320 research outputs found

    Preparing students for the software industry new demands

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    A solid preparation in terms of soft skills and state- of-the-art technical skills in Software Engineering (SE) is a goal for the academy. It also contributes to reducing the gap between Software Engineering education and the software industry's new demands. Generally, in computer science or computer engineering courses, there are separate subjects to teach requirements engineering, analysis, design, coding, or validation. However, integrating all these subjects usually requires experience in developing a complete project. This article describes aspects of an active and collaborative learning approach involving academia and industry actors. The approach presented in this article involved staff from a software company in collaboration with staff from an academic institution. It resulted in a student being involved in an entire software development project. The student was involved in an agile team of faculty and Information Technology (IT) professionals. The Scrum agile framework was followed, and the product was developed using a Low-code development platform. This article presents the approach, details of the project design and implementation, results achieved, lessons learned, and guidelines for the future. The results show that this agile, full-stack approach allows students to develop cutting- edge technical and non-technical skills.info:eu-repo/semantics/publishedVersio

    A Systems-Based Patient Aid Design Artifact for Active Medication Management in Type 2 Diabetes

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    In this dissertation, I explore the use of the Abstraction-Decomposition Space (ADS) alongside Hierarchical Task Analysis (HTA) to guide the design of a minimalist patient aid for active medication management in type 2 diabetes. The goal is to address a practical problem, but in addition, this study seeks to address a theoretical problem that is prevalent in design research in Information Systems (IS) today. The practical problem concerns the need for IT-based care delivery models to support patients in the interim period between in-person visits. In this vein, I present a bare-minimum design that focuses on the most essential functionality required to achieve remote insulin titration using the ADS and HTA. The theoretical problem, on the other hand, pertains to the limitations resulting from taking a tool-focused view in design research which inhibits our ability to produce generalized knowledge about IT systems in their contexts. The study proposes an alternative view based on work systems. The overarching thesis is that a work systems view provides for knowledge at a more abstract and generalizable level, yielding contributions beyond mere software packages. Moreover, the study highlights the artifact-building methodology used to delineate the rationale behind the design and to balance evaluation-dominant design research. In this vein, I conducted document analysis and semi-structured interviews with patients and care providers to develop the ADS, then used it alongside HTA to develop and test the usability of twelve user scenarios implemented on a large mobile form factor

    Process Mining Concepts for Discovering User Behavioral Patterns in Instrumented Software

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    Process Mining is a technique for discovering “in-use” processes from traces emitted to event logs. Researchers have recently explored applying this technique to documenting processes discovered in software applications. However, the requirements for emitting events to support Process Mining against software applications have not been well documented. Furthermore, the linking of end-user intentional behavior to software quality as demonstrated in the discovered processes has not been well articulated. After evaluating the literature, this thesis suggested focusing on user goals and actual, in-use processes as an input to an Agile software development life cycle in order to improve software quality. It also provided suggestions for instrumenting software applications to support Process Mining techniques

    A framework to evaluate user experience of end user application security features

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    The use of technology in society moved from satisfying the technical needs of users to giving a lasting user experience while interacting with the technology. The continuous technological advancements have led to a diversity of emerging security concerns. It is necessary to balance security issues with user interaction. As such, designers have adapted to this reality by practising user centred design during product development to cater for the experiential needs of user - product interaction. These User Centred Design best practices and standards ensure that security features are incorporated within End User Programs (EUP). The primary function of EUP is not security, and interaction with security features while performing a program related task does present the end user with an extra burden. Evaluation mechanisms exist to enumerate the performance of the EUP and the user’s experience of the product interaction. Security evaluation standards focus on the program code security as well as on security functionalities of programs designed for security. However, little attention has been paid to evaluating user experience of functionalities offered by embedded security features. A qualitative case study research using problem based and design science research approaches was used to address the lack of criteria to evaluate user experience with embedded security features. User study findings reflect poor user experience with EUP security features, mainly as a result of low awareness of their existence, their location and sometimes even of their importance. From the literature review of the information security and user experience domains and the user study survey findings, four components of the framework were identified, namely: end user characteristics, information security, user experience and end user program security features characteristics. This thesis focuses on developing a framework that can be used to evaluate the user experience of interacting with end user program security features. The framework was designed following the design science research method and was reviewed by peers and experts for its suitability to address the problem. Subject experts in the fields of information security and human computer interaction were engaged, as the research is multidisciplinary. This thesis contributes to the body of knowledge on information security and on user experience elements of human computer interaction security regarding how to evaluate user experience of embedded InfoSec features. The research adds uniquely to the literature in the area of Human Computer Interaction Security evaluation and measurement in general, and is specific to end user program security features. The proposed metrics for evaluating UX of interacting with EUP security features were used to propose intervention to influence UX in an academic setup. The framework, besides presenting UX evaluation strategies for EUP security features, also presents a platform for further academic research on human factors of information security. The impact can be evaluated by assessing security behaviour, and successful security breaches, as well as user experience of interaction with end user programs

    My Crohn’s disease on real-time information - User experience improvement through cross-platform applications

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    Reducing hospital institutionalization of citizen with chronic diseases is a major priority of western countries priorities. The more complex the health condition, the harder it is to coordinate clinical care. To improve the disease management and control, most patients need to use mobile applications that are available in online stores or web services because of the difficulty that a personal mobile phone has to get real time access to clinical data outside of a hospital. In terms of IBD - Inflammatory Bowel Disease - existing mobile phone solutions are very complex, because visually the interfaces communicates with the user through inadequate use of symbols in clinical features, which are inconsistent and have poor legibility. They also presents a lack of visual optimization between multiplatform systems. This increases the user's learning curve in terms of how to interpret and interact with these systems, generating an opportunity for these patients with abilities to innovate through the creation and development of solutions that solve their own problems related to the management and coordination of the disease. This thesis aims to analysis IBD patients behaviour related to disease management, identify the type of problems, both functional and communication, which occur in existing IBD m-Health and e-Health systems, and introduces two topics – communication and design studies – in the "User Innovator" model of Von Hippel (1976) which consists of users, that are, for example, patients with chronic diseases, and who innovate by creating solutions to solve personal problems because of unfavourable healthcare conditions. To validate in the design process the three perspectives – design, innovation and patient – were considered, and the framework “Human-social Interaction Model for e-Health Interfaces” was created, enabling a sustainable approach to research, with inputs from personal experience being used, introducing relevant feedback for the final goal of the preliminary studies, when creating the interface for mobile phone application particularly for Crohn’s disease, one of the IBD, with a new healthcare user experience. To reach the objective, a set of studies were conducted that were divided into two stages. The first, a literature review of the relationship between semiotics and interactive communication; the meaning of symbolic representation in interactive projects; new design research guidelines that define interfaces and features and that are more approachable for users; user perspectives towards technology for health supporting and controlling; the design and communication space on technological projects; the challenge for users/ patients who try to create systems to solve personal problems. The second part, presents the practical research that includes a survey of 279 participants with IBD; the empirical analysis of six case studies – mobile applications and multiplatform: context, features, design principles lifting, and usability testing A/B with the design features and principles of design on two of the six systems being compared. The results from the thesis challenge the concepts of mobile interface usability in health, providing users with a structured interpretation of medical information design and a guideline for designers with chronic diseases that would like to create solutions to monitor health problems.Reduzir a institucionalização hospitalar de cidadãos com doenças crónicas é uma das prioridades para os países ocidentais. Quanto maior for a complexidade das condições de saúde, mais difícil se torna a coordenação dos cuidados clínicos. Para melhorar o controle e a gestão da doença, a maioria destes pacientes recorre às aplicações para telemóvel disponíveis em lojas online e aos serviços na web pois, é difícil obter permissão para aceder a dados clínicos em tempo real no telemóvel pessoal a partir do hospital. No contexto da DII – Doença Inflamatória do Intestino – as soluções existentes apresentam níveis de complexidade visual elevados pois, a interface comunica com o utilizador através de símbolos clínicos inadequados em funcionalidades convencionais – fraca legibilidade e inconsistência; Apresenta também, fraca coerência visual entre sistemas multiplataforma. Estes cenários promovem no utilizador, um aumento da curva de aprendizagem relativamente à forma como estes interagem com os sistemas criando assim, uma abertura para o desenvolvimento de soluções pelos que têm habilidade para inovar através da criação e desenvolvimento de sistemas que resolvem os seus problemas com a gestão e coordenação da doença. Esta tese tem como objetivo analisar o comportamento dos pacientes com DII relativamente à gestão da sua doença. Identificar que tipo de problemas – funcionais e de comunicação – existem nas soluções atuais para telemóvel e web no contexto da DII, introduzindo novos temas – estudos em comunicação e design – no modelo "User Innovator" de Von Hippel (1976) que consiste em, utilizadores, como por exemplo, pacientes com doenças crónicas, que inovam ao criarem soluções para resolver os problemas pessoais, tais como, condições de saúde adversas. Para validar no processo de design a integração das três áreas – design, inovação e paciente – criamos a framework “Human-social Interaction Model for e-Health Interfaces” que nos permitiu uma abordagem sustentável à investigação, quando foram aplicados inputs provenientes de experiência pessoal das três perspectivas introduzindo feedback relevante para o objetivo final dos estudos preliminares, também quando criada a interface para dispositivos móveis focada na doença de Crohn, uma das DII, com uma nova experiência de utilizador na área da saúde. Para atingir o objectivo, realizou-se um conjunto de estudos que se encontram divididos em dois momentos: o primeiro, com revisão de literatura sobre a relação da semiótica com a comunicação interativa; o significado da representação simbólica em projetos interativos; as novas linhas de reflexão do Design que definem interfaces e funcionalidades mais próximas do utilizador; a perspectiva dos utilizadores perante a tecnologia como meio de suporte e controle da saúde; o espaço do design e da comunicação em projetos tecnológicos; o desafio para utilizadores/ pacientes que tentam criar sistemas para solucionar problemas pessoais. A segunda parte apresenta a investigação de campo com, um inquérito a 279 participantes com DII; análise empírica de seis casos de estudo – aplicações para telemóvel e multiplataforma: contexto, funcionalidades, levantamento de princípios do design, e testes de usabilidade A/B onde comparamos em dois dos seis sistemas, a articulação entre as funcionalidades e os princípios do design. Os resultados obtidos desafiam a usabilidade das interfaces para telemóvel no contexto da saúde, proporcionando aos utilizadores uma interpretação mais coerente do ponto de vista formal do design de informação médica e um caminho para designers com doenças crónicas que pretendem criar soluções para resolver problemas de monotorização da saúde

    Intuitive interaction: Steps towards an integral understanding of the user experience in interaction design

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    A critical review of traditional practices and methodologies demonstrates an underplaying of firstly the role of emotions and secondly aspects of exploration in interaction behaviour in favour of a goal orientated focus in the user experience (UX). Consequently, the UX is a commodity that can be designed, measured, and predicted. An integral understanding of the UX attempts to overcome the rationalistic and instrumental mindset of traditional Human-Computer Interaction (HCI) on several levels. Firstly, the thesis seeks to complement a functional view of interaction with a qualitative one that considers the complexity of emotions. Emotions are at the heart of engagement and connect action irreversibly to the moment it occurs; they are intettwined with cognition, and decision making. Furthermore, they introduce the vague and ambiguous aspects of experience and open it up to potentiality of creation. Secondly, the thesis examines the relationship between purposive and non-purposive user behaviour such as exploration, play and discovery. The integral position proposed here stresses the procedurally relational nature and complexity of interaction experience. This requires revisiting and augmenting key themes of HCI practice such as interactivity and intuitive design. Intuition is investigated as an early and unconscious form of learning, and unstructured browsing discussed as random interaction mechanisms as forms of implicit learning. Interactivity here is the space for user's actions, contributions and creativity, not only in the design process but also during interaction as co-authors of their experiences. Finally, I envisage integral forms of usability methods to embrace the vague and the ambiguous, in order to enrich HCI's vocabulary and design potential. Key readings that inform this position cut across contemporary philosophy, media and interaction studies and professional HCI literature. On a practical level, a series of experimental interaction designs for web-browsing aim to augment the user's experience, and create space for user's intuition

    User experience metrics for Dr Math

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    The purpose of this research study is to propose guidelines for providing a positive user experience for pupils using Dr Math®. User experience was found to have a positive impact on the acceptance and adoption of a product. Thus the proposed guidelines contribute in maximizing the adoption and acceptance of Dr Math® among pupils. This study begins with an introductory chapter that describes the problem that forms the basis for this research. The chapter defines the objectives that this study is intended to achieve in order to accomplish its ultimate goal. The methodology followed to conduct this research study as well as its scope are also defined here. The results from a preliminary survey revealed that despite its potential accessibility, Dr Math® has a low adoption rate. However, when compared to other mobile learning (m-learning) applications for mathematics learning, Dr Math® is more popular. Thus Dr Math® was selected as a case for study. Chapter 2 of this study provides a detailed description of Dr Math® as a local mobile application for mathematics learning. It was found that the affordability and accessibility of Dr Math® did not necessarily imply a high adoption rate. There are various possible barriers to its low adoption. User experience (UX), which is the focus of this study, is one of them. Thus, a subsequent chapter deals with UX. Chapter 3 discusses UX, its scope, components and definition and places particular emphasis on its significance in the success of any product. The chapter also highlights the characteristics of a positive UX and the importance of designing for this outcome. In Chapter 4, a discussion and justification of the methodology used to conduct this research is discussed. This study primarily employs a qualitative inductive approach within an interpretivism paradigm. An exploratory single case study was used to obtain an in-depth analysis of the case. Data was collected using Dr Math® log files as a documentary source. Gathered data was then analysed and organized into themes and categories using qualitative content analysis as outlined in Chapter 5. Also the findings obtained from the results, which are mainly the factors that were found to have an impact on the user interaction with Dr Math®, are presented here. The identified factors served as a basis from which the guidelines presented in Chapter 6 were developed. Chapter 7 presents the conclusions and recommendations of the research. From both theoretical and empirical work, it was concluded that Dr Math® has the potential to improve mathematics learning in South Africa. Its adoption rate, however, is not satisfying: hence, the investigation of the factors impacting on the user interaction with Dr Math®, from which the proposed guidelines are based

    Standards and practices necessary to implement a successful security review program for intrusion management systems

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    Thesis (Master)--Izmir Institute of Technology, Computer Engineering, Izmir, 2002Includes bibliographical references (leaves: 84-85)Text in English; Abstract: Turkish and Englishviii, 91 leavesIntrusion Management Systems are being used to prevent the information systems from successful intrusions and their consequences. They also have detection features. They try to detect intrusions, which have passed the implemented measures. Also the recovery of the system after a successful intrusion is made by the Intrusion Management Systems. The investigation of the intrusion is made by Intrusion Management Systems also. These functions can be existent in an intrusion management system model, which has a four layers architecture. The layers of the model are avoidance, assurance, detection and recovery. At the avoidance layer necessary policies, standards and practices are implemented to prevent the information system from successful intrusions. At the avoidance layer, the effectiveness of implemented measures are measured by some test and reviews. At the detection layer the identification of an intrusion or intrusion attempt is made in the real time. The recovery layer is responsible from restoring the information system after a successful intrusion. It has also functions to investigate the intrusion. Intrusion Management Systems are used to protect information and computer assets from intrusions. An organization aiming to protect its assets must use such a system. After the implementation of the system, continuous reviews must be conducted in order to ensure the effectiveness of the measures taken. Such a review can achieve its goal by using principles and standards. In this thesis, the principles necessary to implement a successful review program for Intrusion Management Systems have been developed in the guidance of Generally Accepted System Security Principles (GASSP). These example principles are developed for tools of each Intrusion Management System layer. These tools are firewalls for avoidance layer, vulnerability scanners for assurance layer, intrusion detection systems for detection layer and integrity checkers for recovery layer of Intrusion Management Systems

    Scalability In Web APIs

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    This project focused on creating a web API that is scalable, resilient, and easy to administrate. The research involved current topics and tools in today\u27s software climate in order to create an intuitive and simple experience for our consumers

    Foundations research in information retrieval inspired by quantum theory

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    In the information age information is useless unless it can be found and used, search engines in our time thereby form a crucial component of research. For something so crucial, information retrieval (IR), the formal discipline investigating search, can be a confusing area of study. There is an underlying difficulty, with the very definition of information retrieval, and weaknesses in its operational method, which prevent it being called a 'science'. The work in this thesis aims to create a formal definition for search, scientific methods for evaluation and comparison of different search strategies, and methods for dealing with the uncertainty associated with user interactions; so that one has the necessary formal foundation to be able to perceive IR as "search science". The key problems restricting a science of search pertain to the ambiguity in the current way in which search scenarios and concepts are specified. This especially affects evaluation of search systems since according to the traditional retrieval approach, evaluations are not repeatable, and thus not collectively verifiable. This is mainly due to the dependence on the method of user studies currently dominating evaluation methodology. This evaluation problem is related to the problem of not being able to formally define the users in user studies. The problem of defining users relates in turn to one of the main retrieval-specific motivations of the thesis, which can be understood by noticing that uncertainties associated with the interpretation of user interactions are collectively inscribed in a relevance concept, the representation and use of which defines the overall character of a retrieval model. Current research is limited in its understanding of how to best model relevance, a key factor restricting extensive formalization of the IR discipline as a whole. Thus, the problems of defining search systems and search scenarios are the principle issues preventing formal comparisons of systems and scenarios, in turn limiting the strength of experimental evaluation. Alternative models of search are proposed that remove the need for ambiguous relevance concepts and instead by arguing for use of simulation as a normative evaluation strategy for retrieval, some new concepts are introduced that can be employed in judging effectiveness of search systems. Included are techniques for simulating search, techniques for formal user modelling and techniques for generating measures of effectiveness for search models. The problems of evaluation and of defining users are generalized by proposing that they are related to the need for an unified framework for defining arbitrary search concepts, search systems, user models, and evaluation strategies. It is argued that this framework depends on a re-interpretation of the concept of search accommodating the increasingly embedded and implicit nature of search on modern operating systems, internet and networks. The re-interpretation of the concept of search is approached by considering a generalization of the concept of ostensive retrieval producing definitions of search, information need, user and system that (formally) accommodates the perception of search as an abstract process that can be physical and/or computational. The feasibility of both the mathematical formalism and physical conceptualizations of quantum theory (QT) are investigated for the purpose of modelling the this abstract search process as a physical process. Techniques for representing a search process by the Hilbert space formalism in QT are presented from which techniques are proposed for generating measures for effectiveness that combine static information such as term weights, and dynamically changing information such as probabilities of relevance. These techniques are used for deducing methods for modelling information need change. In mapping the 'macro level search' process to 'micro level physics' some generalizations were made to the use and interpretation of basic QT concepts such the wave function description of state and reversible evolution of states corresponding to the first and second postulates of quantum theory respectively. Several ways of expressing relevance (and other retrieval concepts) within the derived framework are proposed arguing that the increase in modelling power by use of QT provides effective ways to characterize this complex concept. Mapping the mathematical formalism of search to that of quantum theory presented insightful perspectives about the nature of search. However, differences between the operational semantics of quantum theory and search restricted the usefulness of the mapping. In trying to resolve these semantic differences, a semi-formal framework was developed that is mid-way between a programmatic language, a state-based language resembling the way QT models states, and a process description language. By using this framework, this thesis attempts to intimately link the theory and practice of information retrieval and the evaluation of the retrieval process. The result is a novel, and useful way for formally discussing, modelling and evaluating search concepts, search systems and search processes
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