15,955 research outputs found
Project Quality of Offshore Virtual Teams Engaged in Software Requirements Analysis: An Exploratory Comparative Study
The off-shore software development companies in countries such as India use a global delivery model in which initial requirement analysis phase of software projects get executed at client locations to leverage frequent and deep interaction between user and developer teams. Subsequent phases such as design, coding and testing are completed at off-shore locations. Emerging trends indicate an increasing interest in off-shoring even requirements analysis phase using computer mediated communication. We conducted an exploratory research study involving students from Management Development Institute (MDI), India and Marquette University (MU), USA to determine quality of such off-shored requirements analysis projects. Our findings suggest that project quality of teams engaged in pure off-shore mode is comparable to that of teams engaged in collocated mode. However, the effect of controls such as user project monitoring on the quality of off-shored projects needs to be studied further
An Exploratory Study of Forces and Frictions affecting Large-Scale Model-Driven Development
In this paper, we investigate model-driven engineering, reporting on an
exploratory case-study conducted at a large automotive company. The study
consisted of interviews with 20 engineers and managers working in different
roles. We found that, in the context of a large organization, contextual forces
dominate the cognitive issues of using model-driven technology. The four forces
we identified that are likely independent of the particular abstractions chosen
as the basis of software development are the need for diffing in software
product lines, the needs for problem-specific languages and types, the need for
live modeling in exploratory activities, and the need for point-to-point
traceability between artifacts. We also identified triggers of accidental
complexity, which we refer to as points of friction introduced by languages and
tools. Examples of the friction points identified are insufficient support for
model diffing, point-to-point traceability, and model changes at runtime.Comment: To appear in proceedings of MODELS 2012, LNCS Springe
A framework for understanding the factors influencing pair programming success
Pair programming is one of the more controversial aspects of several Agile system development methods, in particular eXtreme Programming (XP). Various studies have assessed factors that either drive the success or suggest advantages (and disadvantages) of pair programming.
In this exploratory study the literature on pair programming is examined and factors distilled. These factors are then compared and contrasted with those discovered in our recent Delphi study of pair programming.
Gallis et al. (2003) have proposed an initial framework aimed at providing a comprehensive identification of the major factors impacting team programming situations including pair programming. However, this
study demonstrates that the framework should be extended to include an additional category of factors that relate to organizational matters. These factors will be further refined, and used to develop and empirically evaluate a conceptual model of pair programming (success)
Improving statistical skills through studentsâ participation in the development of resources
This paper summarizes the evaluation of a project that involved undergraduate mathematics students in the development of teaching and learning resources for statistics modules taught in various departments of a university. This evaluation regards studentsâ participation in the project and its impact on their learning of statistics, as characterized in terms of statistical reasoning, statistical thinking, and skills for statistical consultancy. The participation of students is evaluated from the viewpoint of communities of practice. The evaluation resulted in a characterization of the benefits of such a project and suggestions for implementations of future projects, and in addition brought to light new theoretical elements both as regards the learning of statistics and as regards communities of practice. In particular, the analysis highlighted contributions of the students involved to resource development practice in the community of university statistics teachers, as well as contributions to studentsâ learning as a result of participation in this community
SourcererCC: Scaling Code Clone Detection to Big Code
Despite a decade of active research, there is a marked lack in clone
detectors that scale to very large repositories of source code, in particular
for detecting near-miss clones where significant editing activities may take
place in the cloned code. We present SourcererCC, a token-based clone detector
that targets three clone types, and exploits an index to achieve scalability to
large inter-project repositories using a standard workstation. SourcererCC uses
an optimized inverted-index to quickly query the potential clones of a given
code block. Filtering heuristics based on token ordering are used to
significantly reduce the size of the index, the number of code-block
comparisons needed to detect the clones, as well as the number of required
token-comparisons needed to judge a potential clone.
We evaluate the scalability, execution time, recall and precision of
SourcererCC, and compare it to four publicly available and state-of-the-art
tools. To measure recall, we use two recent benchmarks, (1) a large benchmark
of real clones, BigCloneBench, and (2) a Mutation/Injection-based framework of
thousands of fine-grained artificial clones. We find SourcererCC has both high
recall and precision, and is able to scale to a large inter-project repository
(250MLOC) using a standard workstation.Comment: Accepted for publication at ICSE'16 (preprint, unrevised
Improving fairness in machine learning systems: What do industry practitioners need?
The potential for machine learning (ML) systems to amplify social inequities
and unfairness is receiving increasing popular and academic attention. A surge
of recent work has focused on the development of algorithmic tools to assess
and mitigate such unfairness. If these tools are to have a positive impact on
industry practice, however, it is crucial that their design be informed by an
understanding of real-world needs. Through 35 semi-structured interviews and an
anonymous survey of 267 ML practitioners, we conduct the first systematic
investigation of commercial product teams' challenges and needs for support in
developing fairer ML systems. We identify areas of alignment and disconnect
between the challenges faced by industry practitioners and solutions proposed
in the fair ML research literature. Based on these findings, we highlight
directions for future ML and HCI research that will better address industry
practitioners' needs.Comment: To appear in the 2019 ACM CHI Conference on Human Factors in
Computing Systems (CHI 2019
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Foregrounding accessibility for user experience design
textI am interested in creating generative tools and techniques for designing accessible user experiences for end users. As a user experience designer, I am working on embracing the web accessibility standards and guidelines and including them from the beginning of the User Experience (UX) design process. My projects are directed at facilitating design students and professionals to understand two things: that the broad concept of web accessibility is important, and how they can embed web accessibility into the UX design process at a very early stage. To do this, I used different media (website, posters and videos etc.) to create awareness and educate designers in an interesting, simple and engaging way. In this report, I will discuss the definition and role of accessible design, identify limitations in existing tools and methods, and demonstrate how future designers might research, prototype, analyze, and implement their designs for all users.Desig
Exploring User Interface Improvements for Software Developers who are Blind
Software developers who are blind and interact with the computer non-visually face unique challenges with information retrieval. We explore the use of speech and Braille combined with software to provide an improved interface to aid with challenges associated with information retrieval. We motivate our design on common tasks performed by students in a software development course using a Microprocessor without Interlocked Pipeline Stages (MIPS) architecture simulation tool. We test our interface via a single-subject longitudinal study, and we measure and show improvement in both the userâs performance and the user experience
Designing user experiences: a game engine for the blind
Video games experience an ever-increasing interest by society since their inception
on the 70âs. This form of computer entertainment may let the player have a
great time with family and friends, or it may as well provide immersion into a story
full of details and emotional content.
Prior to the end user playing a video game, a huge effort is performed in lots
of disciplines: screenwriting, scenery design, graphical design, programming, optimization
or marketing are but a few examples. This work is done by game studios,
where teams of professionals from different backgrounds join forces in the inception
of the video game.
From the perspective of Human-Computer Interaction, which studies how people
interact with computers to complete tasks, a game developer can be regarded as
a user whose task is to create the logic of a video game using a computer. One
of the main foundations of HCI. is that an in-depth understanding of the userâs
needs and preferences is vital for creating a usable piece of technology. This point
is important as a single piece of technology (in this case, the set of tools used by
a game developer) may â and should have been designed to â be used on the same
team by users with different knowledge, abilities and capabilities. Embracing this
diversity of users functional capabilities is the core foundation of accessibility, which
is tightly related to and studied from the discipline of HCI.
The driving force behind this research is a question that came after considering
game developers: Could someone develop a video game being fully or partially blind?
Would it be possible for these users to be part of a game development team? What
should be taken into account to cover their particular needs and preferences so that
they could perform this task being comfortable and productive?
The goal of this work is to propose a possible solution that can assure inclusion
of fully or partially blind users in the context of computer game development. To
do this, a Used Centered Design methodology has been followed. This approach is
ideal in this case as it starts including people youâre designing for and ends with new
solutions that are tailor made to suit their needs. First, previously designed
solutions for this problem and related works have been analyzed. Secondly, an
exploratory study has been performed to know how should the target user be able
to interact with a computer when developing games, and design insights are drawn
from both the state of the art analysis and the study results. Next, a solution has
been proposed based on the design insights, and a prototype has been implemented.
The solution has been evaluated with accessibility guidelines. It has been finally
concluded that the proposed solution is accessible for visually impaired users.IngenierĂa InformĂĄtic
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