14,565 research outputs found

    Intangible trust requirements - how to fill the requirements trust "gap"?

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    Previous research efforts have been expended in terms of the capture and subsequent instantiation of "soft" trust requirements that relate to HCI usability concerns or in relation to "hard" tangible security requirements that primarily relate to security a ssurance and security protocols. Little direct focus has been paid to managing intangible trust related requirements per se. This 'gap' is perhaps most evident in the public B2C (Business to Consumer) E- Systems we all use on a daily basis. Some speculative suggestions are made as to how to fill the 'gap'. Visual card sorting is suggested as a suitable evaluative tool; whilst deontic logic trust norms and UML extended notation are the suggested (methodologically invariant) means by which software development teams can perhaps more fully capture hence visualize intangible trust requirements

    Process Models and Distribution of Work in Offshoring Application Software Development

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    Common process models for the development of application software (AS) are examined as to how well they are suited for offshoring projects. The need for communication and interaction among onsite and offshore project stakeholders is identified as a critical success factor. Process models used by organizations providing offshoring services are discussed, and a generalized offshoring life cycle model is developed. A specific focus is set on the distribution of work between the organization that outsources AS development and the offshore organization that carries out the major share of the development work. Problems and challenges that have to be faced, making offshoring a difficult task, are discussed. --

    Agile development for a multi-disciplinary bicycle stability test bench

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    Agile software development methods are used extensively in the software industry. This paper describes an argument to explain why these methods can be used within a multi-disciplinary project and provides a concrete description on how to implement such a method, using a case-study to support the rationale. The SOFIE (Intelligent Assisted Bicycle) project was created to develop mechatronic appliances to make bicycles more stable, i.e. safer. A bicycle stability test bench is created within this project and is used as the case study for this research. The relative complexity of the test bench development and partner structure within the SOFIE project has many similarities with large-scale complex projects found in industry. Thus it provides a good environment to research the application of Agile software methods to a multi-disciplinary project

    Challenges in Developing Applications for Aging Populations

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    Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified

    Agile Design Process with User-Centered Design and User Experience in Web Interfaces: A Systematic Literature Review

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    In the search for faster software development techniquesthat consider user’s needs, agile methods are gettingspace in the corporate scenario, as well as in scientific research.However, integrating agile software development with usercentereddesign (UCD) and user experience (UX) is a challengingtask. In this way, we systematically reviewed the literature until2017 to identify and understand how UX can be considered inagile development, particularly for graphical interfaces of webapplications. The search was performed in the ACM, IEEE,Science Direct, and Springer databases. We found a total of 815studies, of which 13 met the eligibility criteria. This research isimportant for evidencing the information acquired and used tomap how agile methods can consider the stakeholders, activities,and techniques that directly imply the way the products aredeveloped to meet the user’s expectations. There are many agilemethods, each with its advantages and disadvantages, but weconclude that the methods that integrate better with UX or UCDare Scrum and XP

    Boundary Objects and their Use in Agile Systems Engineering

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    Agile methods are increasingly introduced in automotive companies in the attempt to become more efficient and flexible in the system development. The adoption of agile practices influences communication between stakeholders, but also makes companies rethink the management of artifacts and documentation like requirements, safety compliance documents, and architecture models. Practitioners aim to reduce irrelevant documentation, but face a lack of guidance to determine what artifacts are needed and how they should be managed. This paper presents artifacts, challenges, guidelines, and practices for the continuous management of systems engineering artifacts in automotive based on a theoretical and empirical understanding of the topic. In collaboration with 53 practitioners from six automotive companies, we conducted a design-science study involving interviews, a questionnaire, focus groups, and practical data analysis of a systems engineering tool. The guidelines suggest the distinction between artifacts that are shared among different actors in a company (boundary objects) and those that are used within a team (locally relevant artifacts). We propose an analysis approach to identify boundary objects and three practices to manage systems engineering artifacts in industry

    Prototypointimenetelmien kÀyttö kÀyttÀjÀkeskeisessÀ suunnitteluprosessissa

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    To stay competitive in the rapidly evolving business environment, organizations need to be able to create innovations. Novel new products are often created with experimentation, which means that organizations need to use practices that support experimentation. Prototyping is one such practice. Agile software development embraces changing requirements, which makes it suitable for experimentation-driven product development. The overall research problem considers how different types of prototyping approaches can support fast-paced product development in an agile software development project. Research questions include: 1. How to improve prototyping for fast-paced agile software development? 2. How can prototyping support agile requirements engineering? The research consists of two main parts: literature review and empirical research, which includes action research and interviews. Prototyping could be improved for the purposes of fast-paced agile software projects by using simplified prototypes and small focused prototypes to make it possible to iterate the design of user interface elements faster. Additionally, low-fidelity prototyping and participatory design could be useful for agile projects. To make large high-fidelity prototypes faster to iterate, better tooling is needed. Prototyping can support agile requirements engineering e.g. by acting as documentation, facilitating communication and by making big picture clearer.PysyÀkseen kilpailukykyisinÀ nopeasti kehittyvÀssÀ liiketoimintaympÀristössÀ organisaatioiden pitÀÀ kyetÀ luomaan innovaatioita. Uudenlaiset tuotteet saadaan usein aikaiseksi kokeilujen avulla, mistÀ johtuen on kÀytettÀvÀ kÀytÀntöjÀ, jotka tukevat kokeilujen tekemistÀ. Prototypointi on yksi tÀllainen kÀytÀntö. KetterÀ ohjelmistokehitys ottaa halukkaasti vastaan muuttuvat vaatimusmÀÀritykset, joten se soveltuu kokeiluita hyödyntÀvÀÀn tuotteiden kehitykseen. Tutkimusongelma tarkastelee, kuinka erilaiset prototypointitavat tukevat nopeatempoista tuotekehitystÀ ketterÀssÀ ohjelmistokehitysprojektissa. Tutkimuskysymykset ovat: 1. Kuinka prototypointia voidaan kehittÀÀ nopeatempoista ketterÀÀ ohjelmistokehitystÀ varten? 2. Kuinka prototypointi tukee ketterÀÀ vaatimusmÀÀrittelyÀ? Tutkimus sisÀltÀÀ kaksi pÀÀosaa: kirjallisuuskatsauksen ja kokeellisen osan, joka koostuu haastatteluista ja toimintatutkimuksesta. Prototypointia voidaan kehittÀÀ nopeatempoisten ketterien ohjelmistoprojektien tarpeisiin kÀyttÀmÀllÀ yksinkertaistettuja prototyyppejÀ sekÀ pienempiÀ ja fokusoituneempia prototyyppejÀ kÀyttöliittymÀelementtien designin iteroinnin nopeuttamiseksi. Matalan tarkkuuden prototyypit ja osallistava suunnittelu voivat myös olla avuksi ketterissÀ projekteissa. Isojen korkean tarkkuuden prototyyppien iteroinnin nopeuttaminen vaatii uusien työkalujen kehittÀmistÀ. Prototypointi voi tukea ketterÀÀ vaatimusmÀÀrittelyÀ esim. toimimalla dokumentaationa, helpottamalla kommunikaatiota ja tekemÀllÀ ns. ison kuvan selvemmÀksi

    Safe and Sound Drive: Design of Interactive Sounds Supporting Energy Efficient Behaviour

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    The Safe and Sound Drive project concerns the design of an audio-only serious game for cars that will help drivers to increase eco-driving skills and encourage safe and environmentally friendly approaches to driving. The design process has been influenced by industrial design methodology and user-centred agile methods. Game engine technology and audio middleware were used for rapid prototyping. Sounds were made interactive by actively controlling them based on driving behaviour, and were designed to help and encourage a stable and suitable speed. User feedback was collected at an early stage through contextual enquiry sessions during real driving. Later, the system was showcased at two science festivals, where over 400 attendees test drove a game simulator. The agile design process provided continuous feedback to the project team, and guided the design of a version of the game that was evaluated in a simulator experiment. The results from the user studies suggest that opinions about beeps and audio signals vary among subjects whereas music and podcast based contents were generally better received. Alteration of media content by actively adjusting spectral balance or music mix formed working mechanisms for providing cues easily understood by participants. However, only minor effects on energy efficient behaviour were seen, suggesting that visual information dominated the determination of the participants’ behaviour in the experiment
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