8,758 research outputs found

    Agile Requirements Engineering: A systematic literature review

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    Nowadays, Agile Software Development (ASD) is used to cope with increasing complexity in system development. Hybrid development models, with the integration of User-Centered Design (UCD), are applied with the aim to deliver competitive products with a suitable User Experience (UX). Therefore, stakeholder and user involvement during Requirements Engineering (RE) are essential in order to establish a collaborative environment with constant feedback loops. The aim of this study is to capture the current state of the art of the literature related to Agile RE with focus on stakeholder and user involvement. In particular, we investigate what approaches exist to involve stakeholder in the process, which methodologies are commonly used to present the user perspective and how requirements management is been carried out. We conduct a Systematic Literature Review (SLR) with an extensive quality assessment of the included studies. We identified 27 relevant papers. After analyzing them in detail, we derive deep insights to the following aspects of Agile RE: stakeholder and user involvement, data gathering, user perspective, integrated methodologies, shared understanding, artifacts, documentation and Non-Functional Requirements (NFR). Agile RE is a complex research field with cross-functional influences. This study will contribute to the software development body of knowledge by assessing the involvement of stakeholder and user in Agile RE, providing methodologies that make ASD more human-centric and giving an overview of requirements management in ASD.Ministerio de EconomĂ­a y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂ­a y Competitividad TIN2015-71938-RED

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Implementation of the Futsal Field Ordering Platform Using the UCD Method

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    The development of information technology is exploding. We cannot separate the need for information from the use and use of computers. With a computerized information system, the work done will be more effective and accurate. Karawang Futsal is a sports venue in the Karawang Regency. Using the futsal ordering system is still manual, the data input system which is still recording in the ledger, making reports is not accurate because of frequent miscalculations that result in making reports not on time because all processes are done. Therefore, with the existence of a computer system, all the needs for everything in the Karawang Regency Futsal will run

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades

    IVOA Recommendation: Simple Spectral Access Protocol Version 1.1

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    The Simple Spectral Access (SSA) Protocol (SSAP) defines a uniform interface to remotely discover and access one dimensional spectra. SSA is a member of an integrated family of data access interfaces altogether comprising the Data Access Layer (DAL) of the IVOA. SSA is based on a more general data model capable of describing most tabular spectrophotometric data, including time series and spectral energy distributions (SEDs) as well as 1-D spectra; however the scope of the SSA interface as specified in this document is limited to simple 1-D spectra, including simple aggregations of 1-D spectra. The form of the SSA interface is simple: clients first query the global resource registry to find services of interest and then issue a data discovery query to selected services to determine what relevant data is available from each service; the candidate datasets available are described uniformly in a VOTable format document which is returned in response to the query. Finally, the client may retrieve selected datasets for analysis. Spectrum datasets returned by an SSA spectrum service may be either precomputed, archival datasets, or they may be virtual data which is computed on the fly to respond to a client request. Spectrum datasets may conform to a standard data model defined by SSA, or may be native spectra with custom project-defined content. Spectra may be returned in any of a number of standard data formats. Spectral data is generally stored externally to the VO in a format specific to each spectral data collection; currently there is no standard way to represent astronomical spectra, and virtually every project does it differently. Hence spectra may be actively mediated to the standard SSA-defined data model at access time by the service, so that client analysis programs do not have to be familiar with the idiosyncratic details of each data collection to be accessed

    IVOA Recommendation: An IVOA Standard for Unified Content Descriptors Version 1.1

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    This document describes the current understanding of the IVOA controlled vocabulary for describing astronomical data quantities, called Unified Content Descriptors (UCDs). The present document defines a new standard (named UCD1+) improving the first generation of UCDs (hereafter UCD1). The basic idea is to adopt a new syntax and vocabulary requiring little effort for people to adapt softwares already using UCD1. This document also addresses the questions of maintenance and evolution of the UCD1+. Examples of use cases within the VO, and tools for using UCD1+ are also described

    Interdisciplinary working in service design: case studies for designing touch points

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    The paper argues that interdisciplinary design can be successful in services design. It offers information about 2 case studies in which interdisciplinary teams address design services problems. The paper explains the design method employed in the case studies. It also identifies “user design centred” as the main concept that drove the design approach. It explains the meaning of “user centred design”, of “services design” and highlights the importance of “interdisciplinary services design”. The paper also offers a framework for interdisciplinary working in service design. KEYWORDS: Service Design, Touch Points, Interdisciplinary workin

    Technology Culture of Mobile Maintenance Men

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    Technology plays a major role in our life and the role is increasing as a result of fast technological development occurring all the time. Technology’s impact on our everyday life sets new challenges also to designers. In order to design products which are usable. We need to understand technologies and devices we are developing, users of our designed products, and the relationships our users have with different kinds of technologies. User-centred design (UCD) has emerged as a counter part for traditional technology centred product development. UCD emphasizes the role of the users in every phase of product design and development. However, it seems that the users’ relationships with technologies is underestimated and sometimes even forgotten also in UCD. The users’ current tools and technological environment is seen as just surroundings and task related tools instead of as an important factor that affects to users’ actions and opinions. This article presents a case study where mobile IT maintenance men where studied with traditional UCD methods and in addition the user research was deepened with focusing on users’ relationships with technology. The results show that UCD’s methods can miss some critical phenomena relating to users’ relationships with technology and affecting to usability and quality of the developed products. Understanding how users comprehend the technologies they use, i.e. understanding what kind of technology culture the users are a part of, enables designers to better evaluate how well the developed product will fit in the lives of it’s users and what sorts of changes are possibly going to happen or required to happen in order the new product to be included in the users’ technology culture. These kinds of evaluations help the designers to design better products and the companies to better estimate business risks relating to for example technology acceptance. Keywords: Technology Culture, User-Centred Design, User Research, Distributed and Mobile Work</p

    Identifying Agile Requirements Engineering Patterns in Industry

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    Agile Software Development (ASD) is gaining in popularity in today´s business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2016-76956-C3-2-RMinisterio de Economía y Competitividad TIN2015-71938-RED
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