388 research outputs found

    A Process Framework for Semantics-aware Tourism Information Systems

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    The growing sophistication of user requirements in tourism due to the advent of new technologies such as the Semantic Web and mobile computing has imposed new possibilities for improved intelligence in Tourism Information Systems (TIS). Traditional software engineering and web engineering approaches cannot suffice, hence the need to find new product development approaches that would sufficiently enable the next generation of TIS. The next generation of TIS are expected among other things to: enable semantics-based information processing, exhibit natural language capabilities, facilitate inter-organization exchange of information in a seamless way, and evolve proactively in tandem with dynamic user requirements. In this paper, a product development approach called Product Line for Ontology-based Semantics-Aware Tourism Information Systems (PLOSATIS) which is a novel hybridization of software product line engineering, and Semantic Web engineering concepts is proposed. PLOSATIS is presented as potentially effective, predictable and amenable to software process improvement initiatives

    Evaluation and Improvement of an Organizational Resource applying Strategy Patterns

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    For any software company that frequently performs quality assurance activities devoted to measurement, evaluation (ME) and change/improvement (MEC) projects, ME and MEC strategies can be valuable organizational assets. In this paper, we analyze the improvement of a ME strategy, which can be considered an organizational resource to be applied to quality assurance activities. This resource is called the GOCAME (Goal-Oriented Context-Aware Measurement and Evaluation) strategy. AME/MEC strategy embraces the next three integrated capabilities: 1) the ME/MEC domain conceptual base and framework; 2) the process perspective specifications; and, 3) the method specifications. The improvement of GOCAME was performed instantiating two strategy patterns. A strategy pattern is a reusable solution to recurrent problems in ME/MEC projects. For an improvement goal, the selected MEC strategy pattern allows instantiating in a project a set of tailored activities and methods for measurement, evaluation, analysis and change. Particularly, we instantiate the GoME_1QV (Goal-oriented Measurement and Evaluation for One Quality View) strategy pattern to understand the GOCAME current quality state and compare it with the so-called GQM+ Strategies. First, this evaluation and analysis allows us to know the GOCAME strengths and weaknesses with regard to the quality of the three capabilities. Second, we instantiate the GoMEC_1QV (Goal-oriented Measurement, Evaluation and Change for One Quality View) strategy pattern to improve the GOCAME current state, producing as result a new version of the GOCAME strategy.Fil: Papa, María Fernanda. Universidad Nacional de la Pampa. Facultad de Ingeniería; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Rivera, María Belén. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de la Pampa. Facultad de Ingeniería; ArgentinaFil: Becker, Pablo Javier. Universidad Nacional de la Pampa. Facultad de Ingeniería; ArgentinaFil: Olsina, Luis Antonio. Universidad Nacional de la Pampa. Facultad de Ingeniería; Argentin

    A Goal Question Metric (Gqm) Approach for Evaluating Interaction Design Patterns in Drawing Games for Preschool Children

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    In recent years, there has been an increasing interest to use smart devices\u27 drawing games for educational benefit. In Indonesia, our government classifies children age four to six years old as preschool children. Not all preschool children can use drawing games easily. Further, drawing games may not fulfill all Indonesia\u27s preschool children\u27s drawing competencies. This research proposes to use Goal-Question Metric (GQM) to investigate and evaluate interaction design patterns of preschool children in order to achieve the drawing competencies for preschool children in two drawing Android-based games: Belajar Menggambar (in English: Learn to Draw) and Coret: Belajar Menggambar (in English: Scratch: Learn to Draw). We collected data from nine students of a preschool children education in a user research. The results show that GQM can assist to evaluate interaction design patterns in achieving the drawing competencies. Our approach can also yield interaction design patterns by comparing interaction design patterns in two drawing games used

    A GOAL QUESTION METRIC (GQM) APPROACH FOR EVALUATING INTERACTION DESIGN PATTERNS IN DRAWING GAMES FOR PRESCHOOL CHILDREN

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    Characterising Volunteers' Task Execution Patterns Across Projects on Multi-Project Citizen Science Platforms

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    Citizen science projects engage people in activities that are part of a scientific research effort. On multi-project citizen science platforms, scientists can create projects consisting of tasks. Volunteers, in turn, participate in executing the project's tasks. Such type of platforms seeks to connect volunteers and scientists' projects, adding value to both. However, little is known about volunteer's cross-project engagement patterns and the benefits of such patterns for scientists and volunteers. This work proposes a Goal, Question, and Metric (GQM) approach to analyse volunteers' cross-project task execution patterns and employs the Semiotic Inspection Method (SIM) to analyse the communicability of the platform's cross-project features. In doing so, it investigates what are the features of platforms to foster volunteers' cross-project engagement, to what extent multi-project platforms facilitate the attraction of volunteers to perform tasks in new projects, and to what extent multi-project participation increases engagement on the platforms. Results from analyses on real platforms show that volunteers tend to explore multiple projects, but they perform tasks regularly in just a few of them; few projects attract much attention from volunteers; volunteers recruited from other projects on the platform tend to get more engaged than those recruited outside the platform. System inspection shows that platforms still lack personalised and explainable recommendations of projects and tasks. The findings are translated into useful claims about how to design and manage multi-project platforms.Comment: XVIII Brazilian Symposium on Human Factors in Computing Systems (IHC'19), October 21-25, 2019, Vit\'oria, ES, Brazi

    A Holistic Quality Evaluation, Selection and Improvement Approach driven by Multilevel Goals and Strategies

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    Organizations should establish business goals and check for their achievement in a systematic and disciplined way. In order to know if a business goal is achieved, it should be necessary to consider information need goals that also can require satisfying measurement and evaluation goals at operational level. Furthermore, if measurement and evaluation goals are not aligned with top-level business goals such as tactical or strategic level goals, the organization could waste its effort and resources. Usually, the different goals established in an organization are operationalized through projects. For a given project, strategies should be used in order to help in the goal achievement. A strategy defines a set of activities and methods to be followed for a specific goal purpose. Ultimately, to engineering all these issues in a systematic way, organizations should adopt a holistic evaluation approach supported by a set of integrated strategies. By means of a systematic literature review as research method, we have observed that very few approaches support integrated strategies and multilevel goals. To bridge this gap, we have developed a holistic quality multilevel and multipurpose evaluation approach that ties together multilevel goals, projects and integrated strategies. As contributions, this paper discusses an enhanced conceptual base (specified by ontologies) for linking business and information need goal concepts with project, strategy and nonfunctional requirements concepts. Then, it defines the step by step of our holistic quality evaluation approach, by listing the necessary activities to establish goals and projects at different organizational levels. Lastly, it specifies and illustrates evaluation scenarios for business/information need goal purposes such as understanding, improving, monitoring and controlling, comparing and selecting entities, which are supported by strategies and strategy patterns.Fil: Rivera, María Belén. Universidad Nacional de la Pampa. Facultad de Ingeniería; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Becker, Pablo Javier. Universidad Nacional de la Pampa. Facultad de Ingeniería; ArgentinaFil: Olsina, Luis Antonio. Universidad Nacional de la Pampa. Facultad de Ingeniería; ArgentinaFil: Papa, María Fernanda. Universidad Nacional de la Pampa. Facultad de Ingeniería; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentin

    Strategy Patterns for Evaluating and Improving Usability

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    Patterns have had significant impact in many disciplines, particularly in software and web engineering, and we believe that they also provide a basis for selecting evaluation strategies via practical tips and tricks that can be easily adopted for evaluation and change projects. In this paper, we propose a holistic quality evaluation approach for usability and user experience (UX), which relies on quality views and strategy patterns. A quality view relates accordingly an entity super-category (e.g., product, system, system in use) with a quality focus (e.g., internal quality, external quality, quality in use). Usability and user experience are higher-level characteristics that should be linked to quality views appropriately. Also quality views support ‘influences’ and ‘depends on’ relationships between them. With a concrete evaluation or change project goal, our approach selects and instantiates a suitable strategy from a set of strategy patterns. Practical use of our approach is demonstrated through the specification and use of a strategy pattern in the evaluation of the Facebook mobile app.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    Strategy Patterns for Evaluating and Improving Usability

    Get PDF
    Patterns have had significant impact in many disciplines, particularly in software and web engineering, and we believe that they also provide a basis for selecting evaluation strategies via practical tips and tricks that can be easily adopted for evaluation and change projects. In this paper, we propose a holistic quality evaluation approach for usability and user experience (UX), which relies on quality views and strategy patterns. A quality view relates accordingly an entity super-category (e.g., product, system, system in use) with a quality focus (e.g., internal quality, external quality, quality in use). Usability and user experience are higher-level characteristics that should be linked to quality views appropriately. Also quality views support ‘influences’ and ‘depends on’ relationships between them. With a concrete evaluation or change project goal, our approach selects and instantiates a suitable strategy from a set of strategy patterns. Practical use of our approach is demonstrated through the specification and use of a strategy pattern in the evaluation of the Facebook mobile app.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    Family of Evaluation Strategies: A Practical Case for Comparing and Adopting Strengths

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    Companies commonly establish and pursue business goals. A goal states a purpose. In the Software Engineering literature, different evaluation purposes such as to understand, monitor, improve, control, compare and select are mentioned. Considering that these purposes share distinctive and common aspects, in the present work, we include a categorization that helps a better understanding of them. On the other hand, to reach the purpose of a goal, a suitable strategy should be chosen. A strategy describes a particular course of action by means of process and method specifications. We have envisioned different strategies for different evaluation goal purposes. Therefore, in this paper we also present some strategies, which are part of a family of strategies driven by measurement and evaluation activities. Specifically, we document evaluation strategies for the monitoring, improving, and comparing and adopting purposes. In addition, we illustrate the comparing and adopting strategy applied to four social network mobile apps.Facultad de Informátic

    Family of Evaluation Strategies: A Practical Case for Comparing and Adopting Strengths

    Get PDF
    Companies commonly establish and pursue business goals. A goal states a purpose. In the Software Engineering literature, different evaluation purposes such as to understand, monitor, improve, control, compare and select are mentioned. Considering that these purposes share distinctive and common aspects, in the present work, we include a categorization that helps a better understanding of them. On the other hand, to reach the purpose of a goal, a suitable strategy should be chosen. A strategy describes a particular course of action by means of process and method specifications. We have envisioned different strategies for different evaluation goal purposes. Therefore, in this paper we also present some strategies, which are part of a family of strategies driven by measurement and evaluation activities. Specifically, we document evaluation strategies for the monitoring, improving, and comparing and adopting purposes. In addition, we illustrate the comparing and adopting strategy applied to four social network mobile apps.Facultad de Informátic
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