7 research outputs found

    On the impact of layout quality to understanding UML diagrams

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    Assessing the effectiveness of sequence diagrams in the comprehension of functional requirements: results from a family of five experiments

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    Modeling is a fundamental activity within the requirements engineering process and concerns the construction of abstract descriptions of requirements that are amenable to interpretation and validation. The choice of a modeling technique is critical whenever it is necessary to discuss the interpretation and validation of requirements. This is particularly true in the case of functional requirements and stakeholders with divergent goals and different backgrounds and experience. This paper presents the results of a family of experiments conducted with students and professionals to investigate whether the comprehension of functional requirements is influenced by the use of dynamic models that are represented by means of the UML sequence diagrams. The family contains five experiments performed in different locations and with 112 participants of different abilities and levels of experience with UML. The results show that sequence diagrams improve the comprehension of the modeled functional requirements in the case of high ability and more experienced participants.The authors wish to thank all the participants in the experiments. This research was partially supported by the MULTIPLE project (with ref. TIN2009-13838).Abrahao Gonzales, SM.; Gravino, .C.; Insfrán Pelozo, CE.; Scaniello, .G.; Tortora, .G. (2013). Assessing the effectiveness of sequence diagrams in the comprehension of functional requirements: results from a family of five experiments. IEEE Transactions on Software Engineering. 39(3):327-342. https://doi.org/10.1109/TSE.2012.27S32734239

    An Empirical Study of User Preference and Performance with UML Diagrams

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    Elicitation and validation of user requirements depend, to a large extent, on the effectiveness of the tools and techniques used as a vehicle for discussion between developers and users during the requirements process. This effectiveness may, in turn, be influenced by user preference for a particular approach or requirements technique. This paper describes a study that was carried out to investigate the relationship between user preference for sequence or collaboration diagrams in UML, with their accuracy in understanding information contained in the diagrams. Results showed that user preference for one of the two diagram types before carrying out the task was not reflected in improved performance with that type of diagram compared with the other. However, after carrying out the task, user statements about which type of diagram they preferred working with were matched by improved performance with that type of diagra

    Working Performatively with Interactive 3D Printing: An artistic practice utilising interactive programming for computational manufacturing and livecoding

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    This thesis explores the liminal space where personal computational art and design practices and mass-manufacturing technologies intersect. It focuses on what it could look and feel like to be a computationally-augmented, creative practitioner working with 3D printing in a more programmatic, interactive way. The major research contribution is the introduction of a future-looking practice of Interactive 3D Printing (I3DP).I3DP is articulated using the Cognitive Dimensions of Notations in terms of associated user activities and design trade-offs. Another contribution is the design, development, and analysis of a working I3DP system called LivePrinter. LivePrinter is evaluated through a series of qualitiative user studies and a personal computational art practice, including livecoding performances and 3D form-making

    A requirements-based software process maturity model

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    The requirements phase of software development is an on-going problem for the software engineering community. The many disparate recommendations and best practices found in the literature make it difficult for software organisations to recognise which practices apply to their individual needs. The aim of this thesis is to pull together key solutions into a framework that allows practitioners to assess where their requirements process needs strengthening and to provide a means in which improvements can be achieved. In this thesis I show how I design, develop and validate a model of requirements engineering processes. This requirements capability maturity model (R-CMM) adheres to the characteristics of the Software Engineering Institute's Software Capability Maturity Model (SW-CMM) and is designed to take practitioners from an immature process capability through to an advanced capability. I contribute to the body of knowledge in both software process improvement and requirements engineering (RE) by providing rigorous detail of how a process maturity framework is developed to support RE practices. The model is generic and should apply to many software development organisations. The R-CMM guides users towards a view of RE that is based on goals and is problem driven. The SW-CMM framework is transformed into a simplified model that relates goals and problems to individual RE practises

    Working Performatively with Interactive 3D Printing: An artistic practice utilising interactive programming for computational manufacturing and livecoding

    Full text link
    This thesis explores the liminal space where personal computational art and design practices and mass-manufacturing technologies intersect. It focuses on what it could look and feel like to be a computationally-augmented, creative practitioner working with 3D printing in a more programmatic, interactive way. The major research contribution is the introduction of a future-looking practice of Interactive 3D Printing (I3DP).I3DP is articulated using the Cognitive Dimensions of Notations in terms of associated user activities and design trade-offs. Another contribution is the design, development, and analysis of a working I3DP system called LivePrinter. LivePrinter is evaluated through a series of qualitiative user studies and a personal computational art practice, including livecoding performances and 3D form-making
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