Initial thoughts on rapid prototyping techniques
This paper sets some context, raises issues, and provides our initial thinking on the characteristics of effective rapid prototyping techniques.After discussing the role rapid prototyping techniques can play in the software lifecycle, the paper looks at possible technical approaches including: heavily parameterized models, reusable software, rapid prototyping languages, prefabrication techniques for system generation, and reconfigurable test harnesses.The paper concludes that a multi-faceted approach to rapid prototyping techniques is needed if we are to address a broad range of applications successfully -- no single technical approach suffices for all potentially desirable applications
Industry-driven innovative system development for the construction industry: The DIVERCITY project
Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry.
This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping.
Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process
Visual Management in Brazilian Construction Companies: Taxonomy and Guidelines for Implementation
Visual management (VM) is the managerial strategy of consciously integrating visual tools in workspaces with the aim of increasing transparency on construction sites. Several VM tools and approaches that had been originally developed in the manufacturing context were implemented in construction. However, research on the application of VM in construction as a managerial strategy is scarce. This paper aims to investigate and classify the types of visual devices that can be used in construction sites through multiple case studies carried out in nine construction companies actively implementing VM. It also discusses strategies for the implementation of VM in construction. The main contributions of this investigation are: (1) a VM tools taxonomy that can be used to identify VM application opportunities, providing a basis for evaluating the level of VM implementation in construction; and (2) identification of critical factors for the implementation and various features of the VM strategy in construction
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