10 research outputs found

    Agile Processes in Software Engineering and Extreme Programming: 18th International Conference, XP 2017, Cologne, Germany, May 22-26, 2017, Proceedings

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    agile software development; lean development; scrum; project management; software developmen

    Software Development with Scrum: A Bibliometric Analysis and Profile

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    Introduction of the Scrum approach into software engineering has changed the way software is being developed. The Scrum approach emphasizes the active end-user involvement, embracing of change, and /iterative delivery of products. Our study showed that Scrum has different variants or is used in combination with different methods. Some tools not normally used in the conventional software approaches, like gamification, content analysis and grounded theory are also employed. However, Scrum like other software development approach focuses on improvement of software process, software quality, business value, performance, usability and efficiency and at the same time to reduce cost, risk and uncertainty. Contrary to some conventional approaches it also strives to boost soft factors like agility, trust, motivation, responsibility and transparency. The bibliometric synthetic scoping study revealed seven main research themes concerned with the Scrum research

    Technical Debt Management in Small and Medium-sized Enterprises

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    The need to release our products under tough time constraints has required us to take shortcuts during the implementation of our products and to postpone the correct implementation, thereby accumulating Technical Debt. In this work, we report the experience of a Finnish SME (Small and Medium-sized Enterprise) in managing Technical Debt (TD), investigating the most common types of TD they faced in the past, their causes, and their effects. The case company is a spin-off which sells one product. Its development was outsourced in the beginning and later continued with external developers. We set up a focus group in the case-company, involving different roles. The results showed that the most significant TD in the company stems from disagreements with the supplier and lack of test automation. Specification and test TD are the most significant types of TD. Budget and time constraints were identified as the most potential root causes of TD. TD occurs when time or budget is limited or the amount and content of work are not understood properly. However, not all postponed activities generated ”debt”. Sometimes the accumulation of TD helped meet deadlines without a major impact, while in other cases the cost for repaying the TD was much higher than the benefits. From this study, we found out that learning from customers, careful estimations and continuous improvement could be potential strategies to mitigate TD. These strategies include iterative validation with customers, efficient communication with stakeholders, improvement of meta-cognition in estimations, and value orientation in budgeting and scheduling

    A KD framework in football data analytics: a value co-creation framework for the use of knowledge discovery technologies in the football industry

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    Investment in sport technologies are expected to grow by 40.1% during 2016-2022 reaching approximately $3.97 billion by 2022. As well the recent changes in technology regulations by The Federation Internationale de Football Association (FIFA) since the 2018 World Cup created promising football technologies. This research questions addressing the issue of what is the value of such technologies for professional football teams? and what are the benefits of these technologies? This is achieved by developing a framework for understanding the value co-creation process from the knowledge discovery systems in the football industry. The framework aids in mapping the resources, pinpointing the outputs, identifying the competencies leading into capabilities, and finally in realisation of the value of the final outcomes in that journey. On another words, different teams have different resources that allow them to achieve certain outputs. These outputs enable the coaching team to achieve and maintain certain abilities. By changes in practice the will improve the team ability and enhance their analytical capabilities. Therefore, that will allow and aid the coaching team to gain new outcomes such as improving training strategies, transferring players, and informative match strategies. Additionally, improved understanding of the value co-creation process from the knowledge discovery systems in the football industry answering, why are some teams better able to gain value from investment in knowledge discovery technologies than other teams in the football industry. The framework has been developed in three phases in which semi-structured interviews where used in the first and second phases for developing and validating the framework respectively. The third and final phases is verifying the framework by developing a knowledge discovery maturity model as an online assessment s tool in operationalising the research findings. The main contributions of this research are the adaptation and customisation of Melville et al. (2004) to develop a value co-creation process form knowledge discovery resources. Moreover, applying Agile (APM, 2015) artefacts and techniques and tools in improving the value co-creation process between coaches and data analysts. That s aided in developing the value co-creation knowledge discovery framework in football analytics. Additionally, the development of a key performance indicators balanced scorecard and its adaptation as a in understanding the relationships between the key performance indicators (i.e. physical, psychological, technical and tactical performance indicators). Finally, the development of the knowledge discovery maturity model in football analytics which was used in understanding and pinpointing areas of strength and weakness in the utilisation of the various football resources used in football analytics (human resources, technological resources, value co-creation resources and analytical models used)

    International student projects in a blended setting:How to facilitate problem based project work

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    Monetization strategy in the UX design of the user experience of startups on web platforms and mobile applications

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    El presente proyecto tiene como objetivo investigar y recopilar estrategias y prácticas de diseño de UX en plataformas web y aplicaciones móviles como propuesta de monetización y guía para las startups en Colombia. Con este propósito se realizó una revisión de literatura en artículos publicados sobre el tópico UX experiencia de usuario de la última década, integrando los aportes de los autores con un alto índice de citación disponibles en las bases de datos Web of Science - WOS, Scopus, Ebsco host, Springer link y Sciencedirect. La metodología se sustenta en una investigación de orden mixto para la elaboración de análisis de datos cuantitativos y cualitativos, inmerso en el desarrollo de las 5 etapas de la metodología del Design Thinking for Educators, considerada una de las metodologías innovadoras que utiliza la sensibilidad del diseñador y sus métodos de resolución de problemas para satisfacer las necesidades de las personas de un modo tecnológicamente factible y comercialmente viable Para tal efecto, se hace necesario contar con una mirada empresarial que permita integrar equipos de trabajo en las startups destacas en Colombia, identificando las principales tendencias del entorno, indicadores y estrategias de los procesos de diseño de UX, seleccionadas a partir de las variables de: Presencia en el mercado, historial empresarial, modelo de negocio: Delivery y crecimiento exponencial. Asimismo, estos indicadores se complementarán con la revisión de literatura del tópico UX con la finalidad de proponer un test diagnóstico como un producto mínimo viable como solución empresarial a las startups en función de la ideación, aplicación y desarrollo del diseño de UX en las plataformas web y aplicaciones móviles. Finalmente, los principales resultados se recopilan en 5 etapas de la metodología del Design Thinking for Educators: (Referencia) descubrimiento (Definición del desafío de diseño, revisión de literatura de UX, relevancia de las estrategias y prácticas de las startups en el mercado Colombiano) seguido de la etapa de interpretación (Diagnóstico cuantitativo y cualitativo), etapa de ideación (Proceso de generación de ideas) la etapa de experimentación (Construcción de la guía) y por último la etapa de evolución (donde se consolidan los principales aportes derivados del proceso de evaluación).RESUMEN 7 SUMMARY 8 INTRODUCCIÓN 14 1. CAPITULO I. PROBLEMA U OPORTUNIDAD 18 1.1. ANTECEDENTES DEL PROBLEMA 20 1.2. PREGUNTA DE INVESTIGACIÓN 21 1.3. OBJETIVOS 22 1.3.1. OBJETIVO GENERAL 22 1.3.2. OBJETIVOS ESPECÍFICOS 22 1.4. JUSTIFICACIÓN 22 2. CAPITULO II. MARCO TEÓRICO Y ESTADO DEL ARTE 26 2.1 MARCO LEGAL O NORMATIVO 26 2.2. MARCO TEÓRICO 27 2.2.1. (UX) EXPERIENCIA DEL USUARIO 28 2.2.2. EMPRESA DIGITAL - STARTUP 29 2.2.3. COMERCIO ELECTRÓNICO (ECOMMERCE) 30 2.2.4. APLICACIONES MÓVILES 32 2.2.5. DESIGN THINKING 33 2.3. REVISIÓN DE LITERATURA-ESTADO DEL ARTE 35 2.3.1. UX (USER EXPERIENCE) 35 2.3.2. CICLO DE SERVICIO DE UX 42 2.3.3. INDICADORES Y CRITERIOS DE LA UX 47 3. CAPITULO III. METODOLOGÍA 52 3.1. METODOLOGÍA DE INVESTIGACIÓN 52 3.2. POBLACIÓN Y MUESTRA 56 3.3. INSTRUMENTOS DE RECOLECCIÓN DE DATOS 58 3.3.1 TÉCNICA SESIONES GRUPALES 58 3.3.2. ENTREVISTA DE USUARIOS 59 3.3.3. ENCUESTA ONLINE PARA LÍDERES DE UX DE STARTUPS 59 4. CAPITULO IV. RESULTADOS 62 4.1. ANÁLISIS DE DATOS 62 4.1.1. ANÁLISIS DE DATOS SESIONES GRUPALES 62 4.1.2. ANÁLISIS DE ENTREVISTAS DE USUARIOS 65 4.1.3. ANÁLISIS DE ENCUESTA DIGITAL 66 4.1.4. MAPA DE EMPATÍA 74 4.1.5. PRÁCTICAS Y ESTRATEGIAS PROPUESTAS DEL PROYECTO 76 4.2.1. ETAPA DE IDEACIÓN (DEFINICIÓN DEL PRODUCTO MÍNIMO VIABLE) 80 4.2.2. ETAPA DE PROTOTIPADO (PROPUESTA DE PRODUCTO MÍNIMO VIABLE) 82 5. CAPITULO V. CONCLUSIONES 89 6. BIBLIOGRAFÍA 92MaestríaThe objective of this project is to investigate and compile UX design strategies and practices on web platforms and mobile applications as a monetization proposal and guide for startups in Colombia. With this purpose, a literature review was carried out on articles published on the topic UX user experience in the last decade, integrating the contributions of authors with a high citation rate available in the Web of Science - WOS, Scopus, Ebsco host, Springer link and Sciencedirect. The methodology is based on a mixed order investigation for the elaboration of quantitative and qualitative data analysis, immersed in the development of the 5 stages of the Design Thinking for Educators methodology, considered one of the innovative methodologies that uses the sensitivity of the designer. and their problem-solving methods to satisfy the needs of people in a technologically feasible and commercially viable way. For this purpose, it is necessary to have a business perspective that allows integrating work teams in outstanding startups in Colombia, identifying the main environmental trends, indicators and strategies of the UX design processes, selected from the variables of: Presence in the market, business history, business model: Delivery and exponential growth. Likewise, these indicators will be complemented with a review of the literature on the UX topic in order to propose a diagnostic test as a minimum viable product as a business solution for startups based on the ideation, application and development of UX design on web platforms. and mobile applications. Finally, the main results are compiled in 5 stages of the Design Thinking for Educators methodology: (Reference) discovery (Definition of the design challenge, UX literature review, relevance of the strategies and practices of startups in the Colombian market) followed by the interpretation stage (quantitative and qualitative diagnosis), the ideation stage (idea generation process), the experimentation stage (construction of the guide) and finally the evolution stage (where the main contributions derived from the process are consolidated). evaluation).Modalidad Presencia

    Systematic Approaches for Telemedicine and Data Coordination for COVID-19 in Baja California, Mexico

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    Conference proceedings info: ICICT 2023: 2023 The 6th International Conference on Information and Computer Technologies Raleigh, HI, United States, March 24-26, 2023 Pages 529-542We provide a model for systematic implementation of telemedicine within a large evaluation center for COVID-19 in the area of Baja California, Mexico. Our model is based on human-centric design factors and cross disciplinary collaborations for scalable data-driven enablement of smartphone, cellular, and video Teleconsul-tation technologies to link hospitals, clinics, and emergency medical services for point-of-care assessments of COVID testing, and for subsequent treatment and quar-antine decisions. A multidisciplinary team was rapidly created, in cooperation with different institutions, including: the Autonomous University of Baja California, the Ministry of Health, the Command, Communication and Computer Control Center of the Ministry of the State of Baja California (C4), Colleges of Medicine, and the College of Psychologists. Our objective is to provide information to the public and to evaluate COVID-19 in real time and to track, regional, municipal, and state-wide data in real time that informs supply chains and resource allocation with the anticipation of a surge in COVID-19 cases. RESUMEN Proporcionamos un modelo para la implementación sistemática de la telemedicina dentro de un gran centro de evaluación de COVID-19 en el área de Baja California, México. Nuestro modelo se basa en factores de diseño centrados en el ser humano y colaboraciones interdisciplinarias para la habilitación escalable basada en datos de tecnologías de teleconsulta de teléfonos inteligentes, celulares y video para vincular hospitales, clínicas y servicios médicos de emergencia para evaluaciones de COVID en el punto de atención. pruebas, y para el tratamiento posterior y decisiones de cuarentena. Rápidamente se creó un equipo multidisciplinario, en cooperación con diferentes instituciones, entre ellas: la Universidad Autónoma de Baja California, la Secretaría de Salud, el Centro de Comando, Comunicaciones y Control Informático. de la Secretaría del Estado de Baja California (C4), Facultades de Medicina y Colegio de Psicólogos. Nuestro objetivo es proporcionar información al público y evaluar COVID-19 en tiempo real y rastrear datos regionales, municipales y estatales en tiempo real que informan las cadenas de suministro y la asignación de recursos con la anticipación de un aumento de COVID-19. 19 casos.ICICT 2023: 2023 The 6th International Conference on Information and Computer Technologieshttps://doi.org/10.1007/978-981-99-3236-

    XXI Workshop de Investigadores en Ciencias de la Computación - WICC 2019: libro de actas

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    Trabajos presentados en el XXI Workshop de Investigadores en Ciencias de la Computación (WICC), celebrado en la provincia de San Juan los días 25 y 26 de abril 2019, organizado por la Red de Universidades con Carreras en Informática (RedUNCI) y la Facultad de Ciencias Exactas, Físicas y Naturales de la Universidad Nacional de San Juan.Red de Universidades con Carreras en Informátic

    XXI Workshop de Investigadores en Ciencias de la Computación - WICC 2019: libro de actas

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    Trabajos presentados en el XXI Workshop de Investigadores en Ciencias de la Computación (WICC), celebrado en la provincia de San Juan los días 25 y 26 de abril 2019, organizado por la Red de Universidades con Carreras en Informática (RedUNCI) y la Facultad de Ciencias Exactas, Físicas y Naturales de la Universidad Nacional de San Juan.Red de Universidades con Carreras en Informátic
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